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/**
* @file llfloaterimportcollada.h
* @brief The about box from Help -> About
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#ifndef LL_LLFLOATERIMPORTCOLLADA_H
#define LL_LLFLOATERIMPORTCOLLADA_H
#include "llfloater.h"
#include "llvolume.h" //for LL_MESH_ENABLED
#if LL_MESH_ENABLED
class LLFloaterImportCollada : public LLFloater
{
public:
LLFloaterImportCollada(const LLSD& key);
/* virtual */ BOOL postBuild();
void setAssetCount(S32 mesh_count, S32 texture_count);
void setStatusAssetUploading(std::string asset_name);
void setStatusCreatingPrim(std::string prim_name);
void setStatusIdle();
void enableOK(BOOL enable);
};
class LLViewerObject;
class DAE;
class daeElement;
class domMesh;
class domImage;
class domInstance_geometry;
class LLModel;
class LLImportCollada;
class LLImportColladaAssetCache : public LLSingleton<LLImportColladaAssetCache>
{
public:
// called first to initialize
void prepareForUpload(DAE* dae);
// upload the assets in this collada file
void uploadAssets();
// get the uploaded assets which corresponds to this element
LLUUID getAssetForDaeElement(daeElement* element);
// stop the upload
void endImport();
// reset
void clear();
// callback for notification when an asset has been uploaded
void assetUploaded(LLUUID transaction_uuid, LLUUID asset_uuid, BOOL success);
private:
void uploadNextAsset();
BOOL uploadMeshAsset(domMesh* mesh);
BOOL uploadImageAsset(domImage* image);
void updateCount();
std::vector<daeElement*> mUploadsPending;
std::map<LLUUID, daeElement*> mTransactionMap;
std::map<daeElement*, LLUUID> mAssetMap;
DAE* mDAE;
S32 mUploads;
};
class LLImportCollada
: public LLSingleton<LLImportCollada>
{
public:
LLImportCollada();
void importFile(std::string filename);
// callback when all assets have been uploaded
void assetsUploaded();
// callback when buttons pressed
static void onCommitOK(LLUICtrl*, void*);
static void onCommitCancel(LLUICtrl*, void*);
private:
void endImport();
void processNextElement();
BOOL processElement(daeElement* element);
void pushStack(daeElement* next_element, std::string name, LLMatrix4 transformation);
void popStack();
void appendObjectAsset(domInstance_geometry* instance_geo);
void uploadObjectAsset();
struct StackState
{
daeElement* next_element;
std::string name;
LLMatrix4 transformation;
};
std::list<struct StackState> mStack;
S32 mCreates;
LLVector3 mImportOrigin;
std::string mFilename;
BOOL mIsImporting;
DAE *mDAE;
LLSD mObjectList;
LLMatrix4 mSceneTransformation;
};
#endif
#endif // LL_LLFLOATERIMPORTCOLLADA_H
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