2019-04-03 07:54:58 +02:00
|
|
|
/*
|
|
|
|
Open Asset Import Library (assimp)
|
|
|
|
----------------------------------------------------------------------
|
|
|
|
|
|
|
|
Copyright (c) 2006-2019, assimp team
|
|
|
|
|
|
|
|
|
|
|
|
All rights reserved.
|
|
|
|
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
|
|
with or without modification, are permitted provided that the
|
|
|
|
following conditions are met:
|
|
|
|
|
|
|
|
* Redistributions of source code must retain the above
|
|
|
|
copyright notice, this list of conditions and the
|
|
|
|
following disclaimer.
|
|
|
|
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
|
|
copyright notice, this list of conditions and the
|
|
|
|
following disclaimer in the documentation and/or other
|
|
|
|
materials provided with the distribution.
|
|
|
|
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
|
|
contributors may be used to endorse or promote products
|
|
|
|
derived from this software without specific prior
|
|
|
|
written permission of the assimp team.
|
|
|
|
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
|
|
|
|
----------------------------------------------------------------------
|
|
|
|
*/
|
|
|
|
|
|
|
|
/** @file PretransformVertices.h
|
|
|
|
* @brief Defines a post processing step to pretransform all
|
|
|
|
* vertices in the scenegraph
|
|
|
|
*/
|
|
|
|
#ifndef AI_PRETRANSFORMVERTICES_H_INC
|
|
|
|
#define AI_PRETRANSFORMVERTICES_H_INC
|
|
|
|
|
2019-07-30 00:54:00 +02:00
|
|
|
#include "Common/BaseProcess.h"
|
|
|
|
|
2019-04-03 07:54:58 +02:00
|
|
|
#include <assimp/mesh.h>
|
2019-07-30 00:54:00 +02:00
|
|
|
|
2019-04-03 07:54:58 +02:00
|
|
|
#include <list>
|
|
|
|
#include <vector>
|
|
|
|
|
2019-07-30 00:54:00 +02:00
|
|
|
// Forward declarations
|
2019-04-03 07:54:58 +02:00
|
|
|
struct aiNode;
|
2019-07-30 00:54:00 +02:00
|
|
|
|
2019-04-03 07:54:58 +02:00
|
|
|
class PretransformVerticesTest;
|
2019-07-30 00:54:00 +02:00
|
|
|
|
2019-04-03 07:54:58 +02:00
|
|
|
namespace Assimp {
|
|
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
/** The PretransformVertices pre-transforms all vertices in the node tree
|
|
|
|
* and removes the whole graph. The output is a list of meshes, one for
|
|
|
|
* each material.
|
|
|
|
*/
|
|
|
|
class ASSIMP_API PretransformVertices : public BaseProcess {
|
|
|
|
public:
|
|
|
|
PretransformVertices ();
|
|
|
|
~PretransformVertices ();
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Check whether step is active
|
|
|
|
bool IsActive( unsigned int pFlags) const;
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Execute step on a given scene
|
|
|
|
void Execute( aiScene* pScene);
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Setup import settings
|
|
|
|
void SetupProperties(const Importer* pImp);
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
/** @brief Toggle the 'keep hierarchy' option
|
2019-07-30 00:54:00 +02:00
|
|
|
* @param keep true for keep configuration.
|
2019-04-03 07:54:58 +02:00
|
|
|
*/
|
2019-07-30 00:54:00 +02:00
|
|
|
void KeepHierarchy(bool keep) {
|
|
|
|
configKeepHierarchy = keep;
|
2019-04-03 07:54:58 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
/** @brief Check whether 'keep hierarchy' is currently enabled.
|
|
|
|
* @return ...
|
|
|
|
*/
|
|
|
|
bool IsHierarchyKept() const {
|
|
|
|
return configKeepHierarchy;
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Count the number of nodes
|
|
|
|
unsigned int CountNodes( aiNode* pcNode );
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Get a bitwise combination identifying the vertex format of a mesh
|
|
|
|
unsigned int GetMeshVFormat(aiMesh* pcMesh);
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Count the number of vertices in the whole scene and a given
|
|
|
|
// material index
|
|
|
|
void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
|
|
|
|
unsigned int iMat,
|
|
|
|
unsigned int iVFormat,
|
|
|
|
unsigned int* piFaces,
|
|
|
|
unsigned int* piVertices);
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Collect vertex/face data
|
|
|
|
void CollectData( aiScene* pcScene, aiNode* pcNode,
|
|
|
|
unsigned int iMat,
|
|
|
|
unsigned int iVFormat,
|
|
|
|
aiMesh* pcMeshOut,
|
|
|
|
unsigned int aiCurrent[2],
|
|
|
|
unsigned int* num_refs);
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Get a list of all vertex formats that occur for a given material
|
|
|
|
// The output list contains duplicate elements
|
|
|
|
void GetVFormatList( aiScene* pcScene, unsigned int iMat,
|
|
|
|
std::list<unsigned int>& aiOut);
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Compute the absolute transformation matrices of each node
|
|
|
|
void ComputeAbsoluteTransform( aiNode* pcNode );
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Simple routine to build meshes in worldspace, no further optimization
|
|
|
|
void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
|
|
|
|
unsigned int numIn, aiNode* node);
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Apply the node transformation to a mesh
|
|
|
|
void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Reset transformation matrices to identity
|
|
|
|
void MakeIdentityTransform(aiNode* nd);
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
|
|
// Build reference counters for all meshes
|
|
|
|
void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
|
|
|
|
|
|
|
|
//! Configuration option: keep scene hierarchy as long as possible
|
|
|
|
bool configKeepHierarchy;
|
|
|
|
bool configNormalize;
|
|
|
|
bool configTransform;
|
|
|
|
aiMatrix4x4 configTransformation;
|
|
|
|
bool mConfigPointCloud;
|
|
|
|
};
|
|
|
|
|
|
|
|
} // end of namespace Assimp
|
|
|
|
|
|
|
|
#endif // !!AI_GENFACENORMALPROCESS_H_INC
|