// Copyright (c) 2017-2019 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _RWMesh_MaterialMap_HeaderFile #define _RWMesh_MaterialMap_HeaderFile #include #include #include //! Material manager. //! Provides an interface for collecting all materials within the document before writing it into file, //! and for copying associated image files (textures) into sub-folder near by exported model. class RWMesh_MaterialMap { public: //! Main constructor. Standard_EXPORT RWMesh_MaterialMap (const TCollection_AsciiString& theFile); //! Destructor. Standard_EXPORT virtual ~RWMesh_MaterialMap(); //! Return default material definition to be used for nodes with only color defined. const XCAFPrs_Style& DefaultStyle() const { return myDefaultStyle; } //! Set default material definition to be used for nodes with only color defined. void SetDefaultStyle (const XCAFPrs_Style& theStyle) { myDefaultStyle = theStyle; } //! Find already registered material TCollection_AsciiString FindMaterial (const XCAFPrs_Style& theStyle) const { if (myStyles.IsBound1 (theStyle)) { return myStyles.Find1 (theStyle); } return TCollection_AsciiString(); } //! Register material and return its name identifier. Standard_EXPORT virtual TCollection_AsciiString AddMaterial (const XCAFPrs_Style& theStyle); //! Create texture folder "modelName/textures"; for example: //! MODEL: Path/ModelName.gltf //! IMAGES: Path/ModelName/textures/ //! Warning! Output folder is NOT cleared. Standard_EXPORT virtual bool CreateTextureFolder(); //! Copy and rename texture file to the new location. //! @param theResTexture [out] result texture file path (relative to the model) //! @param theTexture [in] original texture //! @param theKey [in] material key Standard_EXPORT virtual bool CopyTexture (TCollection_AsciiString& theResTexture, const Handle(Image_Texture)& theTexture, const TCollection_AsciiString& theKey); //! Virtual method actually defining the material (e.g. export to the file). virtual void DefineMaterial (const XCAFPrs_Style& theStyle, const TCollection_AsciiString& theKey, const TCollection_AsciiString& theName) = 0; //! Return failed flag. bool IsFailed() const { return myIsFailed; } protected: //! Copy file to another place. Standard_EXPORT static bool copyFileTo (const TCollection_AsciiString& theFileSrc, const TCollection_AsciiString& theFileDst); protected: TCollection_AsciiString myFolder; //!< output folder for glTF file TCollection_AsciiString myTexFolder; //!< output folder for images (full path) TCollection_AsciiString myTexFolderShort; //!< output folder for images (short path) TCollection_AsciiString myFileName; //!< output glTF file path TCollection_AsciiString myShortFileNameBase; //!< output glTF file name without extension TCollection_AsciiString myKeyPrefix; //!< prefix for generated keys NCollection_DoubleMap myStyles; //!< map of processed styles NCollection_Map myImageFailMap; //!< map of images failed to be copied XCAFPrs_Style myDefaultStyle; //!< default material definition to be used for nodes with only color defined Standard_Integer myNbMaterials; //!< number of registered materials Standard_Boolean myIsFailed; //!< flag indicating failure Standard_Boolean myMatNameAsKey; //!< flag indicating usage of material name as key }; #endif // _RWMesh_MaterialMap_HeaderFile