112 lines
No EOL
4.1 KiB
C++
112 lines
No EOL
4.1 KiB
C++
/*
|
|
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.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
#ifndef ARMATURE_POPULATE_H_
|
|
#define ARMATURE_POPULATE_H_
|
|
|
|
#include "Common/BaseProcess.h"
|
|
#include <assimp/BaseImporter.h>
|
|
#include <vector>
|
|
#include <map>
|
|
|
|
|
|
struct aiNode;
|
|
struct aiBone;
|
|
|
|
namespace Assimp {
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Armature Populate: This is a post process designed
|
|
* To save you time when importing models into your game engines
|
|
* This was originally designed only for fbx but will work with other formats
|
|
* it is intended to auto populate aiBone data with armature and the aiNode
|
|
* This is very useful when dealing with skinned meshes
|
|
* or when dealing with many different skeletons
|
|
* It's off by default but recommend that you try it and use it
|
|
* It should reduce down any glue code you have in your
|
|
* importers
|
|
* You can contact RevoluPowered <gordon@gordonite.tech>
|
|
* For more info about this
|
|
*/
|
|
class ASSIMP_API ArmaturePopulate : public BaseProcess {
|
|
public:
|
|
/// The default class constructor.
|
|
ArmaturePopulate();
|
|
|
|
/// The class destructor.
|
|
virtual ~ArmaturePopulate();
|
|
|
|
/// Overwritten, @see BaseProcess
|
|
virtual bool IsActive( unsigned int pFlags ) const;
|
|
|
|
/// Overwritten, @see BaseProcess
|
|
virtual void SetupProperties( const Importer* pImp );
|
|
|
|
/// Overwritten, @see BaseProcess
|
|
virtual void Execute( aiScene* pScene );
|
|
|
|
static aiNode *GetArmatureRoot(aiNode *bone_node,
|
|
std::vector<aiBone *> &bone_list);
|
|
|
|
static bool IsBoneNode(const aiString &bone_name,
|
|
std::vector<aiBone *> &bones);
|
|
|
|
static aiNode *GetNodeFromStack(const aiString &node_name,
|
|
std::vector<aiNode *> &nodes);
|
|
|
|
static void BuildNodeList(const aiNode *current_node,
|
|
std::vector<aiNode *> &nodes);
|
|
|
|
static void BuildBoneList(aiNode *current_node, const aiNode *root_node,
|
|
const aiScene *scene,
|
|
std::vector<aiBone *> &bones);
|
|
|
|
static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
|
|
const aiScene *scene,
|
|
const std::vector<aiBone *> &bones,
|
|
std::map<aiBone *, aiNode *> &bone_stack,
|
|
std::vector<aiNode *> &node_stack);
|
|
};
|
|
|
|
} // Namespace Assimp
|
|
|
|
|
|
#endif // SCALE_PROCESS_H_
|