irrlicht/include/IColladaMeshWriter.h

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// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_I_COLLADA_MESH_WRITER_H_INCLUDED__
#define __IRR_I_COLLADA_MESH_WRITER_H_INCLUDED__
#include "IMeshWriter.h"
#include "ISceneNode.h"
#include "IAnimatedMesh.h"
#include "SMaterial.h"
namespace irr
{
namespace io
{
class IWriteFile;
} // end namespace io
namespace scene
{
//! Lighting models - more or less the way Collada categorizes materials
enum E_COLLADA_TECHNIQUE_FX
{
//! Blinn-phong which is default for opengl and dx fixed function pipelines.
//! But several well-known renderers don't support it and prefer phong.
ECTF_BLINN,
//! Phong shading, default in many external renderers.
ECTF_PHONG,
//! diffuse shaded surface that is independent of lighting.
ECTF_LAMBERT,
// constantly shaded surface that is independent of lighting.
ECTF_CONSTANT
};
//! How to export opacity to collada
/** Note that there is also a check for transparent textures in IColladaMeshWriterProperties
which will be evaluated additionally to the flags:
No ECOF_TRANSPARENT_* flag and no texture => <transparent> will not be written at all.
No ECOF_TRANSPARENT_* flag but a valid texture => texture will be written.
ECOF_TRANSPARENT_* flag is set and no texture => A color will be written.
Both, a ECOF_TRANSPARENT_* flag and a valid texture => only the texture will be written.
You can only have either ECOF_A_ONE or ECOF_RGB_ZERO otherwise ECOF_RGB_ZERO is used.
You can only have one of the ECOF_TRANSPARENT_* flags otherwise the first is used.
*/
enum E_COLLADA_TRANSPARENT_FX
{
//! default - only alpha channel of color or texture is used. Can't be used together with ECOF_RGB_ZERO.
ECOF_A_ONE = 0,
//! Alpha values for each RGB channel of color or texture are used. Can't be used together with ECOF_A_ONE.
ECOF_RGB_ZERO = 1,
//! Write diffuse material color as transparent
ECOF_TRANSPARENT_DIFFUSE = 2,
//! Write ambient material color as transparent
ECOF_TRANSPARENT_AMBIENT = 4,
//! Write emissive material color as transparent
ECOF_TRANSPARENT_EMISSIVE = 8,
//! Write specular material color as transparent
ECOF_TRANSPARENT_SPECULAR = 16
};
//! For mapping irrlicht textures indices to collada color-types
enum E_COLLADA_COLOR_SAMPLER
{
ECCS_DIFFUSE,
ECCS_AMBIENT,
ECCS_EMISSIVE,
ECCS_SPECULAR,
ECCS_TRANSPARENT
};
//! Callback interface for properties which can be used to influence collada writing
//! NOTE: Interface is still work in process and might change some more before 1.8 release
class IColladaMeshWriterProperties : public virtual IReferenceCounted
{
public:
virtual ~IColladaMeshWriterProperties () {}
//! Which lighting model should be used in the technique (FX) section when exporting effects (materials)
virtual E_COLLADA_TECHNIQUE_FX getTechniqueFx(const video::SMaterial& material) const = 0;
//! Which texture index should be used when writing the texture of the given sampler color.
/** \return the index to the texture-layer or -1 if that texture should never be exported
Note: for ECCS_TRANSPARENT by default the alpha channel is used, if you want to use RGB you have to set
also the ECOF_RGB_ZERO flag in getTransparentFx. */
virtual s32 getTextureIdx(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs) const = 0;
//! Return the settings for transparence
virtual E_COLLADA_TRANSPARENT_FX getTransparentFx(const video::SMaterial& material) const = 0;
//! Transparency value for the material.
/** This value is additional to transparent settings, if both are set they will be multiplicated.
\return 1.0 for fully transparent, 0.0 for not transparent and not written at all when < 0.f */
virtual f32 getTransparency(const video::SMaterial& material) const = 0;
//! Should node be used in scene export?
//! By default all visible nodes are exported.
virtual bool isExportable(const irr::scene::ISceneNode * node) const = 0;
//! Return the mesh for the given node. If it has no mesh or shouldn't export it's mesh return 0
//! then only the transformation matrix of the node will be used.
virtual IMesh* getMesh(irr::scene::ISceneNode * node) = 0;
};
//! Interface for writing meshes
class IColladaMeshWriter : public IMeshWriter
{
public:
IColladaMeshWriter() : Properties(0), DefaultProperties(0), WriteTextures(true), WriteDefaultScene(false)
{
}
//! Destructor
virtual ~IColladaMeshWriter()
{
if ( Properties )
Properties->drop();
if ( DefaultProperties )
DefaultProperties->drop();
}
//! writes a scene starting with the given node
virtual bool writeScene(io::IWriteFile* file, scene::ISceneNode* root) = 0;
//! Set if texture information should be written
virtual void setWriteTextures(bool write)
{
WriteTextures = write;
}
//! Get if texture information should be written
virtual bool getWriteTextures() const
{
return WriteTextures;
}
//! Set if a default scene should be written when writing meshes.
/** Many collada readers fail to read a mesh if the collada files doesn't contain a scene as well.
The scene is doing an instantiation of the mesh.
When using writeScene this flag is ignored (as we have scene there already)
*/
virtual void setWriteDefaultScene(bool write)
{
WriteDefaultScene = write;
}
//! Get if a default scene should be written
virtual bool getWriteDefaultScene() const
{
return WriteDefaultScene;
}
//! Set properties to use by the meshwriter instead of it's default properties.
/** Overloading properties with an own class allows modifying the writing process in certain ways.
By default properties are set to the DefaultProperties. */
virtual void setProperties(IColladaMeshWriterProperties * p)
{
if ( p == Properties )
return;
if ( p )
p->grab();
if ( Properties )
Properties->drop();
Properties = p;
}
//! Get properties which are currently used.
virtual IColladaMeshWriterProperties * getProperties()
{
return Properties;
}
//! Return the original default properties of the writer.
/** You can use this pointer in your own properties to access and return default values. */
IColladaMeshWriterProperties * getDefaultProperties() const
{
return DefaultProperties;
}
protected:
// NOTE: you should also call setProperties
virtual void setDefaultProperties(IColladaMeshWriterProperties * p)
{
if ( p == DefaultProperties )
return;
if ( p )
p->grab();
if ( DefaultProperties )
DefaultProperties->drop();
DefaultProperties = p;
}
private:
IColladaMeshWriterProperties * Properties;
IColladaMeshWriterProperties * DefaultProperties;
bool WriteTextures;
bool WriteDefaultScene;
};
} // end namespace
} // end namespace
#endif