#ifndef Magnum_Trade_AbstractImporter_h #define Magnum_Trade_AbstractImporter_h /* Copyright © 2010, 2011, 2012 Vladimír Vondruš This file is part of Magnum. Magnum is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3 only, as published by the Free Software Foundation. Magnum is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License version 3 for more details. */ /** @file * @brief Class Magnum::Trade::AbstractImporter */ #include #include "PluginManager/Plugin.h" #include "Image.h" namespace Magnum { class AbstractShaderProgram; class AbstractTexture; class Camera; class Light; class Mesh; class Object; class Scene; /** @brief Data format exchange Contains plugin interfaces for importing data of various formats and classes for direct access to the data. */ namespace Trade { class AbstractMaterial; /** @brief Base class for importer plugins Importer is used for importing data like scenes, lights, objects, images, textures etc. @section AbstractImporterSubclassing Subclassing

Plugin implements function features(), one or more open() functions, function close() and one or more pairs of data access functions, based on which features are supported in given format.

For multi-data formats file opening shouldn't take long, all parsing should be done in data parsing functions, because the user might want to import only some data. This is obviously not the case for single-data formats like images, as the file contains all data user wants to import.

@subsection AbstractImporterMemoryManagement Memory management

Every data access function returns std::shared_ptr, thus deletion of underlying data is done automatically when last shared pointer instance is destroyed. This allows for data reusing, e.g. one material can be used for many meshes without the need for complex memory management.

Except for objects, the class should store its own copies of shared pointers for all requested data until the file is closed, so when user requests the data and then destroys his copy of shared pointer, the data are not deleted (and next request will not require parsing them again).

As objects have their own hierarchy which doesn't involve shared pointers, having copies of shared pointers for them will lead to dangling pointers when any object deletes its child objects. Thus the class should store only one shared pointer to root of each object tree.

*/ class MAGNUM_EXPORT AbstractImporter: public Corrade::PluginManager::Plugin { PLUGIN_INTERFACE("cz.mosra.magnum.Trade.AbstractImporter/0.1") public: struct MeshData; /** @brief Features supported by this importer */ enum Feature { OpenFile = 0x01, /**< Can open files specified by filename */ OpenStream = 0x02 /**< Can open files from input streams */ }; /** @brief Constructor */ AbstractImporter(Corrade::PluginManager::AbstractPluginManager* manager = nullptr, const std::string& plugin = ""): Plugin(manager, plugin) {} /** * @brief Features supported by this importer * @return OR-ed combination of values from Feature enum. */ virtual int features() const = 0; /** * @brief Open file * @param filename Filename * @return Whether the file was successfully opened * * Closes previous file, if it was opened, and tries to open given * file. See also Feature::OpenFile. Default implementation prints * message to error output and returns false. */ virtual bool open(const std::string& filename); /** * @brief Open stream * @param in Input stream * @return Whether the file was successfully opened * * See also open(const std::string&), Feature::OpenStream. Default * implementation prints message to error output and returns false. */ virtual bool open(std::istream& in); /** @brief Close file */ virtual void close() = 0; /** @{ @name Data accessors * Each function pair provides access to the data. The data are usually * hierarchic, so in most cases scene will contain all objects, every * object will have one of the materials, every material will have * some shader for rendering and possibly even some textures, which are * finally composed from images. */ /** @brief Scene count */ virtual inline size_t sceneCount() const { return 0; } /** * @brief Scene * @param id Scene ID, from range [0, sceneCount()). * * Returns (shared) pointer to given scene or nullptr, if no such scene * exists. */ virtual inline std::shared_ptr scene(size_t id) { return nullptr; } /** @brief Light count */ virtual inline size_t lightCount() const { return 0; } /** * @brief Light * @param id Light ID, from range [0, lightCount()). * * Returns (shared) pointer to given light or nullptr, if no such * light exists. */ virtual inline std::shared_ptr light(size_t id) { return nullptr; } /** @brief Camera count */ virtual inline size_t cameraCount() const { return 0; } /** * @brief Camera * @param id Camera ID, from range [0, cameraCount()). * * Returns (shared) pointer to given camera or nullptr, if no such * camera exists. */ virtual inline std::shared_ptr camera(size_t id) { return nullptr; } /** @brief Object count (without lights and cameras) */ virtual inline size_t objectCount() const { return 0; } /** * @brief Object * @param id Object ID, from range [0, objectCount()). * * Returns (shared) pointer to given object or nullptr, if no such * object exists. */ virtual inline std::shared_ptr object(size_t id) { return nullptr; } /** @brief Mesh count */ virtual inline size_t meshCount() const { return 0; } /** * @brief Mesh data * @param meshId Mesh ID, from range [0, meshCount()). * @return (Shared) pointer to given mesh data or nullptr, if no * such mesh exists. * * If you modify the mesh data before mesh/object using them is * requested, the changes will be reflected in the resulting mesh. * This can be used for e.g. optimizing or modifying the data using * functions from MeshTools. */ virtual inline std::shared_ptr meshData(size_t meshId) { return nullptr; } /** * @brief Mesh * @param id Mesh ID, from range [0, meshCount()). * * Returns (shared) pointer to given mesh or nullptr, if no such * mesh exists. */ virtual inline std::shared_ptr mesh(size_t id) { return nullptr; } /** @brief Material count */ virtual inline size_t materialCount() const { return 0; } /** * @brief Material * @param id Material ID, from range [0, materialCount()). * * Returns (shared) pointer to given material or nullptr, if no such * material exists. */ virtual inline std::shared_ptr material(size_t id) { return nullptr; } /** @brief Shader count */ virtual inline size_t shaderCount() const { return 0; } /** * @brief Shader * @param id Shader ID, from range [0, shaderCount()). * * Returns (shared) pointer to given shader or nullptr, if no such * shader exists. */ virtual inline std::shared_ptr shader(size_t id) { return nullptr; } /** @brief Texture count */ virtual inline size_t textureCount() const { return 0; } /** * @brief Texture * @param id Texture ID, from range [0, textureCount()). * * Returns (shared) pointer to given texture or nullptr, if no such * texture exists. */ virtual inline std::shared_ptr texture(size_t id) { return nullptr; } /** @brief One-dimensional image count */ virtual inline size_t image1DCount() const { return 0; } /** * @brief One-dimensional image * @param id Image ID, from range [0, image1DCount()). * * Returns (shared) pointer to given image or nullptr, if no such image * exists. */ virtual inline std::shared_ptr image1D(size_t id) { return nullptr; } /** @brief Two-dimensional image count */ virtual inline size_t image2DCount() const { return 0; } /** * @brief Two-dimensional image * @param id Image ID, from range [0, image2DCount()). * * Returns (shared) pointer to given image or nullptr, if no such image * exists. */ virtual inline std::shared_ptr image2D(size_t id) { return nullptr; } /** @brief Three-dimensional image count */ virtual inline size_t image3DCount() const { return 0; } /** * @brief Three-dimensional image * @param id Image ID, from range [0, image3DCount()). * * Returns (shared) pointer to given image or nullptr, if no such image * exists. */ virtual inline std::shared_ptr image3D(size_t id) { return nullptr; } /*@}*/ }; /** @brief Mesh data Provides direct access to data of any mesh. See also AbstractImporter::meshData(). */ class MAGNUM_EXPORT AbstractImporter::MeshData { public: /** * @brief Indices * @return Indices or nullptr if the mesh is not indexed. */ virtual std::vector* const indices() { return nullptr; } /** * @brief Vertices * @param id ID of vertex data array * @return Vertices or nullptr if there is no vertex array with given * ID. */ virtual std::vector* const vertices(size_t id) { return nullptr; } /** * @brief Normals * @param id ID of normal data array * @return Vertices or nullptr if there is no normal array with given * ID. */ virtual std::vector* const normals(size_t id) { return nullptr; } /** * @brief 2D texture coordinates * @param id ID of texture coordinates array * @return Texture coordinates or nullptr if there is no texture * coordinates array with given ID. */ virtual std::vector* const textureCoords2D(size_t id) { return nullptr; } }; }} #endif