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