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annotate libs/assimp/PretransformVertices.h @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
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nuclear@0 1 /*
nuclear@0 2 Open Asset Import Library (assimp)
nuclear@0 3 ----------------------------------------------------------------------
nuclear@0 4
nuclear@0 5 Copyright (c) 2006-2012, assimp team
nuclear@0 6 All rights reserved.
nuclear@0 7
nuclear@0 8 Redistribution and use of this software in source and binary forms,
nuclear@0 9 with or without modification, are permitted provided that the
nuclear@0 10 following conditions are met:
nuclear@0 11
nuclear@0 12 * Redistributions of source code must retain the above
nuclear@0 13 copyright notice, this list of conditions and the
nuclear@0 14 following disclaimer.
nuclear@0 15
nuclear@0 16 * Redistributions in binary form must reproduce the above
nuclear@0 17 copyright notice, this list of conditions and the
nuclear@0 18 following disclaimer in the documentation and/or other
nuclear@0 19 materials provided with the distribution.
nuclear@0 20
nuclear@0 21 * Neither the name of the assimp team, nor the names of its
nuclear@0 22 contributors may be used to endorse or promote products
nuclear@0 23 derived from this software without specific prior
nuclear@0 24 written permission of the assimp team.
nuclear@0 25
nuclear@0 26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 37
nuclear@0 38 ----------------------------------------------------------------------
nuclear@0 39 */
nuclear@0 40
nuclear@0 41 /** @file PretransformVertices.h
nuclear@0 42 * @brief Defines a post processing step to pretransform all
nuclear@0 43 * vertices in the scenegraph
nuclear@0 44 */
nuclear@0 45 #ifndef AI_PRETRANSFORMVERTICES_H_INC
nuclear@0 46 #define AI_PRETRANSFORMVERTICES_H_INC
nuclear@0 47
nuclear@0 48 #include "BaseProcess.h"
nuclear@0 49 #include "assimp/mesh.h"
nuclear@0 50
nuclear@0 51 class PretransformVerticesTest;
nuclear@0 52 namespace Assimp {
nuclear@0 53
nuclear@0 54 // ---------------------------------------------------------------------------
nuclear@0 55 /** The PretransformVertices pretransforms all vertices in the nodegraph
nuclear@0 56 * and removes the whole graph. The output is a list of meshes, one for
nuclear@0 57 * each material.
nuclear@0 58 */
nuclear@0 59 class PretransformVertices : public BaseProcess
nuclear@0 60 {
nuclear@0 61 public:
nuclear@0 62
nuclear@0 63 PretransformVertices ();
nuclear@0 64 ~PretransformVertices ();
nuclear@0 65
nuclear@0 66 public:
nuclear@0 67
nuclear@0 68 // -------------------------------------------------------------------
nuclear@0 69 // Check whether step is active
nuclear@0 70 bool IsActive( unsigned int pFlags) const;
nuclear@0 71
nuclear@0 72 // -------------------------------------------------------------------
nuclear@0 73 // Execute step on a given scene
nuclear@0 74 void Execute( aiScene* pScene);
nuclear@0 75
nuclear@0 76 // -------------------------------------------------------------------
nuclear@0 77 // Setup import settings
nuclear@0 78 void SetupProperties(const Importer* pImp);
nuclear@0 79
nuclear@0 80
nuclear@0 81 // -------------------------------------------------------------------
nuclear@0 82 /** @brief Toggle the 'keep hierarchy' option
nuclear@0 83 * @param d hm ... difficult to guess what this means, hu!?
nuclear@0 84 */
nuclear@0 85 void KeepHierarchy(bool d) {
nuclear@0 86 configKeepHierarchy = d;
nuclear@0 87 }
nuclear@0 88
nuclear@0 89 // -------------------------------------------------------------------
nuclear@0 90 /** @brief Check whether 'keep hierarchy' is currently enabled.
nuclear@0 91 * @return ...
nuclear@0 92 */
nuclear@0 93 bool IsHierarchyKept() const {
nuclear@0 94 return configKeepHierarchy;
nuclear@0 95 }
nuclear@0 96
nuclear@0 97 private:
nuclear@0 98
nuclear@0 99 // -------------------------------------------------------------------
nuclear@0 100 // Count the number of nodes
nuclear@0 101 unsigned int CountNodes( aiNode* pcNode );
nuclear@0 102
nuclear@0 103 // -------------------------------------------------------------------
nuclear@0 104 // Get a bitwise combination identifying the vertex format of a mesh
nuclear@0 105 unsigned int GetMeshVFormat(aiMesh* pcMesh);
nuclear@0 106
nuclear@0 107 // -------------------------------------------------------------------
nuclear@0 108 // Count the number of vertices in the whole scene and a given
nuclear@0 109 // material index
nuclear@0 110 void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
nuclear@0 111 unsigned int iMat,
nuclear@0 112 unsigned int iVFormat,
nuclear@0 113 unsigned int* piFaces,
nuclear@0 114 unsigned int* piVertices);
nuclear@0 115
nuclear@0 116 // -------------------------------------------------------------------
nuclear@0 117 // Collect vertex/face data
nuclear@0 118 void CollectData( aiScene* pcScene, aiNode* pcNode,
nuclear@0 119 unsigned int iMat,
nuclear@0 120 unsigned int iVFormat,
nuclear@0 121 aiMesh* pcMeshOut,
nuclear@0 122 unsigned int aiCurrent[2],
nuclear@0 123 unsigned int* num_refs);
nuclear@0 124
nuclear@0 125 // -------------------------------------------------------------------
nuclear@0 126 // Get a list of all vertex formats that occur for a given material
nuclear@0 127 // The output list contains duplicate elements
nuclear@0 128 void GetVFormatList( aiScene* pcScene, unsigned int iMat,
nuclear@0 129 std::list<unsigned int>& aiOut);
nuclear@0 130
nuclear@0 131 // -------------------------------------------------------------------
nuclear@0 132 // Compute the absolute transformation matrices of each node
nuclear@0 133 void ComputeAbsoluteTransform( aiNode* pcNode );
nuclear@0 134
nuclear@0 135 // -------------------------------------------------------------------
nuclear@0 136 // Simple routine to build meshes in worldspace, no further optimization
nuclear@0 137 void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
nuclear@0 138 unsigned int numIn, aiNode* node);
nuclear@0 139
nuclear@0 140 // -------------------------------------------------------------------
nuclear@0 141 // Apply the node transformation to a mesh
nuclear@0 142 void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
nuclear@0 143
nuclear@0 144 // -------------------------------------------------------------------
nuclear@0 145 // Reset transformation matrices to identity
nuclear@0 146 void MakeIdentityTransform(aiNode* nd);
nuclear@0 147
nuclear@0 148 // -------------------------------------------------------------------
nuclear@0 149 // Build reference counters for all meshes
nuclear@0 150 void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
nuclear@0 151
nuclear@0 152
nuclear@0 153
nuclear@0 154 //! Configuration option: keep scene hierarchy as long as possible
nuclear@0 155 bool configKeepHierarchy, configNormalize;
nuclear@0 156
nuclear@0 157 };
nuclear@0 158
nuclear@0 159 } // end of namespace Assimp
nuclear@0 160
nuclear@0 161 #endif // !!AI_GENFACENORMALPROCESS_H_INC