miniassimp

diff include/miniassimp/mesh.h @ 0:879c81d94345

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 28 Jan 2019 18:19:26 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/include/miniassimp/mesh.h	Mon Jan 28 18:19:26 2019 +0200
     1.3 @@ -0,0 +1,852 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2018, assimp team
    1.10 +
    1.11 +
    1.12 +All rights reserved.
    1.13 +
    1.14 +Redistribution and use of this software in source and binary forms,
    1.15 +with or without modification, are permitted provided that the following
    1.16 +conditions are met:
    1.17 +
    1.18 +* Redistributions of source code must retain the above
    1.19 +  copyright notice, this list of conditions and the
    1.20 +  following disclaimer.
    1.21 +
    1.22 +* Redistributions in binary form must reproduce the above
    1.23 +  copyright notice, this list of conditions and the
    1.24 +  following disclaimer in the documentation and/or other
    1.25 +  materials provided with the distribution.
    1.26 +
    1.27 +* Neither the name of the assimp team, nor the names of its
    1.28 +  contributors may be used to endorse or promote products
    1.29 +  derived from this software without specific prior
    1.30 +  written permission of the assimp team.
    1.31 +
    1.32 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
    1.33 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
    1.34 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.35 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
    1.36 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.37 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
    1.38 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.39 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
    1.40 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
    1.41 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
    1.42 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.43 +---------------------------------------------------------------------------
    1.44 +*/
    1.45 +
    1.46 +/** @file mesh.h
    1.47 + *  @brief Declares the data structures in which the imported geometry is
    1.48 +    returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
    1.49 + */
    1.50 +#pragma once
    1.51 +#ifndef AI_MESH_H_INC
    1.52 +#define AI_MESH_H_INC
    1.53 +
    1.54 +#include "types.h"
    1.55 +
    1.56 +#ifdef __cplusplus
    1.57 +extern "C" {
    1.58 +#endif
    1.59 +
    1.60 +// ---------------------------------------------------------------------------
    1.61 +// Limits. These values are required to match the settings Assimp was
    1.62 +// compiled against. Therefore, do not redefine them unless you build the
    1.63 +// library from source using the same definitions.
    1.64 +// ---------------------------------------------------------------------------
    1.65 +
    1.66 +/** @def AI_MAX_FACE_INDICES
    1.67 + *  Maximum number of indices per face (polygon). */
    1.68 +
    1.69 +#ifndef AI_MAX_FACE_INDICES
    1.70 +#   define AI_MAX_FACE_INDICES 0x7fff
    1.71 +#endif
    1.72 +
    1.73 +/** @def AI_MAX_BONE_WEIGHTS
    1.74 + *  Maximum number of indices per face (polygon). */
    1.75 +
    1.76 +#ifndef AI_MAX_BONE_WEIGHTS
    1.77 +#   define AI_MAX_BONE_WEIGHTS 0x7fffffff
    1.78 +#endif
    1.79 +
    1.80 +/** @def AI_MAX_VERTICES
    1.81 + *  Maximum number of vertices per mesh.  */
    1.82 +
    1.83 +#ifndef AI_MAX_VERTICES
    1.84 +#   define AI_MAX_VERTICES 0x7fffffff
    1.85 +#endif
    1.86 +
    1.87 +/** @def AI_MAX_FACES
    1.88 + *  Maximum number of faces per mesh. */
    1.89 +
    1.90 +#ifndef AI_MAX_FACES
    1.91 +#   define AI_MAX_FACES 0x7fffffff
    1.92 +#endif
    1.93 +
    1.94 +/** @def AI_MAX_NUMBER_OF_COLOR_SETS
    1.95 + *  Supported number of vertex color sets per mesh. */
    1.96 +
    1.97 +#ifndef AI_MAX_NUMBER_OF_COLOR_SETS
    1.98 +#   define AI_MAX_NUMBER_OF_COLOR_SETS 0x8
    1.99 +#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
   1.100 +
   1.101 +/** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
   1.102 + *  Supported number of texture coord sets (UV(W) channels) per mesh */
   1.103 +
   1.104 +#ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
   1.105 +#   define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8
   1.106 +#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
   1.107 +
   1.108 +// ---------------------------------------------------------------------------
   1.109 +/** @brief A single face in a mesh, referring to multiple vertices.
   1.110 + *
   1.111 + * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
   1.112 + * it's called 'polygon' (hey, that's just a definition!).
   1.113 + * <br>
   1.114 + * aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
   1.115 + * primitive are actually present in a mesh. The #aiProcess_SortByPType flag
   1.116 + * executes a special post-processing algorithm which splits meshes with
   1.117 + * *different* primitive types mixed up (e.g. lines and triangles) in several
   1.118 + * 'clean' submeshes. Furthermore there is a configuration option (
   1.119 + * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
   1.120 + * specific kinds of primitives from the imported scene, completely and forever.
   1.121 + * In many cases you'll probably want to set this setting to
   1.122 + * @code
   1.123 + * aiPrimitiveType_LINE|aiPrimitiveType_POINT
   1.124 + * @endcode
   1.125 + * Together with the #aiProcess_Triangulate flag you can then be sure that
   1.126 + * #aiFace::mNumIndices is always 3.
   1.127 + * @note Take a look at the @link data Data Structures page @endlink for
   1.128 + * more information on the layout and winding order of a face.
   1.129 + */
   1.130 +struct aiFace
   1.131 +{
   1.132 +    //! Number of indices defining this face.
   1.133 +    //! The maximum value for this member is #AI_MAX_FACE_INDICES.
   1.134 +    unsigned int mNumIndices;
   1.135 +
   1.136 +    //! Pointer to the indices array. Size of the array is given in numIndices.
   1.137 +    unsigned int* mIndices;
   1.138 +
   1.139 +#ifdef __cplusplus
   1.140 +
   1.141 +    //! Default constructor
   1.142 +    aiFace() AI_NO_EXCEPT
   1.143 +    : mNumIndices( 0 )
   1.144 +    , mIndices( 0 ) {
   1.145 +        // empty
   1.146 +    }
   1.147 +
   1.148 +    //! Default destructor. Delete the index array
   1.149 +    ~aiFace()
   1.150 +    {
   1.151 +        delete [] mIndices;
   1.152 +    }
   1.153 +
   1.154 +    //! Copy constructor. Copy the index array
   1.155 +    aiFace( const aiFace& o)
   1.156 +    : mNumIndices(0)
   1.157 +    , mIndices( 0 ) {
   1.158 +        *this = o;
   1.159 +    }
   1.160 +
   1.161 +    //! Assignment operator. Copy the index array
   1.162 +    aiFace& operator = ( const aiFace& o) {
   1.163 +        if (&o == this) {
   1.164 +            return *this;
   1.165 +        }
   1.166 +
   1.167 +        delete[] mIndices;
   1.168 +        mNumIndices = o.mNumIndices;
   1.169 +        if (mNumIndices) {
   1.170 +            mIndices = new unsigned int[mNumIndices];
   1.171 +            ::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
   1.172 +        } else {
   1.173 +            mIndices = 0;
   1.174 +        }
   1.175 +
   1.176 +        return *this;
   1.177 +    }
   1.178 +
   1.179 +    //! Comparison operator. Checks whether the index array
   1.180 +    //! of two faces is identical
   1.181 +    bool operator== (const aiFace& o) const {
   1.182 +        if (mIndices == o.mIndices) {
   1.183 +            return true;
   1.184 +        }
   1.185 +
   1.186 +        if (0 != mIndices && mNumIndices != o.mNumIndices) {
   1.187 +            return false;
   1.188 +        }
   1.189 +
   1.190 +        if (0 == mIndices) {
   1.191 +            return false;
   1.192 +        }
   1.193 +
   1.194 +        for (unsigned int i = 0; i < this->mNumIndices; ++i) {
   1.195 +            if (mIndices[i] != o.mIndices[i]) {
   1.196 +                return false;
   1.197 +            }
   1.198 +        }
   1.199 +
   1.200 +        return true;
   1.201 +    }
   1.202 +
   1.203 +    //! Inverse comparison operator. Checks whether the index
   1.204 +    //! array of two faces is NOT identical
   1.205 +    bool operator != (const aiFace& o) const {
   1.206 +        return !(*this == o);
   1.207 +    }
   1.208 +#endif // __cplusplus
   1.209 +}; // struct aiFace
   1.210 +
   1.211 +
   1.212 +// ---------------------------------------------------------------------------
   1.213 +/** @brief A single influence of a bone on a vertex.
   1.214 + */
   1.215 +struct aiVertexWeight {
   1.216 +    //! Index of the vertex which is influenced by the bone.
   1.217 +    unsigned int mVertexId;
   1.218 +
   1.219 +    //! The strength of the influence in the range (0...1).
   1.220 +    //! The influence from all bones at one vertex amounts to 1.
   1.221 +    float mWeight;
   1.222 +
   1.223 +#ifdef __cplusplus
   1.224 +
   1.225 +    //! Default constructor
   1.226 +    aiVertexWeight() AI_NO_EXCEPT
   1.227 +    : mVertexId(0)
   1.228 +    , mWeight(0.0f) {
   1.229 +        // empty
   1.230 +    }
   1.231 +
   1.232 +    //! Initialization from a given index and vertex weight factor
   1.233 +    //! \param pID ID
   1.234 +    //! \param pWeight Vertex weight factor
   1.235 +    aiVertexWeight( unsigned int pID, float pWeight )
   1.236 +    : mVertexId( pID )
   1.237 +    , mWeight( pWeight ) {
   1.238 +        // empty
   1.239 +    }
   1.240 +
   1.241 +    bool operator == ( const aiVertexWeight &rhs ) const {
   1.242 +        return ( mVertexId == rhs.mVertexId && mWeight == rhs.mWeight );
   1.243 +    }
   1.244 +
   1.245 +    bool operator != ( const aiVertexWeight &rhs ) const {
   1.246 +        return ( *this == rhs );
   1.247 +    }
   1.248 +
   1.249 +#endif // __cplusplus
   1.250 +};
   1.251 +
   1.252 +
   1.253 +// ---------------------------------------------------------------------------
   1.254 +/** @brief A single bone of a mesh.
   1.255 + *
   1.256 + *  A bone has a name by which it can be found in the frame hierarchy and by
   1.257 + *  which it can be addressed by animations. In addition it has a number of
   1.258 + *  influences on vertices, and a matrix relating the mesh position to the
   1.259 + *  position of the bone at the time of binding.
   1.260 + */
   1.261 +struct aiBone {
   1.262 +    //! The name of the bone.
   1.263 +    C_STRUCT aiString mName;
   1.264 +
   1.265 +    //! The number of vertices affected by this bone.
   1.266 +    //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
   1.267 +    unsigned int mNumWeights;
   1.268 +
   1.269 +    //! The influence weights of this bone, by vertex index.
   1.270 +    C_STRUCT aiVertexWeight* mWeights;
   1.271 +
   1.272 +    /** Matrix that transforms from bone space to mesh space in bind pose.
   1.273 +     *
   1.274 +     * This matrix describes the position of the mesh
   1.275 +     * in the local space of this bone when the skeleton was bound.
   1.276 +     * Thus it can be used directly to determine a desired vertex position,
   1.277 +     * given the world-space transform of the bone when animated,
   1.278 +     * and the position of the vertex in mesh space.
   1.279 +     *
   1.280 +     * It is sometimes called an inverse-bind matrix,
   1.281 +     * or inverse bind pose matrix.
   1.282 +     */
   1.283 +    C_STRUCT aiMatrix4x4 mOffsetMatrix;
   1.284 +
   1.285 +#ifdef __cplusplus
   1.286 +
   1.287 +    //! Default constructor
   1.288 +    aiBone() AI_NO_EXCEPT
   1.289 +    : mName()
   1.290 +    , mNumWeights( 0 )
   1.291 +    , mWeights( 0 )
   1.292 +    , mOffsetMatrix() {
   1.293 +        // empty
   1.294 +    }
   1.295 +
   1.296 +    //! Copy constructor
   1.297 +    aiBone(const aiBone& other)
   1.298 +    : mName( other.mName )
   1.299 +    , mNumWeights( other.mNumWeights )
   1.300 +    , mWeights(0)
   1.301 +    , mOffsetMatrix( other.mOffsetMatrix ) {
   1.302 +        if (other.mWeights && other.mNumWeights) {
   1.303 +            mWeights = new aiVertexWeight[mNumWeights];
   1.304 +            ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
   1.305 +        }
   1.306 +    }
   1.307 +
   1.308 +
   1.309 +    //! Assignment operator
   1.310 +    aiBone &operator=(const aiBone& other) {
   1.311 +        if (this == &other) {
   1.312 +            return *this;
   1.313 +        }
   1.314 +
   1.315 +        mName         = other.mName;
   1.316 +        mNumWeights   = other.mNumWeights;
   1.317 +        mOffsetMatrix = other.mOffsetMatrix;
   1.318 +
   1.319 +        if (other.mWeights && other.mNumWeights)
   1.320 +        {
   1.321 +            if (mWeights) {
   1.322 +                delete[] mWeights;
   1.323 +            }
   1.324 +
   1.325 +            mWeights = new aiVertexWeight[mNumWeights];
   1.326 +            ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
   1.327 +        }
   1.328 +
   1.329 +        return *this;
   1.330 +    }
   1.331 +
   1.332 +    bool operator == ( const aiBone &rhs ) const {
   1.333 +        if ( mName != rhs.mName || mNumWeights != rhs.mNumWeights ) {
   1.334 +            return false;
   1.335 +        }
   1.336 +
   1.337 +        for ( size_t i = 0; i < mNumWeights; ++i ) {
   1.338 +            if ( mWeights[ i ] != rhs.mWeights[ i ] ) {
   1.339 +                return false;
   1.340 +            }
   1.341 +        }
   1.342 +
   1.343 +        return true;
   1.344 +    }
   1.345 +    //! Destructor - deletes the array of vertex weights
   1.346 +    ~aiBone() {
   1.347 +        delete [] mWeights;
   1.348 +    }
   1.349 +#endif // __cplusplus
   1.350 +};
   1.351 +
   1.352 +
   1.353 +// ---------------------------------------------------------------------------
   1.354 +/** @brief Enumerates the types of geometric primitives supported by Assimp.
   1.355 + *
   1.356 + *  @see aiFace Face data structure
   1.357 + *  @see aiProcess_SortByPType Per-primitive sorting of meshes
   1.358 + *  @see aiProcess_Triangulate Automatic triangulation
   1.359 + *  @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
   1.360 + */
   1.361 +enum aiPrimitiveType
   1.362 +{
   1.363 +    /** A point primitive.
   1.364 +     *
   1.365 +     * This is just a single vertex in the virtual world,
   1.366 +     * #aiFace contains just one index for such a primitive.
   1.367 +     */
   1.368 +    aiPrimitiveType_POINT       = 0x1,
   1.369 +
   1.370 +    /** A line primitive.
   1.371 +     *
   1.372 +     * This is a line defined through a start and an end position.
   1.373 +     * #aiFace contains exactly two indices for such a primitive.
   1.374 +     */
   1.375 +    aiPrimitiveType_LINE        = 0x2,
   1.376 +
   1.377 +    /** A triangular primitive.
   1.378 +     *
   1.379 +     * A triangle consists of three indices.
   1.380 +     */
   1.381 +    aiPrimitiveType_TRIANGLE    = 0x4,
   1.382 +
   1.383 +    /** A higher-level polygon with more than 3 edges.
   1.384 +     *
   1.385 +     * A triangle is a polygon, but polygon in this context means
   1.386 +     * "all polygons that are not triangles". The "Triangulate"-Step
   1.387 +     * is provided for your convenience, it splits all polygons in
   1.388 +     * triangles (which are much easier to handle).
   1.389 +     */
   1.390 +    aiPrimitiveType_POLYGON     = 0x8,
   1.391 +
   1.392 +
   1.393 +    /** This value is not used. It is just here to force the
   1.394 +     *  compiler to map this enum to a 32 Bit integer.
   1.395 +     */
   1.396 +#ifndef SWIG
   1.397 +    _aiPrimitiveType_Force32Bit = INT_MAX
   1.398 +#endif
   1.399 +}; //! enum aiPrimitiveType
   1.400 +
   1.401 +// Get the #aiPrimitiveType flag for a specific number of face indices
   1.402 +#define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
   1.403 +    ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
   1.404 +
   1.405 +
   1.406 +
   1.407 +// ---------------------------------------------------------------------------
   1.408 +/** @brief An AnimMesh is an attachment to an #aiMesh stores per-vertex
   1.409 + *  animations for a particular frame.
   1.410 + *
   1.411 + *  You may think of an #aiAnimMesh as a `patch` for the host mesh, which
   1.412 + *  replaces only certain vertex data streams at a particular time.
   1.413 + *  Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
   1.414 + *  The actual relationship between the time line and anim meshes is
   1.415 + *  established by #aiMeshAnim, which references singular mesh attachments
   1.416 + *  by their ID and binds them to a time offset.
   1.417 +*/
   1.418 +struct aiAnimMesh
   1.419 +{
   1.420 +    /**Anim Mesh name */
   1.421 +    C_STRUCT aiString mName;
   1.422 +
   1.423 +    /** Replacement for aiMesh::mVertices. If this array is non-NULL,
   1.424 +     *  it *must* contain mNumVertices entries. The corresponding
   1.425 +     *  array in the host mesh must be non-NULL as well - animation
   1.426 +     *  meshes may neither add or nor remove vertex components (if
   1.427 +     *  a replacement array is NULL and the corresponding source
   1.428 +     *  array is not, the source data is taken instead)*/
   1.429 +    C_STRUCT aiVector3D* mVertices;
   1.430 +
   1.431 +    /** Replacement for aiMesh::mNormals.  */
   1.432 +    C_STRUCT aiVector3D* mNormals;
   1.433 +
   1.434 +    /** Replacement for aiMesh::mTangents. */
   1.435 +    C_STRUCT aiVector3D* mTangents;
   1.436 +
   1.437 +    /** Replacement for aiMesh::mBitangents. */
   1.438 +    C_STRUCT aiVector3D* mBitangents;
   1.439 +
   1.440 +    /** Replacement for aiMesh::mColors */
   1.441 +    C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
   1.442 +
   1.443 +    /** Replacement for aiMesh::mTextureCoords */
   1.444 +    C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
   1.445 +
   1.446 +    /** The number of vertices in the aiAnimMesh, and thus the length of all
   1.447 +     * the member arrays.
   1.448 +     *
   1.449 +     * This has always the same value as the mNumVertices property in the
   1.450 +     * corresponding aiMesh. It is duplicated here merely to make the length
   1.451 +     * of the member arrays accessible even if the aiMesh is not known, e.g.
   1.452 +     * from language bindings.
   1.453 +     */
   1.454 +    unsigned int mNumVertices;
   1.455 +    
   1.456 +    /** 
   1.457 +     * Weight of the AnimMesh. 
   1.458 +     */
   1.459 +    float mWeight;
   1.460 +
   1.461 +#ifdef __cplusplus
   1.462 +
   1.463 +    aiAnimMesh() AI_NO_EXCEPT
   1.464 +        : mVertices( 0 )
   1.465 +        , mNormals(0)
   1.466 +        , mTangents(0)
   1.467 +        , mBitangents(0)
   1.468 +        , mColors()
   1.469 +        , mTextureCoords()
   1.470 +        , mNumVertices( 0 )
   1.471 +        , mWeight( 0.0f )
   1.472 +    {
   1.473 +        // fixme consider moving this to the ctor initializer list as well
   1.474 +        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){
   1.475 +            mTextureCoords[a] = NULL;
   1.476 +        }
   1.477 +        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
   1.478 +            mColors[a] = NULL;
   1.479 +        }
   1.480 +    }
   1.481 +
   1.482 +    ~aiAnimMesh()
   1.483 +    {
   1.484 +        delete [] mVertices;
   1.485 +        delete [] mNormals;
   1.486 +        delete [] mTangents;
   1.487 +        delete [] mBitangents;
   1.488 +        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
   1.489 +            delete [] mTextureCoords[a];
   1.490 +        }
   1.491 +        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
   1.492 +            delete [] mColors[a];
   1.493 +        }
   1.494 +    }
   1.495 +
   1.496 +    /** Check whether the anim mesh overrides the vertex positions
   1.497 +     *  of its host mesh*/
   1.498 +    bool HasPositions() const {
   1.499 +        return mVertices != NULL;
   1.500 +    }
   1.501 +
   1.502 +    /** Check whether the anim mesh overrides the vertex normals
   1.503 +     *  of its host mesh*/
   1.504 +    bool HasNormals() const {
   1.505 +        return mNormals != NULL;
   1.506 +    }
   1.507 +
   1.508 +    /** Check whether the anim mesh overrides the vertex tangents
   1.509 +     *  and bitangents of its host mesh. As for aiMesh,
   1.510 +     *  tangents and bitangents always go together. */
   1.511 +    bool HasTangentsAndBitangents() const {
   1.512 +        return mTangents != NULL;
   1.513 +    }
   1.514 +
   1.515 +    /** Check whether the anim mesh overrides a particular
   1.516 +     * set of vertex colors on his host mesh.
   1.517 +     *  @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
   1.518 +    bool HasVertexColors( unsigned int pIndex) const    {
   1.519 +        return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL;
   1.520 +    }
   1.521 +
   1.522 +    /** Check whether the anim mesh overrides a particular
   1.523 +     * set of texture coordinates on his host mesh.
   1.524 +     *  @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
   1.525 +    bool HasTextureCoords( unsigned int pIndex) const   {
   1.526 +        return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL;
   1.527 +    }
   1.528 +
   1.529 +#endif
   1.530 +};
   1.531 +
   1.532 +// ---------------------------------------------------------------------------
   1.533 +/** @brief Enumerates the methods of mesh morphing supported by Assimp.
   1.534 + */
   1.535 +enum aiMorphingMethod
   1.536 +{
   1.537 +    /** Interpolation between morph targets */
   1.538 +    aiMorphingMethod_VERTEX_BLEND       = 0x1,
   1.539 +
   1.540 +    /** Normalized morphing between morph targets  */
   1.541 +    aiMorphingMethod_MORPH_NORMALIZED   = 0x2,
   1.542 +
   1.543 +    /** Relative morphing between morph targets  */
   1.544 +    aiMorphingMethod_MORPH_RELATIVE     = 0x3,
   1.545 +
   1.546 +    /** This value is not used. It is just here to force the
   1.547 +     *  compiler to map this enum to a 32 Bit integer.
   1.548 +     */
   1.549 +#ifndef SWIG
   1.550 +    _aiMorphingMethod_Force32Bit = INT_MAX
   1.551 +#endif
   1.552 +}; //! enum aiMorphingMethod
   1.553 +
   1.554 +// ---------------------------------------------------------------------------
   1.555 +/** @brief A mesh represents a geometry or model with a single material.
   1.556 +*
   1.557 +* It usually consists of a number of vertices and a series of primitives/faces
   1.558 +* referencing the vertices. In addition there might be a series of bones, each
   1.559 +* of them addressing a number of vertices with a certain weight. Vertex data
   1.560 +* is presented in channels with each channel containing a single per-vertex
   1.561 +* information such as a set of texture coords or a normal vector.
   1.562 +* If a data pointer is non-null, the corresponding data stream is present.
   1.563 +* From C++-programs you can also use the comfort functions Has*() to
   1.564 +* test for the presence of various data streams.
   1.565 +*
   1.566 +* A Mesh uses only a single material which is referenced by a material ID.
   1.567 +* @note The mPositions member is usually not optional. However, vertex positions
   1.568 +* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
   1.569 +* @code
   1.570 +* aiScene::mFlags
   1.571 +* @endcode
   1.572 +*/
   1.573 +struct aiMesh
   1.574 +{
   1.575 +    /** Bitwise combination of the members of the #aiPrimitiveType enum.
   1.576 +     * This specifies which types of primitives are present in the mesh.
   1.577 +     * The "SortByPrimitiveType"-Step can be used to make sure the
   1.578 +     * output meshes consist of one primitive type each.
   1.579 +     */
   1.580 +    unsigned int mPrimitiveTypes;
   1.581 +
   1.582 +    /** The number of vertices in this mesh.
   1.583 +    * This is also the size of all of the per-vertex data arrays.
   1.584 +    * The maximum value for this member is #AI_MAX_VERTICES.
   1.585 +    */
   1.586 +    unsigned int mNumVertices;
   1.587 +
   1.588 +    /** The number of primitives (triangles, polygons, lines) in this  mesh.
   1.589 +    * This is also the size of the mFaces array.
   1.590 +    * The maximum value for this member is #AI_MAX_FACES.
   1.591 +    */
   1.592 +    unsigned int mNumFaces;
   1.593 +
   1.594 +    /** Vertex positions.
   1.595 +    * This array is always present in a mesh. The array is
   1.596 +    * mNumVertices in size.
   1.597 +    */
   1.598 +    C_STRUCT aiVector3D* mVertices;
   1.599 +
   1.600 +    /** Vertex normals.
   1.601 +    * The array contains normalized vectors, NULL if not present.
   1.602 +    * The array is mNumVertices in size. Normals are undefined for
   1.603 +    * point and line primitives. A mesh consisting of points and
   1.604 +    * lines only may not have normal vectors. Meshes with mixed
   1.605 +    * primitive types (i.e. lines and triangles) may have normals,
   1.606 +    * but the normals for vertices that are only referenced by
   1.607 +    * point or line primitives are undefined and set to QNaN (WARN:
   1.608 +    * qNaN compares to inequal to *everything*, even to qNaN itself.
   1.609 +    * Using code like this to check whether a field is qnan is:
   1.610 +    * @code
   1.611 +    * #define IS_QNAN(f) (f != f)
   1.612 +    * @endcode
   1.613 +    * still dangerous because even 1.f == 1.f could evaluate to false! (
   1.614 +    * remember the subtleties of IEEE754 artithmetics). Use stuff like
   1.615 +    * @c fpclassify instead.
   1.616 +    * @note Normal vectors computed by Assimp are always unit-length.
   1.617 +    * However, this needn't apply for normals that have been taken
   1.618 +    *   directly from the model file.
   1.619 +    */
   1.620 +    C_STRUCT aiVector3D* mNormals;
   1.621 +
   1.622 +    /** Vertex tangents.
   1.623 +    * The tangent of a vertex points in the direction of the positive
   1.624 +    * X texture axis. The array contains normalized vectors, NULL if
   1.625 +    * not present. The array is mNumVertices in size. A mesh consisting
   1.626 +    * of points and lines only may not have normal vectors. Meshes with
   1.627 +    * mixed primitive types (i.e. lines and triangles) may have
   1.628 +    * normals, but the normals for vertices that are only referenced by
   1.629 +    * point or line primitives are undefined and set to qNaN.  See
   1.630 +    * the #mNormals member for a detailed discussion of qNaNs.
   1.631 +    * @note If the mesh contains tangents, it automatically also
   1.632 +    * contains bitangents.
   1.633 +    */
   1.634 +    C_STRUCT aiVector3D* mTangents;
   1.635 +
   1.636 +    /** Vertex bitangents.
   1.637 +    * The bitangent of a vertex points in the direction of the positive
   1.638 +    * Y texture axis. The array contains normalized vectors, NULL if not
   1.639 +    * present. The array is mNumVertices in size.
   1.640 +    * @note If the mesh contains tangents, it automatically also contains
   1.641 +    * bitangents.
   1.642 +    */
   1.643 +    C_STRUCT aiVector3D* mBitangents;
   1.644 +
   1.645 +    /** Vertex color sets.
   1.646 +    * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
   1.647 +    * colors per vertex. NULL if not present. Each array is
   1.648 +    * mNumVertices in size if present.
   1.649 +    */
   1.650 +    C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
   1.651 +
   1.652 +    /** Vertex texture coords, also known as UV channels.
   1.653 +    * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
   1.654 +    * vertex. NULL if not present. The array is mNumVertices in size.
   1.655 +    */
   1.656 +    C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
   1.657 +
   1.658 +    /** Specifies the number of components for a given UV channel.
   1.659 +    * Up to three channels are supported (UVW, for accessing volume
   1.660 +    * or cube maps). If the value is 2 for a given channel n, the
   1.661 +    * component p.z of mTextureCoords[n][p] is set to 0.0f.
   1.662 +    * If the value is 1 for a given channel, p.y is set to 0.0f, too.
   1.663 +    * @note 4D coords are not supported
   1.664 +    */
   1.665 +    unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
   1.666 +
   1.667 +    /** The faces the mesh is constructed from.
   1.668 +    * Each face refers to a number of vertices by their indices.
   1.669 +    * This array is always present in a mesh, its size is given
   1.670 +    * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
   1.671 +    * is NOT set each face references an unique set of vertices.
   1.672 +    */
   1.673 +    C_STRUCT aiFace* mFaces;
   1.674 +
   1.675 +    /** The number of bones this mesh contains.
   1.676 +    * Can be 0, in which case the mBones array is NULL.
   1.677 +    */
   1.678 +    unsigned int mNumBones;
   1.679 +
   1.680 +    /** The bones of this mesh.
   1.681 +    * A bone consists of a name by which it can be found in the
   1.682 +    * frame hierarchy and a set of vertex weights.
   1.683 +    */
   1.684 +    C_STRUCT aiBone** mBones;
   1.685 +
   1.686 +    /** The material used by this mesh.
   1.687 +     * A mesh uses only a single material. If an imported model uses
   1.688 +     * multiple materials, the import splits up the mesh. Use this value
   1.689 +     * as index into the scene's material list.
   1.690 +     */
   1.691 +    unsigned int mMaterialIndex;
   1.692 +
   1.693 +    /** Name of the mesh. Meshes can be named, but this is not a
   1.694 +     *  requirement and leaving this field empty is totally fine.
   1.695 +     *  There are mainly three uses for mesh names:
   1.696 +     *   - some formats name nodes and meshes independently.
   1.697 +     *   - importers tend to split meshes up to meet the
   1.698 +     *      one-material-per-mesh requirement. Assigning
   1.699 +     *      the same (dummy) name to each of the result meshes
   1.700 +     *      aids the caller at recovering the original mesh
   1.701 +     *      partitioning.
   1.702 +     *   - Vertex animations refer to meshes by their names.
   1.703 +     **/
   1.704 +    C_STRUCT aiString mName;
   1.705 +
   1.706 +
   1.707 +    /** The number of attachment meshes. Note! Currently only works with Collada loader. */
   1.708 +    unsigned int mNumAnimMeshes;
   1.709 +
   1.710 +    /** Attachment meshes for this mesh, for vertex-based animation.
   1.711 +     *  Attachment meshes carry replacement data for some of the
   1.712 +     *  mesh'es vertex components (usually positions, normals).
   1.713 +     *  Note! Currently only works with Collada loader.*/
   1.714 +    C_STRUCT aiAnimMesh** mAnimMeshes;
   1.715 +
   1.716 +    /** 
   1.717 +     *  Method of morphing when animeshes are specified. 
   1.718 +     */
   1.719 +    unsigned int mMethod;
   1.720 +	
   1.721 +#ifdef __cplusplus
   1.722 +
   1.723 +    //! Default constructor. Initializes all members to 0
   1.724 +    aiMesh() AI_NO_EXCEPT
   1.725 +    : mPrimitiveTypes( 0 )
   1.726 +    , mNumVertices( 0 )
   1.727 +    , mNumFaces( 0 )
   1.728 +    , mVertices( 0 )
   1.729 +    , mNormals(0)
   1.730 +    , mTangents(0)
   1.731 +    , mBitangents(0)
   1.732 +    , mColors()
   1.733 +    , mTextureCoords()
   1.734 +    , mNumUVComponents()
   1.735 +    , mFaces(0)
   1.736 +    , mNumBones( 0 )
   1.737 +    , mBones(0)
   1.738 +    , mMaterialIndex( 0 )
   1.739 +    , mNumAnimMeshes( 0 )
   1.740 +    , mAnimMeshes(0)
   1.741 +    , mMethod( 0 ) {
   1.742 +        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) {
   1.743 +            mNumUVComponents[a] = 0;
   1.744 +            mTextureCoords[a] = 0;
   1.745 +        }
   1.746 +
   1.747 +        for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
   1.748 +            mColors[a] = 0;
   1.749 +        }
   1.750 +    }
   1.751 +
   1.752 +    //! Deletes all storage allocated for the mesh
   1.753 +    ~aiMesh() {
   1.754 +        delete [] mVertices;
   1.755 +        delete [] mNormals;
   1.756 +        delete [] mTangents;
   1.757 +        delete [] mBitangents;
   1.758 +        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
   1.759 +            delete [] mTextureCoords[a];
   1.760 +        }
   1.761 +        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
   1.762 +            delete [] mColors[a];
   1.763 +        }
   1.764 +
   1.765 +        // DO NOT REMOVE THIS ADDITIONAL CHECK
   1.766 +        if (mNumBones && mBones)    {
   1.767 +            for( unsigned int a = 0; a < mNumBones; a++) {
   1.768 +                delete mBones[a];
   1.769 +            }
   1.770 +            delete [] mBones;
   1.771 +        }
   1.772 +
   1.773 +        if (mNumAnimMeshes && mAnimMeshes)  {
   1.774 +            for( unsigned int a = 0; a < mNumAnimMeshes; a++) {
   1.775 +                delete mAnimMeshes[a];
   1.776 +            }
   1.777 +            delete [] mAnimMeshes;
   1.778 +        }
   1.779 +
   1.780 +        delete [] mFaces;
   1.781 +    }
   1.782 +
   1.783 +    //! Check whether the mesh contains positions. Provided no special
   1.784 +    //! scene flags are set, this will always be true
   1.785 +    bool HasPositions() const
   1.786 +        { return mVertices != 0 && mNumVertices > 0; }
   1.787 +
   1.788 +    //! Check whether the mesh contains faces. If no special scene flags
   1.789 +    //! are set this should always return true
   1.790 +    bool HasFaces() const
   1.791 +        { return mFaces != 0 && mNumFaces > 0; }
   1.792 +
   1.793 +    //! Check whether the mesh contains normal vectors
   1.794 +    bool HasNormals() const
   1.795 +        { return mNormals != 0 && mNumVertices > 0; }
   1.796 +
   1.797 +    //! Check whether the mesh contains tangent and bitangent vectors
   1.798 +    //! It is not possible that it contains tangents and no bitangents
   1.799 +    //! (or the other way round). The existence of one of them
   1.800 +    //! implies that the second is there, too.
   1.801 +    bool HasTangentsAndBitangents() const
   1.802 +        { return mTangents != 0 && mBitangents != 0 && mNumVertices > 0; }
   1.803 +
   1.804 +    //! Check whether the mesh contains a vertex color set
   1.805 +    //! \param pIndex Index of the vertex color set
   1.806 +    bool HasVertexColors( unsigned int pIndex) const {
   1.807 +        if (pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS) {
   1.808 +            return false;
   1.809 +        } else {
   1.810 +            return mColors[pIndex] != 0 && mNumVertices > 0;
   1.811 +        }
   1.812 +    }
   1.813 +
   1.814 +    //! Check whether the mesh contains a texture coordinate set
   1.815 +    //! \param pIndex Index of the texture coordinates set
   1.816 +    bool HasTextureCoords( unsigned int pIndex) const {
   1.817 +        if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
   1.818 +            return false;
   1.819 +        } else {
   1.820 +            return mTextureCoords[pIndex] != 0 && mNumVertices > 0;
   1.821 +        }
   1.822 +    }
   1.823 +
   1.824 +    //! Get the number of UV channels the mesh contains
   1.825 +    unsigned int GetNumUVChannels() const {
   1.826 +        unsigned int n( 0 );
   1.827 +        while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n]) {
   1.828 +            ++n;
   1.829 +        }
   1.830 +
   1.831 +        return n;
   1.832 +    }
   1.833 +
   1.834 +    //! Get the number of vertex color channels the mesh contains
   1.835 +    unsigned int GetNumColorChannels() const {
   1.836 +        unsigned int n(0);
   1.837 +        while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n]) {
   1.838 +            ++n;
   1.839 +        }
   1.840 +        return n;
   1.841 +    }
   1.842 +
   1.843 +    //! Check whether the mesh contains bones
   1.844 +    bool HasBones() const {
   1.845 +        return mBones != 0 && mNumBones > 0;
   1.846 +    }
   1.847 +
   1.848 +#endif // __cplusplus
   1.849 +};
   1.850 +
   1.851 +#ifdef __cplusplus
   1.852 +}
   1.853 +#endif //! extern "C"
   1.854 +#endif // AI_MESH_H_INC
   1.855 +