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1 /*
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2 ---------------------------------------------------------------------------
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3 Open Asset Import Library (assimp)
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4 ---------------------------------------------------------------------------
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5
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6 Copyright (c) 2006-2018, assimp team
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7
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8
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9 All rights reserved.
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10
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11 Redistribution and use of this software in source and binary forms,
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12 with or without modification, are permitted provided that the following
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13 conditions are met:
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14
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15 * Redistributions of source code must retain the above
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16 copyright notice, this list of conditions and the
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17 following disclaimer.
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18
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19 * Redistributions in binary form must reproduce the above
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20 copyright notice, this list of conditions and the
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21 following disclaimer in the documentation and/or other
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22 materials provided with the distribution.
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23
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24 * Neither the name of the assimp team, nor the names of its
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25 contributors may be used to endorse or promote products
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26 derived from this software without specific prior
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27 written permission of the assimp team.
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28
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29 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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30 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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31 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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32 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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33 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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34 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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35 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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36 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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37 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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38 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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39 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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40 ---------------------------------------------------------------------------
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41 */
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42
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43 /** @file mesh.h
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44 * @brief Declares the data structures in which the imported geometry is
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45 returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
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46 */
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47 #pragma once
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48 #ifndef AI_MESH_H_INC
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49 #define AI_MESH_H_INC
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50
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51 #include "types.h"
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52
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53 #ifdef __cplusplus
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54 extern "C" {
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55 #endif
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56
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57 // ---------------------------------------------------------------------------
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58 // Limits. These values are required to match the settings Assimp was
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59 // compiled against. Therefore, do not redefine them unless you build the
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60 // library from source using the same definitions.
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61 // ---------------------------------------------------------------------------
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62
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63 /** @def AI_MAX_FACE_INDICES
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64 * Maximum number of indices per face (polygon). */
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65
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66 #ifndef AI_MAX_FACE_INDICES
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67 # define AI_MAX_FACE_INDICES 0x7fff
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68 #endif
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69
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70 /** @def AI_MAX_BONE_WEIGHTS
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71 * Maximum number of indices per face (polygon). */
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72
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73 #ifndef AI_MAX_BONE_WEIGHTS
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74 # define AI_MAX_BONE_WEIGHTS 0x7fffffff
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75 #endif
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76
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77 /** @def AI_MAX_VERTICES
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78 * Maximum number of vertices per mesh. */
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79
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80 #ifndef AI_MAX_VERTICES
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81 # define AI_MAX_VERTICES 0x7fffffff
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82 #endif
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83
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84 /** @def AI_MAX_FACES
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85 * Maximum number of faces per mesh. */
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86
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87 #ifndef AI_MAX_FACES
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88 # define AI_MAX_FACES 0x7fffffff
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89 #endif
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90
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91 /** @def AI_MAX_NUMBER_OF_COLOR_SETS
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92 * Supported number of vertex color sets per mesh. */
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93
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94 #ifndef AI_MAX_NUMBER_OF_COLOR_SETS
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95 # define AI_MAX_NUMBER_OF_COLOR_SETS 0x8
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96 #endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
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97
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98 /** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
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99 * Supported number of texture coord sets (UV(W) channels) per mesh */
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100
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101 #ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
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102 # define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8
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103 #endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
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104
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105 // ---------------------------------------------------------------------------
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106 /** @brief A single face in a mesh, referring to multiple vertices.
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107 *
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108 * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
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109 * it's called 'polygon' (hey, that's just a definition!).
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110 * <br>
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111 * aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
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112 * primitive are actually present in a mesh. The #aiProcess_SortByPType flag
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113 * executes a special post-processing algorithm which splits meshes with
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114 * *different* primitive types mixed up (e.g. lines and triangles) in several
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115 * 'clean' submeshes. Furthermore there is a configuration option (
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116 * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
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117 * specific kinds of primitives from the imported scene, completely and forever.
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118 * In many cases you'll probably want to set this setting to
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119 * @code
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120 * aiPrimitiveType_LINE|aiPrimitiveType_POINT
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121 * @endcode
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122 * Together with the #aiProcess_Triangulate flag you can then be sure that
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123 * #aiFace::mNumIndices is always 3.
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124 * @note Take a look at the @link data Data Structures page @endlink for
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125 * more information on the layout and winding order of a face.
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126 */
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127 struct aiFace
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128 {
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129 //! Number of indices defining this face.
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130 //! The maximum value for this member is #AI_MAX_FACE_INDICES.
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131 unsigned int mNumIndices;
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132
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133 //! Pointer to the indices array. Size of the array is given in numIndices.
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134 unsigned int* mIndices;
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135
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136 #ifdef __cplusplus
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137
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138 //! Default constructor
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139 aiFace() AI_NO_EXCEPT
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140 : mNumIndices( 0 )
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141 , mIndices( 0 ) {
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142 // empty
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143 }
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144
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145 //! Default destructor. Delete the index array
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146 ~aiFace()
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147 {
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148 delete [] mIndices;
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149 }
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150
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151 //! Copy constructor. Copy the index array
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152 aiFace( const aiFace& o)
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153 : mNumIndices(0)
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154 , mIndices( 0 ) {
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155 *this = o;
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156 }
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157
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158 //! Assignment operator. Copy the index array
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159 aiFace& operator = ( const aiFace& o) {
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160 if (&o == this) {
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161 return *this;
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162 }
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163
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164 delete[] mIndices;
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165 mNumIndices = o.mNumIndices;
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166 if (mNumIndices) {
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167 mIndices = new unsigned int[mNumIndices];
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168 ::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
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169 } else {
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170 mIndices = 0;
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171 }
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172
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173 return *this;
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174 }
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175
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176 //! Comparison operator. Checks whether the index array
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177 //! of two faces is identical
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178 bool operator== (const aiFace& o) const {
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179 if (mIndices == o.mIndices) {
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180 return true;
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181 }
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182
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183 if (0 != mIndices && mNumIndices != o.mNumIndices) {
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184 return false;
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185 }
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186
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187 if (0 == mIndices) {
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188 return false;
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189 }
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190
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191 for (unsigned int i = 0; i < this->mNumIndices; ++i) {
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192 if (mIndices[i] != o.mIndices[i]) {
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193 return false;
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194 }
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195 }
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196
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197 return true;
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198 }
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199
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200 //! Inverse comparison operator. Checks whether the index
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201 //! array of two faces is NOT identical
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202 bool operator != (const aiFace& o) const {
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203 return !(*this == o);
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204 }
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205 #endif // __cplusplus
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206 }; // struct aiFace
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207
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208
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209 // ---------------------------------------------------------------------------
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210 /** @brief A single influence of a bone on a vertex.
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211 */
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212 struct aiVertexWeight {
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213 //! Index of the vertex which is influenced by the bone.
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214 unsigned int mVertexId;
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215
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216 //! The strength of the influence in the range (0...1).
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217 //! The influence from all bones at one vertex amounts to 1.
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218 float mWeight;
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219
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220 #ifdef __cplusplus
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221
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222 //! Default constructor
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223 aiVertexWeight() AI_NO_EXCEPT
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224 : mVertexId(0)
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225 , mWeight(0.0f) {
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226 // empty
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227 }
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228
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229 //! Initialization from a given index and vertex weight factor
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230 //! \param pID ID
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231 //! \param pWeight Vertex weight factor
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232 aiVertexWeight( unsigned int pID, float pWeight )
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233 : mVertexId( pID )
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234 , mWeight( pWeight ) {
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235 // empty
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236 }
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237
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238 bool operator == ( const aiVertexWeight &rhs ) const {
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239 return ( mVertexId == rhs.mVertexId && mWeight == rhs.mWeight );
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240 }
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241
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242 bool operator != ( const aiVertexWeight &rhs ) const {
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243 return ( *this == rhs );
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244 }
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245
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246 #endif // __cplusplus
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247 };
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248
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249
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250 // ---------------------------------------------------------------------------
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251 /** @brief A single bone of a mesh.
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252 *
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253 * A bone has a name by which it can be found in the frame hierarchy and by
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254 * which it can be addressed by animations. In addition it has a number of
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255 * influences on vertices, and a matrix relating the mesh position to the
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256 * position of the bone at the time of binding.
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257 */
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258 struct aiBone {
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259 //! The name of the bone.
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260 C_STRUCT aiString mName;
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261
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262 //! The number of vertices affected by this bone.
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263 //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
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264 unsigned int mNumWeights;
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265
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266 //! The influence weights of this bone, by vertex index.
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267 C_STRUCT aiVertexWeight* mWeights;
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268
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269 /** Matrix that transforms from bone space to mesh space in bind pose.
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270 *
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271 * This matrix describes the position of the mesh
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272 * in the local space of this bone when the skeleton was bound.
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273 * Thus it can be used directly to determine a desired vertex position,
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274 * given the world-space transform of the bone when animated,
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275 * and the position of the vertex in mesh space.
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276 *
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277 * It is sometimes called an inverse-bind matrix,
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278 * or inverse bind pose matrix.
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279 */
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280 C_STRUCT aiMatrix4x4 mOffsetMatrix;
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281
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282 #ifdef __cplusplus
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283
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284 //! Default constructor
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285 aiBone() AI_NO_EXCEPT
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286 : mName()
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287 , mNumWeights( 0 )
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288 , mWeights( 0 )
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289 , mOffsetMatrix() {
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290 // empty
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291 }
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292
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293 //! Copy constructor
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294 aiBone(const aiBone& other)
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295 : mName( other.mName )
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296 , mNumWeights( other.mNumWeights )
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297 , mWeights(0)
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298 , mOffsetMatrix( other.mOffsetMatrix ) {
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299 if (other.mWeights && other.mNumWeights) {
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300 mWeights = new aiVertexWeight[mNumWeights];
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301 ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
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302 }
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303 }
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304
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305
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306 //! Assignment operator
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307 aiBone &operator=(const aiBone& other) {
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308 if (this == &other) {
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309 return *this;
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310 }
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311
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312 mName = other.mName;
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313 mNumWeights = other.mNumWeights;
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314 mOffsetMatrix = other.mOffsetMatrix;
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315
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316 if (other.mWeights && other.mNumWeights)
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317 {
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318 if (mWeights) {
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319 delete[] mWeights;
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320 }
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321
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322 mWeights = new aiVertexWeight[mNumWeights];
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323 ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
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324 }
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325
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326 return *this;
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327 }
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328
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329 bool operator == ( const aiBone &rhs ) const {
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330 if ( mName != rhs.mName || mNumWeights != rhs.mNumWeights ) {
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331 return false;
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332 }
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333
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334 for ( size_t i = 0; i < mNumWeights; ++i ) {
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335 if ( mWeights[ i ] != rhs.mWeights[ i ] ) {
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336 return false;
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337 }
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338 }
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339
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340 return true;
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341 }
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342 //! Destructor - deletes the array of vertex weights
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343 ~aiBone() {
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344 delete [] mWeights;
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345 }
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346 #endif // __cplusplus
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347 };
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348
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349
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350 // ---------------------------------------------------------------------------
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351 /** @brief Enumerates the types of geometric primitives supported by Assimp.
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352 *
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353 * @see aiFace Face data structure
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354 * @see aiProcess_SortByPType Per-primitive sorting of meshes
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355 * @see aiProcess_Triangulate Automatic triangulation
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356 * @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
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357 */
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358 enum aiPrimitiveType
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359 {
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360 /** A point primitive.
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361 *
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362 * This is just a single vertex in the virtual world,
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363 * #aiFace contains just one index for such a primitive.
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364 */
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365 aiPrimitiveType_POINT = 0x1,
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366
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367 /** A line primitive.
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368 *
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369 * This is a line defined through a start and an end position.
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370 * #aiFace contains exactly two indices for such a primitive.
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371 */
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372 aiPrimitiveType_LINE = 0x2,
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373
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374 /** A triangular primitive.
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375 *
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376 * A triangle consists of three indices.
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377 */
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378 aiPrimitiveType_TRIANGLE = 0x4,
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379
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380 /** A higher-level polygon with more than 3 edges.
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381 *
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382 * A triangle is a polygon, but polygon in this context means
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383 * "all polygons that are not triangles". The "Triangulate"-Step
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384 * is provided for your convenience, it splits all polygons in
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385 * triangles (which are much easier to handle).
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386 */
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387 aiPrimitiveType_POLYGON = 0x8,
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388
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389
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|
390 /** This value is not used. It is just here to force the
|
nuclear@0
|
391 * compiler to map this enum to a 32 Bit integer.
|
nuclear@0
|
392 */
|
nuclear@0
|
393 #ifndef SWIG
|
nuclear@0
|
394 _aiPrimitiveType_Force32Bit = INT_MAX
|
nuclear@0
|
395 #endif
|
nuclear@0
|
396 }; //! enum aiPrimitiveType
|
nuclear@0
|
397
|
nuclear@0
|
398 // Get the #aiPrimitiveType flag for a specific number of face indices
|
nuclear@0
|
399 #define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
|
nuclear@0
|
400 ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
|
nuclear@0
|
401
|
nuclear@0
|
402
|
nuclear@0
|
403
|
nuclear@0
|
404 // ---------------------------------------------------------------------------
|
nuclear@0
|
405 /** @brief An AnimMesh is an attachment to an #aiMesh stores per-vertex
|
nuclear@0
|
406 * animations for a particular frame.
|
nuclear@0
|
407 *
|
nuclear@0
|
408 * You may think of an #aiAnimMesh as a `patch` for the host mesh, which
|
nuclear@0
|
409 * replaces only certain vertex data streams at a particular time.
|
nuclear@0
|
410 * Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
|
nuclear@0
|
411 * The actual relationship between the time line and anim meshes is
|
nuclear@0
|
412 * established by #aiMeshAnim, which references singular mesh attachments
|
nuclear@0
|
413 * by their ID and binds them to a time offset.
|
nuclear@0
|
414 */
|
nuclear@0
|
415 struct aiAnimMesh
|
nuclear@0
|
416 {
|
nuclear@0
|
417 /**Anim Mesh name */
|
nuclear@0
|
418 C_STRUCT aiString mName;
|
nuclear@0
|
419
|
nuclear@0
|
420 /** Replacement for aiMesh::mVertices. If this array is non-NULL,
|
nuclear@0
|
421 * it *must* contain mNumVertices entries. The corresponding
|
nuclear@0
|
422 * array in the host mesh must be non-NULL as well - animation
|
nuclear@0
|
423 * meshes may neither add or nor remove vertex components (if
|
nuclear@0
|
424 * a replacement array is NULL and the corresponding source
|
nuclear@0
|
425 * array is not, the source data is taken instead)*/
|
nuclear@0
|
426 C_STRUCT aiVector3D* mVertices;
|
nuclear@0
|
427
|
nuclear@0
|
428 /** Replacement for aiMesh::mNormals. */
|
nuclear@0
|
429 C_STRUCT aiVector3D* mNormals;
|
nuclear@0
|
430
|
nuclear@0
|
431 /** Replacement for aiMesh::mTangents. */
|
nuclear@0
|
432 C_STRUCT aiVector3D* mTangents;
|
nuclear@0
|
433
|
nuclear@0
|
434 /** Replacement for aiMesh::mBitangents. */
|
nuclear@0
|
435 C_STRUCT aiVector3D* mBitangents;
|
nuclear@0
|
436
|
nuclear@0
|
437 /** Replacement for aiMesh::mColors */
|
nuclear@0
|
438 C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
nuclear@0
|
439
|
nuclear@0
|
440 /** Replacement for aiMesh::mTextureCoords */
|
nuclear@0
|
441 C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
nuclear@0
|
442
|
nuclear@0
|
443 /** The number of vertices in the aiAnimMesh, and thus the length of all
|
nuclear@0
|
444 * the member arrays.
|
nuclear@0
|
445 *
|
nuclear@0
|
446 * This has always the same value as the mNumVertices property in the
|
nuclear@0
|
447 * corresponding aiMesh. It is duplicated here merely to make the length
|
nuclear@0
|
448 * of the member arrays accessible even if the aiMesh is not known, e.g.
|
nuclear@0
|
449 * from language bindings.
|
nuclear@0
|
450 */
|
nuclear@0
|
451 unsigned int mNumVertices;
|
nuclear@0
|
452
|
nuclear@0
|
453 /**
|
nuclear@0
|
454 * Weight of the AnimMesh.
|
nuclear@0
|
455 */
|
nuclear@0
|
456 float mWeight;
|
nuclear@0
|
457
|
nuclear@0
|
458 #ifdef __cplusplus
|
nuclear@0
|
459
|
nuclear@0
|
460 aiAnimMesh() AI_NO_EXCEPT
|
nuclear@0
|
461 : mVertices( 0 )
|
nuclear@0
|
462 , mNormals(0)
|
nuclear@0
|
463 , mTangents(0)
|
nuclear@0
|
464 , mBitangents(0)
|
nuclear@0
|
465 , mColors()
|
nuclear@0
|
466 , mTextureCoords()
|
nuclear@0
|
467 , mNumVertices( 0 )
|
nuclear@0
|
468 , mWeight( 0.0f )
|
nuclear@0
|
469 {
|
nuclear@0
|
470 // fixme consider moving this to the ctor initializer list as well
|
nuclear@0
|
471 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){
|
nuclear@0
|
472 mTextureCoords[a] = NULL;
|
nuclear@0
|
473 }
|
nuclear@0
|
474 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
|
nuclear@0
|
475 mColors[a] = NULL;
|
nuclear@0
|
476 }
|
nuclear@0
|
477 }
|
nuclear@0
|
478
|
nuclear@0
|
479 ~aiAnimMesh()
|
nuclear@0
|
480 {
|
nuclear@0
|
481 delete [] mVertices;
|
nuclear@0
|
482 delete [] mNormals;
|
nuclear@0
|
483 delete [] mTangents;
|
nuclear@0
|
484 delete [] mBitangents;
|
nuclear@0
|
485 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
|
nuclear@0
|
486 delete [] mTextureCoords[a];
|
nuclear@0
|
487 }
|
nuclear@0
|
488 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
|
nuclear@0
|
489 delete [] mColors[a];
|
nuclear@0
|
490 }
|
nuclear@0
|
491 }
|
nuclear@0
|
492
|
nuclear@0
|
493 /** Check whether the anim mesh overrides the vertex positions
|
nuclear@0
|
494 * of its host mesh*/
|
nuclear@0
|
495 bool HasPositions() const {
|
nuclear@0
|
496 return mVertices != NULL;
|
nuclear@0
|
497 }
|
nuclear@0
|
498
|
nuclear@0
|
499 /** Check whether the anim mesh overrides the vertex normals
|
nuclear@0
|
500 * of its host mesh*/
|
nuclear@0
|
501 bool HasNormals() const {
|
nuclear@0
|
502 return mNormals != NULL;
|
nuclear@0
|
503 }
|
nuclear@0
|
504
|
nuclear@0
|
505 /** Check whether the anim mesh overrides the vertex tangents
|
nuclear@0
|
506 * and bitangents of its host mesh. As for aiMesh,
|
nuclear@0
|
507 * tangents and bitangents always go together. */
|
nuclear@0
|
508 bool HasTangentsAndBitangents() const {
|
nuclear@0
|
509 return mTangents != NULL;
|
nuclear@0
|
510 }
|
nuclear@0
|
511
|
nuclear@0
|
512 /** Check whether the anim mesh overrides a particular
|
nuclear@0
|
513 * set of vertex colors on his host mesh.
|
nuclear@0
|
514 * @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
|
nuclear@0
|
515 bool HasVertexColors( unsigned int pIndex) const {
|
nuclear@0
|
516 return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL;
|
nuclear@0
|
517 }
|
nuclear@0
|
518
|
nuclear@0
|
519 /** Check whether the anim mesh overrides a particular
|
nuclear@0
|
520 * set of texture coordinates on his host mesh.
|
nuclear@0
|
521 * @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
|
nuclear@0
|
522 bool HasTextureCoords( unsigned int pIndex) const {
|
nuclear@0
|
523 return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL;
|
nuclear@0
|
524 }
|
nuclear@0
|
525
|
nuclear@0
|
526 #endif
|
nuclear@0
|
527 };
|
nuclear@0
|
528
|
nuclear@0
|
529 // ---------------------------------------------------------------------------
|
nuclear@0
|
530 /** @brief Enumerates the methods of mesh morphing supported by Assimp.
|
nuclear@0
|
531 */
|
nuclear@0
|
532 enum aiMorphingMethod
|
nuclear@0
|
533 {
|
nuclear@0
|
534 /** Interpolation between morph targets */
|
nuclear@0
|
535 aiMorphingMethod_VERTEX_BLEND = 0x1,
|
nuclear@0
|
536
|
nuclear@0
|
537 /** Normalized morphing between morph targets */
|
nuclear@0
|
538 aiMorphingMethod_MORPH_NORMALIZED = 0x2,
|
nuclear@0
|
539
|
nuclear@0
|
540 /** Relative morphing between morph targets */
|
nuclear@0
|
541 aiMorphingMethod_MORPH_RELATIVE = 0x3,
|
nuclear@0
|
542
|
nuclear@0
|
543 /** This value is not used. It is just here to force the
|
nuclear@0
|
544 * compiler to map this enum to a 32 Bit integer.
|
nuclear@0
|
545 */
|
nuclear@0
|
546 #ifndef SWIG
|
nuclear@0
|
547 _aiMorphingMethod_Force32Bit = INT_MAX
|
nuclear@0
|
548 #endif
|
nuclear@0
|
549 }; //! enum aiMorphingMethod
|
nuclear@0
|
550
|
nuclear@0
|
551 // ---------------------------------------------------------------------------
|
nuclear@0
|
552 /** @brief A mesh represents a geometry or model with a single material.
|
nuclear@0
|
553 *
|
nuclear@0
|
554 * It usually consists of a number of vertices and a series of primitives/faces
|
nuclear@0
|
555 * referencing the vertices. In addition there might be a series of bones, each
|
nuclear@0
|
556 * of them addressing a number of vertices with a certain weight. Vertex data
|
nuclear@0
|
557 * is presented in channels with each channel containing a single per-vertex
|
nuclear@0
|
558 * information such as a set of texture coords or a normal vector.
|
nuclear@0
|
559 * If a data pointer is non-null, the corresponding data stream is present.
|
nuclear@0
|
560 * From C++-programs you can also use the comfort functions Has*() to
|
nuclear@0
|
561 * test for the presence of various data streams.
|
nuclear@0
|
562 *
|
nuclear@0
|
563 * A Mesh uses only a single material which is referenced by a material ID.
|
nuclear@0
|
564 * @note The mPositions member is usually not optional. However, vertex positions
|
nuclear@0
|
565 * *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
|
nuclear@0
|
566 * @code
|
nuclear@0
|
567 * aiScene::mFlags
|
nuclear@0
|
568 * @endcode
|
nuclear@0
|
569 */
|
nuclear@0
|
570 struct aiMesh
|
nuclear@0
|
571 {
|
nuclear@0
|
572 /** Bitwise combination of the members of the #aiPrimitiveType enum.
|
nuclear@0
|
573 * This specifies which types of primitives are present in the mesh.
|
nuclear@0
|
574 * The "SortByPrimitiveType"-Step can be used to make sure the
|
nuclear@0
|
575 * output meshes consist of one primitive type each.
|
nuclear@0
|
576 */
|
nuclear@0
|
577 unsigned int mPrimitiveTypes;
|
nuclear@0
|
578
|
nuclear@0
|
579 /** The number of vertices in this mesh.
|
nuclear@0
|
580 * This is also the size of all of the per-vertex data arrays.
|
nuclear@0
|
581 * The maximum value for this member is #AI_MAX_VERTICES.
|
nuclear@0
|
582 */
|
nuclear@0
|
583 unsigned int mNumVertices;
|
nuclear@0
|
584
|
nuclear@0
|
585 /** The number of primitives (triangles, polygons, lines) in this mesh.
|
nuclear@0
|
586 * This is also the size of the mFaces array.
|
nuclear@0
|
587 * The maximum value for this member is #AI_MAX_FACES.
|
nuclear@0
|
588 */
|
nuclear@0
|
589 unsigned int mNumFaces;
|
nuclear@0
|
590
|
nuclear@0
|
591 /** Vertex positions.
|
nuclear@0
|
592 * This array is always present in a mesh. The array is
|
nuclear@0
|
593 * mNumVertices in size.
|
nuclear@0
|
594 */
|
nuclear@0
|
595 C_STRUCT aiVector3D* mVertices;
|
nuclear@0
|
596
|
nuclear@0
|
597 /** Vertex normals.
|
nuclear@0
|
598 * The array contains normalized vectors, NULL if not present.
|
nuclear@0
|
599 * The array is mNumVertices in size. Normals are undefined for
|
nuclear@0
|
600 * point and line primitives. A mesh consisting of points and
|
nuclear@0
|
601 * lines only may not have normal vectors. Meshes with mixed
|
nuclear@0
|
602 * primitive types (i.e. lines and triangles) may have normals,
|
nuclear@0
|
603 * but the normals for vertices that are only referenced by
|
nuclear@0
|
604 * point or line primitives are undefined and set to QNaN (WARN:
|
nuclear@0
|
605 * qNaN compares to inequal to *everything*, even to qNaN itself.
|
nuclear@0
|
606 * Using code like this to check whether a field is qnan is:
|
nuclear@0
|
607 * @code
|
nuclear@0
|
608 * #define IS_QNAN(f) (f != f)
|
nuclear@0
|
609 * @endcode
|
nuclear@0
|
610 * still dangerous because even 1.f == 1.f could evaluate to false! (
|
nuclear@0
|
611 * remember the subtleties of IEEE754 artithmetics). Use stuff like
|
nuclear@0
|
612 * @c fpclassify instead.
|
nuclear@0
|
613 * @note Normal vectors computed by Assimp are always unit-length.
|
nuclear@0
|
614 * However, this needn't apply for normals that have been taken
|
nuclear@0
|
615 * directly from the model file.
|
nuclear@0
|
616 */
|
nuclear@0
|
617 C_STRUCT aiVector3D* mNormals;
|
nuclear@0
|
618
|
nuclear@0
|
619 /** Vertex tangents.
|
nuclear@0
|
620 * The tangent of a vertex points in the direction of the positive
|
nuclear@0
|
621 * X texture axis. The array contains normalized vectors, NULL if
|
nuclear@0
|
622 * not present. The array is mNumVertices in size. A mesh consisting
|
nuclear@0
|
623 * of points and lines only may not have normal vectors. Meshes with
|
nuclear@0
|
624 * mixed primitive types (i.e. lines and triangles) may have
|
nuclear@0
|
625 * normals, but the normals for vertices that are only referenced by
|
nuclear@0
|
626 * point or line primitives are undefined and set to qNaN. See
|
nuclear@0
|
627 * the #mNormals member for a detailed discussion of qNaNs.
|
nuclear@0
|
628 * @note If the mesh contains tangents, it automatically also
|
nuclear@0
|
629 * contains bitangents.
|
nuclear@0
|
630 */
|
nuclear@0
|
631 C_STRUCT aiVector3D* mTangents;
|
nuclear@0
|
632
|
nuclear@0
|
633 /** Vertex bitangents.
|
nuclear@0
|
634 * The bitangent of a vertex points in the direction of the positive
|
nuclear@0
|
635 * Y texture axis. The array contains normalized vectors, NULL if not
|
nuclear@0
|
636 * present. The array is mNumVertices in size.
|
nuclear@0
|
637 * @note If the mesh contains tangents, it automatically also contains
|
nuclear@0
|
638 * bitangents.
|
nuclear@0
|
639 */
|
nuclear@0
|
640 C_STRUCT aiVector3D* mBitangents;
|
nuclear@0
|
641
|
nuclear@0
|
642 /** Vertex color sets.
|
nuclear@0
|
643 * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
|
nuclear@0
|
644 * colors per vertex. NULL if not present. Each array is
|
nuclear@0
|
645 * mNumVertices in size if present.
|
nuclear@0
|
646 */
|
nuclear@0
|
647 C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
nuclear@0
|
648
|
nuclear@0
|
649 /** Vertex texture coords, also known as UV channels.
|
nuclear@0
|
650 * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
|
nuclear@0
|
651 * vertex. NULL if not present. The array is mNumVertices in size.
|
nuclear@0
|
652 */
|
nuclear@0
|
653 C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
nuclear@0
|
654
|
nuclear@0
|
655 /** Specifies the number of components for a given UV channel.
|
nuclear@0
|
656 * Up to three channels are supported (UVW, for accessing volume
|
nuclear@0
|
657 * or cube maps). If the value is 2 for a given channel n, the
|
nuclear@0
|
658 * component p.z of mTextureCoords[n][p] is set to 0.0f.
|
nuclear@0
|
659 * If the value is 1 for a given channel, p.y is set to 0.0f, too.
|
nuclear@0
|
660 * @note 4D coords are not supported
|
nuclear@0
|
661 */
|
nuclear@0
|
662 unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
nuclear@0
|
663
|
nuclear@0
|
664 /** The faces the mesh is constructed from.
|
nuclear@0
|
665 * Each face refers to a number of vertices by their indices.
|
nuclear@0
|
666 * This array is always present in a mesh, its size is given
|
nuclear@0
|
667 * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
|
nuclear@0
|
668 * is NOT set each face references an unique set of vertices.
|
nuclear@0
|
669 */
|
nuclear@0
|
670 C_STRUCT aiFace* mFaces;
|
nuclear@0
|
671
|
nuclear@0
|
672 /** The number of bones this mesh contains.
|
nuclear@0
|
673 * Can be 0, in which case the mBones array is NULL.
|
nuclear@0
|
674 */
|
nuclear@0
|
675 unsigned int mNumBones;
|
nuclear@0
|
676
|
nuclear@0
|
677 /** The bones of this mesh.
|
nuclear@0
|
678 * A bone consists of a name by which it can be found in the
|
nuclear@0
|
679 * frame hierarchy and a set of vertex weights.
|
nuclear@0
|
680 */
|
nuclear@0
|
681 C_STRUCT aiBone** mBones;
|
nuclear@0
|
682
|
nuclear@0
|
683 /** The material used by this mesh.
|
nuclear@0
|
684 * A mesh uses only a single material. If an imported model uses
|
nuclear@0
|
685 * multiple materials, the import splits up the mesh. Use this value
|
nuclear@0
|
686 * as index into the scene's material list.
|
nuclear@0
|
687 */
|
nuclear@0
|
688 unsigned int mMaterialIndex;
|
nuclear@0
|
689
|
nuclear@0
|
690 /** Name of the mesh. Meshes can be named, but this is not a
|
nuclear@0
|
691 * requirement and leaving this field empty is totally fine.
|
nuclear@0
|
692 * There are mainly three uses for mesh names:
|
nuclear@0
|
693 * - some formats name nodes and meshes independently.
|
nuclear@0
|
694 * - importers tend to split meshes up to meet the
|
nuclear@0
|
695 * one-material-per-mesh requirement. Assigning
|
nuclear@0
|
696 * the same (dummy) name to each of the result meshes
|
nuclear@0
|
697 * aids the caller at recovering the original mesh
|
nuclear@0
|
698 * partitioning.
|
nuclear@0
|
699 * - Vertex animations refer to meshes by their names.
|
nuclear@0
|
700 **/
|
nuclear@0
|
701 C_STRUCT aiString mName;
|
nuclear@0
|
702
|
nuclear@0
|
703
|
nuclear@0
|
704 /** The number of attachment meshes. Note! Currently only works with Collada loader. */
|
nuclear@0
|
705 unsigned int mNumAnimMeshes;
|
nuclear@0
|
706
|
nuclear@0
|
707 /** Attachment meshes for this mesh, for vertex-based animation.
|
nuclear@0
|
708 * Attachment meshes carry replacement data for some of the
|
nuclear@0
|
709 * mesh'es vertex components (usually positions, normals).
|
nuclear@0
|
710 * Note! Currently only works with Collada loader.*/
|
nuclear@0
|
711 C_STRUCT aiAnimMesh** mAnimMeshes;
|
nuclear@0
|
712
|
nuclear@0
|
713 /**
|
nuclear@0
|
714 * Method of morphing when animeshes are specified.
|
nuclear@0
|
715 */
|
nuclear@0
|
716 unsigned int mMethod;
|
nuclear@0
|
717
|
nuclear@0
|
718 #ifdef __cplusplus
|
nuclear@0
|
719
|
nuclear@0
|
720 //! Default constructor. Initializes all members to 0
|
nuclear@0
|
721 aiMesh() AI_NO_EXCEPT
|
nuclear@0
|
722 : mPrimitiveTypes( 0 )
|
nuclear@0
|
723 , mNumVertices( 0 )
|
nuclear@0
|
724 , mNumFaces( 0 )
|
nuclear@0
|
725 , mVertices( 0 )
|
nuclear@0
|
726 , mNormals(0)
|
nuclear@0
|
727 , mTangents(0)
|
nuclear@0
|
728 , mBitangents(0)
|
nuclear@0
|
729 , mColors()
|
nuclear@0
|
730 , mTextureCoords()
|
nuclear@0
|
731 , mNumUVComponents()
|
nuclear@0
|
732 , mFaces(0)
|
nuclear@0
|
733 , mNumBones( 0 )
|
nuclear@0
|
734 , mBones(0)
|
nuclear@0
|
735 , mMaterialIndex( 0 )
|
nuclear@0
|
736 , mNumAnimMeshes( 0 )
|
nuclear@0
|
737 , mAnimMeshes(0)
|
nuclear@0
|
738 , mMethod( 0 ) {
|
nuclear@0
|
739 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) {
|
nuclear@0
|
740 mNumUVComponents[a] = 0;
|
nuclear@0
|
741 mTextureCoords[a] = 0;
|
nuclear@0
|
742 }
|
nuclear@0
|
743
|
nuclear@0
|
744 for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
|
nuclear@0
|
745 mColors[a] = 0;
|
nuclear@0
|
746 }
|
nuclear@0
|
747 }
|
nuclear@0
|
748
|
nuclear@0
|
749 //! Deletes all storage allocated for the mesh
|
nuclear@0
|
750 ~aiMesh() {
|
nuclear@0
|
751 delete [] mVertices;
|
nuclear@0
|
752 delete [] mNormals;
|
nuclear@0
|
753 delete [] mTangents;
|
nuclear@0
|
754 delete [] mBitangents;
|
nuclear@0
|
755 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
|
nuclear@0
|
756 delete [] mTextureCoords[a];
|
nuclear@0
|
757 }
|
nuclear@0
|
758 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
|
nuclear@0
|
759 delete [] mColors[a];
|
nuclear@0
|
760 }
|
nuclear@0
|
761
|
nuclear@0
|
762 // DO NOT REMOVE THIS ADDITIONAL CHECK
|
nuclear@0
|
763 if (mNumBones && mBones) {
|
nuclear@0
|
764 for( unsigned int a = 0; a < mNumBones; a++) {
|
nuclear@0
|
765 delete mBones[a];
|
nuclear@0
|
766 }
|
nuclear@0
|
767 delete [] mBones;
|
nuclear@0
|
768 }
|
nuclear@0
|
769
|
nuclear@0
|
770 if (mNumAnimMeshes && mAnimMeshes) {
|
nuclear@0
|
771 for( unsigned int a = 0; a < mNumAnimMeshes; a++) {
|
nuclear@0
|
772 delete mAnimMeshes[a];
|
nuclear@0
|
773 }
|
nuclear@0
|
774 delete [] mAnimMeshes;
|
nuclear@0
|
775 }
|
nuclear@0
|
776
|
nuclear@0
|
777 delete [] mFaces;
|
nuclear@0
|
778 }
|
nuclear@0
|
779
|
nuclear@0
|
780 //! Check whether the mesh contains positions. Provided no special
|
nuclear@0
|
781 //! scene flags are set, this will always be true
|
nuclear@0
|
782 bool HasPositions() const
|
nuclear@0
|
783 { return mVertices != 0 && mNumVertices > 0; }
|
nuclear@0
|
784
|
nuclear@0
|
785 //! Check whether the mesh contains faces. If no special scene flags
|
nuclear@0
|
786 //! are set this should always return true
|
nuclear@0
|
787 bool HasFaces() const
|
nuclear@0
|
788 { return mFaces != 0 && mNumFaces > 0; }
|
nuclear@0
|
789
|
nuclear@0
|
790 //! Check whether the mesh contains normal vectors
|
nuclear@0
|
791 bool HasNormals() const
|
nuclear@0
|
792 { return mNormals != 0 && mNumVertices > 0; }
|
nuclear@0
|
793
|
nuclear@0
|
794 //! Check whether the mesh contains tangent and bitangent vectors
|
nuclear@0
|
795 //! It is not possible that it contains tangents and no bitangents
|
nuclear@0
|
796 //! (or the other way round). The existence of one of them
|
nuclear@0
|
797 //! implies that the second is there, too.
|
nuclear@0
|
798 bool HasTangentsAndBitangents() const
|
nuclear@0
|
799 { return mTangents != 0 && mBitangents != 0 && mNumVertices > 0; }
|
nuclear@0
|
800
|
nuclear@0
|
801 //! Check whether the mesh contains a vertex color set
|
nuclear@0
|
802 //! \param pIndex Index of the vertex color set
|
nuclear@0
|
803 bool HasVertexColors( unsigned int pIndex) const {
|
nuclear@0
|
804 if (pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS) {
|
nuclear@0
|
805 return false;
|
nuclear@0
|
806 } else {
|
nuclear@0
|
807 return mColors[pIndex] != 0 && mNumVertices > 0;
|
nuclear@0
|
808 }
|
nuclear@0
|
809 }
|
nuclear@0
|
810
|
nuclear@0
|
811 //! Check whether the mesh contains a texture coordinate set
|
nuclear@0
|
812 //! \param pIndex Index of the texture coordinates set
|
nuclear@0
|
813 bool HasTextureCoords( unsigned int pIndex) const {
|
nuclear@0
|
814 if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
nuclear@0
|
815 return false;
|
nuclear@0
|
816 } else {
|
nuclear@0
|
817 return mTextureCoords[pIndex] != 0 && mNumVertices > 0;
|
nuclear@0
|
818 }
|
nuclear@0
|
819 }
|
nuclear@0
|
820
|
nuclear@0
|
821 //! Get the number of UV channels the mesh contains
|
nuclear@0
|
822 unsigned int GetNumUVChannels() const {
|
nuclear@0
|
823 unsigned int n( 0 );
|
nuclear@0
|
824 while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n]) {
|
nuclear@0
|
825 ++n;
|
nuclear@0
|
826 }
|
nuclear@0
|
827
|
nuclear@0
|
828 return n;
|
nuclear@0
|
829 }
|
nuclear@0
|
830
|
nuclear@0
|
831 //! Get the number of vertex color channels the mesh contains
|
nuclear@0
|
832 unsigned int GetNumColorChannels() const {
|
nuclear@0
|
833 unsigned int n(0);
|
nuclear@0
|
834 while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n]) {
|
nuclear@0
|
835 ++n;
|
nuclear@0
|
836 }
|
nuclear@0
|
837 return n;
|
nuclear@0
|
838 }
|
nuclear@0
|
839
|
nuclear@0
|
840 //! Check whether the mesh contains bones
|
nuclear@0
|
841 bool HasBones() const {
|
nuclear@0
|
842 return mBones != 0 && mNumBones > 0;
|
nuclear@0
|
843 }
|
nuclear@0
|
844
|
nuclear@0
|
845 #endif // __cplusplus
|
nuclear@0
|
846 };
|
nuclear@0
|
847
|
nuclear@0
|
848 #ifdef __cplusplus
|
nuclear@0
|
849 }
|
nuclear@0
|
850 #endif //! extern "C"
|
nuclear@0
|
851 #endif // AI_MESH_H_INC
|
nuclear@0
|
852
|