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annotate libs/assimp/assimp/mesh.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 ---------------------------------------------------------------------------
nuclear@0 3 Open Asset Import Library (assimp)
nuclear@0 4 ---------------------------------------------------------------------------
nuclear@0 5
nuclear@0 6 Copyright (c) 2006-2012, assimp team
nuclear@0 7
nuclear@0 8 All rights reserved.
nuclear@0 9
nuclear@0 10 Redistribution and use of this software in source and binary forms,
nuclear@0 11 with or without modification, are permitted provided that the following
nuclear@0 12 conditions are met:
nuclear@0 13
nuclear@0 14 * Redistributions of source code must retain the above
nuclear@0 15 copyright notice, this list of conditions and the
nuclear@0 16 following disclaimer.
nuclear@0 17
nuclear@0 18 * Redistributions in binary form must reproduce the above
nuclear@0 19 copyright notice, this list of conditions and the
nuclear@0 20 following disclaimer in the documentation and/or other
nuclear@0 21 materials provided with the distribution.
nuclear@0 22
nuclear@0 23 * Neither the name of the assimp team, nor the names of its
nuclear@0 24 contributors may be used to endorse or promote products
nuclear@0 25 derived from this software without specific prior
nuclear@0 26 written permission of the assimp team.
nuclear@0 27
nuclear@0 28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 39 ---------------------------------------------------------------------------
nuclear@0 40 */
nuclear@0 41
nuclear@0 42 /** @file mesh.h
nuclear@0 43 * @brief Declares the data structures in which the imported geometry is
nuclear@0 44 returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
nuclear@0 45 */
nuclear@0 46 #ifndef INCLUDED_AI_MESH_H
nuclear@0 47 #define INCLUDED_AI_MESH_H
nuclear@0 48
nuclear@0 49 #include "types.h"
nuclear@0 50
nuclear@0 51 #ifdef __cplusplus
nuclear@0 52 extern "C" {
nuclear@0 53 #endif
nuclear@0 54
nuclear@0 55 // ---------------------------------------------------------------------------
nuclear@0 56 // Limits. These values are required to match the settings Assimp was
nuclear@0 57 // compiled against. Therfore, do not redefine them unless you build the
nuclear@0 58 // library from source using the same definitions.
nuclear@0 59 // ---------------------------------------------------------------------------
nuclear@0 60
nuclear@0 61 /** @def AI_MAX_FACE_INDICES
nuclear@0 62 * Maximum number of indices per face (polygon). */
nuclear@0 63
nuclear@0 64 #ifndef AI_MAX_FACE_INDICES
nuclear@0 65 # define AI_MAX_FACE_INDICES 0x7fff
nuclear@0 66 #endif
nuclear@0 67
nuclear@0 68 /** @def AI_MAX_BONE_WEIGHTS
nuclear@0 69 * Maximum number of indices per face (polygon). */
nuclear@0 70
nuclear@0 71 #ifndef AI_MAX_BONE_WEIGHTS
nuclear@0 72 # define AI_MAX_BONE_WEIGHTS 0x7fffffff
nuclear@0 73 #endif
nuclear@0 74
nuclear@0 75 /** @def AI_MAX_VERTICES
nuclear@0 76 * Maximum number of vertices per mesh. */
nuclear@0 77
nuclear@0 78 #ifndef AI_MAX_VERTICES
nuclear@0 79 # define AI_MAX_VERTICES 0x7fffffff
nuclear@0 80 #endif
nuclear@0 81
nuclear@0 82 /** @def AI_MAX_FACES
nuclear@0 83 * Maximum number of faces per mesh. */
nuclear@0 84
nuclear@0 85 #ifndef AI_MAX_FACES
nuclear@0 86 # define AI_MAX_FACES 0x7fffffff
nuclear@0 87 #endif
nuclear@0 88
nuclear@0 89 /** @def AI_MAX_NUMBER_OF_COLOR_SETS
nuclear@0 90 * Supported number of vertex color sets per mesh. */
nuclear@0 91
nuclear@0 92 #ifndef AI_MAX_NUMBER_OF_COLOR_SETS
nuclear@0 93 # define AI_MAX_NUMBER_OF_COLOR_SETS 0x8
nuclear@0 94 #endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
nuclear@0 95
nuclear@0 96 /** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
nuclear@0 97 * Supported number of texture coord sets (UV(W) channels) per mesh */
nuclear@0 98
nuclear@0 99 #ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
nuclear@0 100 # define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8
nuclear@0 101 #endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
nuclear@0 102
nuclear@0 103 // ---------------------------------------------------------------------------
nuclear@0 104 /** @brief A single face in a mesh, referring to multiple vertices.
nuclear@0 105 *
nuclear@0 106 * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
nuclear@0 107 * it's called 'polygon' (hey, that's just a definition!).
nuclear@0 108 * <br>
nuclear@0 109 * aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
nuclear@0 110 * primitive are actually present in a mesh. The #aiProcess_SortByPType flag
nuclear@0 111 * executes a special post-processing algorithm which splits meshes with
nuclear@0 112 * *different* primitive types mixed up (e.g. lines and triangles) in several
nuclear@0 113 * 'clean' submeshes. Furthermore there is a configuration option (
nuclear@0 114 * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
nuclear@0 115 * specific kinds of primitives from the imported scene, completely and forever.
nuclear@0 116 * In many cases you'll probably want to set this setting to
nuclear@0 117 * @code
nuclear@0 118 * aiPrimitiveType_LINE|aiPrimitiveType_POINT
nuclear@0 119 * @endcode
nuclear@0 120 * Together with the #aiProcess_Triangulate flag you can then be sure that
nuclear@0 121 * #aiFace::mNumIndices is always 3.
nuclear@0 122 * @note Take a look at the @link data Data Structures page @endlink for
nuclear@0 123 * more information on the layout and winding order of a face.
nuclear@0 124 */
nuclear@0 125 struct aiFace
nuclear@0 126 {
nuclear@0 127 //! Number of indices defining this face.
nuclear@0 128 //! The maximum value for this member is #AI_MAX_FACE_INDICES.
nuclear@0 129 unsigned int mNumIndices;
nuclear@0 130
nuclear@0 131 //! Pointer to the indices array. Size of the array is given in numIndices.
nuclear@0 132 unsigned int* mIndices;
nuclear@0 133
nuclear@0 134 #ifdef __cplusplus
nuclear@0 135
nuclear@0 136 //! Default constructor
nuclear@0 137 aiFace()
nuclear@0 138 : mNumIndices( 0 )
nuclear@0 139 , mIndices( NULL )
nuclear@0 140 {
nuclear@0 141 }
nuclear@0 142
nuclear@0 143 //! Default destructor. Delete the index array
nuclear@0 144 ~aiFace()
nuclear@0 145 {
nuclear@0 146 delete [] mIndices;
nuclear@0 147 }
nuclear@0 148
nuclear@0 149 //! Copy constructor. Copy the index array
nuclear@0 150 aiFace( const aiFace& o)
nuclear@0 151 : mIndices( NULL )
nuclear@0 152 {
nuclear@0 153 *this = o;
nuclear@0 154 }
nuclear@0 155
nuclear@0 156 //! Assignment operator. Copy the index array
nuclear@0 157 aiFace& operator = ( const aiFace& o)
nuclear@0 158 {
nuclear@0 159 if (&o == this)
nuclear@0 160 return *this;
nuclear@0 161
nuclear@0 162 delete[] mIndices;
nuclear@0 163 mNumIndices = o.mNumIndices;
nuclear@0 164 if (mNumIndices) {
nuclear@0 165 mIndices = new unsigned int[mNumIndices];
nuclear@0 166 ::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
nuclear@0 167 }
nuclear@0 168 else {
nuclear@0 169 mIndices = NULL;
nuclear@0 170 }
nuclear@0 171 return *this;
nuclear@0 172 }
nuclear@0 173
nuclear@0 174 //! Comparison operator. Checks whether the index array
nuclear@0 175 //! of two faces is identical
nuclear@0 176 bool operator== (const aiFace& o) const
nuclear@0 177 {
nuclear@0 178 if (mIndices == o.mIndices)return true;
nuclear@0 179 else if (mIndices && mNumIndices == o.mNumIndices)
nuclear@0 180 {
nuclear@0 181 for (unsigned int i = 0;i < this->mNumIndices;++i)
nuclear@0 182 if (mIndices[i] != o.mIndices[i])return false;
nuclear@0 183 return true;
nuclear@0 184 }
nuclear@0 185 return false;
nuclear@0 186 }
nuclear@0 187
nuclear@0 188 //! Inverse comparison operator. Checks whether the index
nuclear@0 189 //! array of two faces is NOT identical
nuclear@0 190 bool operator != (const aiFace& o) const
nuclear@0 191 {
nuclear@0 192 return !(*this == o);
nuclear@0 193 }
nuclear@0 194 #endif // __cplusplus
nuclear@0 195 }; // struct aiFace
nuclear@0 196
nuclear@0 197
nuclear@0 198 // ---------------------------------------------------------------------------
nuclear@0 199 /** @brief A single influence of a bone on a vertex.
nuclear@0 200 */
nuclear@0 201 struct aiVertexWeight
nuclear@0 202 {
nuclear@0 203 //! Index of the vertex which is influenced by the bone.
nuclear@0 204 unsigned int mVertexId;
nuclear@0 205
nuclear@0 206 //! The strength of the influence in the range (0...1).
nuclear@0 207 //! The influence from all bones at one vertex amounts to 1.
nuclear@0 208 float mWeight;
nuclear@0 209
nuclear@0 210 #ifdef __cplusplus
nuclear@0 211
nuclear@0 212 //! Default constructor
nuclear@0 213 aiVertexWeight() { }
nuclear@0 214
nuclear@0 215 //! Initialisation from a given index and vertex weight factor
nuclear@0 216 //! \param pID ID
nuclear@0 217 //! \param pWeight Vertex weight factor
nuclear@0 218 aiVertexWeight( unsigned int pID, float pWeight)
nuclear@0 219 : mVertexId( pID), mWeight( pWeight)
nuclear@0 220 { /* nothing to do here */ }
nuclear@0 221
nuclear@0 222 #endif // __cplusplus
nuclear@0 223 };
nuclear@0 224
nuclear@0 225
nuclear@0 226 // ---------------------------------------------------------------------------
nuclear@0 227 /** @brief A single bone of a mesh.
nuclear@0 228 *
nuclear@0 229 * A bone has a name by which it can be found in the frame hierarchy and by
nuclear@0 230 * which it can be addressed by animations. In addition it has a number of
nuclear@0 231 * influences on vertices.
nuclear@0 232 */
nuclear@0 233 struct aiBone
nuclear@0 234 {
nuclear@0 235 //! The name of the bone.
nuclear@0 236 C_STRUCT aiString mName;
nuclear@0 237
nuclear@0 238 //! The number of vertices affected by this bone
nuclear@0 239 //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
nuclear@0 240 unsigned int mNumWeights;
nuclear@0 241
nuclear@0 242 //! The vertices affected by this bone
nuclear@0 243 C_STRUCT aiVertexWeight* mWeights;
nuclear@0 244
nuclear@0 245 //! Matrix that transforms from mesh space to bone space in bind pose
nuclear@0 246 C_STRUCT aiMatrix4x4 mOffsetMatrix;
nuclear@0 247
nuclear@0 248 #ifdef __cplusplus
nuclear@0 249
nuclear@0 250 //! Default constructor
nuclear@0 251 aiBone()
nuclear@0 252 : mNumWeights( 0 )
nuclear@0 253 , mWeights( NULL )
nuclear@0 254 {
nuclear@0 255 }
nuclear@0 256
nuclear@0 257 //! Copy constructor
nuclear@0 258 aiBone(const aiBone& other)
nuclear@0 259 : mName( other.mName )
nuclear@0 260 , mNumWeights( other.mNumWeights )
nuclear@0 261 , mOffsetMatrix( other.mOffsetMatrix )
nuclear@0 262 {
nuclear@0 263 if (other.mWeights && other.mNumWeights)
nuclear@0 264 {
nuclear@0 265 mWeights = new aiVertexWeight[mNumWeights];
nuclear@0 266 ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
nuclear@0 267 }
nuclear@0 268 }
nuclear@0 269
nuclear@0 270 //! Destructor - deletes the array of vertex weights
nuclear@0 271 ~aiBone()
nuclear@0 272 {
nuclear@0 273 delete [] mWeights;
nuclear@0 274 }
nuclear@0 275 #endif // __cplusplus
nuclear@0 276 };
nuclear@0 277
nuclear@0 278
nuclear@0 279 // ---------------------------------------------------------------------------
nuclear@0 280 /** @brief Enumerates the types of geometric primitives supported by Assimp.
nuclear@0 281 *
nuclear@0 282 * @see aiFace Face data structure
nuclear@0 283 * @see aiProcess_SortByPType Per-primitive sorting of meshes
nuclear@0 284 * @see aiProcess_Triangulate Automatic triangulation
nuclear@0 285 * @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
nuclear@0 286 */
nuclear@0 287 enum aiPrimitiveType
nuclear@0 288 {
nuclear@0 289 /** A point primitive.
nuclear@0 290 *
nuclear@0 291 * This is just a single vertex in the virtual world,
nuclear@0 292 * #aiFace contains just one index for such a primitive.
nuclear@0 293 */
nuclear@0 294 aiPrimitiveType_POINT = 0x1,
nuclear@0 295
nuclear@0 296 /** A line primitive.
nuclear@0 297 *
nuclear@0 298 * This is a line defined through a start and an end position.
nuclear@0 299 * #aiFace contains exactly two indices for such a primitive.
nuclear@0 300 */
nuclear@0 301 aiPrimitiveType_LINE = 0x2,
nuclear@0 302
nuclear@0 303 /** A triangular primitive.
nuclear@0 304 *
nuclear@0 305 * A triangle consists of three indices.
nuclear@0 306 */
nuclear@0 307 aiPrimitiveType_TRIANGLE = 0x4,
nuclear@0 308
nuclear@0 309 /** A higher-level polygon with more than 3 edges.
nuclear@0 310 *
nuclear@0 311 * A triangle is a polygon, but polygon in this context means
nuclear@0 312 * "all polygons that are not triangles". The "Triangulate"-Step
nuclear@0 313 * is provided for your convenience, it splits all polygons in
nuclear@0 314 * triangles (which are much easier to handle).
nuclear@0 315 */
nuclear@0 316 aiPrimitiveType_POLYGON = 0x8,
nuclear@0 317
nuclear@0 318
nuclear@0 319 /** This value is not used. It is just here to force the
nuclear@0 320 * compiler to map this enum to a 32 Bit integer.
nuclear@0 321 */
nuclear@0 322 #ifndef SWIG
nuclear@0 323 _aiPrimitiveType_Force32Bit = INT_MAX
nuclear@0 324 #endif
nuclear@0 325 }; //! enum aiPrimitiveType
nuclear@0 326
nuclear@0 327 // Get the #aiPrimitiveType flag for a specific number of face indices
nuclear@0 328 #define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
nuclear@0 329 ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
nuclear@0 330
nuclear@0 331
nuclear@0 332
nuclear@0 333 // ---------------------------------------------------------------------------
nuclear@0 334 /** @brief NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores per-vertex
nuclear@0 335 * animations for a particular frame.
nuclear@0 336 *
nuclear@0 337 * You may think of an #aiAnimMesh as a `patch` for the host mesh, which
nuclear@0 338 * replaces only certain vertex data streams at a particular time.
nuclear@0 339 * Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
nuclear@0 340 * The actual relationship between the time line and anim meshes is
nuclear@0 341 * established by #aiMeshAnim, which references singular mesh attachments
nuclear@0 342 * by their ID and binds them to a time offset.
nuclear@0 343 */
nuclear@0 344 struct aiAnimMesh
nuclear@0 345 {
nuclear@0 346 /** Replacement for aiMesh::mVertices. If this array is non-NULL,
nuclear@0 347 * it *must* contain mNumVertices entries. The corresponding
nuclear@0 348 * array in the host mesh must be non-NULL as well - animation
nuclear@0 349 * meshes may neither add or nor remove vertex components (if
nuclear@0 350 * a replacement array is NULL and the corresponding source
nuclear@0 351 * array is not, the source data is taken instead)*/
nuclear@0 352 C_STRUCT aiVector3D* mVertices;
nuclear@0 353
nuclear@0 354 /** Replacement for aiMesh::mNormals. */
nuclear@0 355 C_STRUCT aiVector3D* mNormals;
nuclear@0 356
nuclear@0 357 /** Replacement for aiMesh::mTangents. */
nuclear@0 358 C_STRUCT aiVector3D* mTangents;
nuclear@0 359
nuclear@0 360 /** Replacement for aiMesh::mBitangents. */
nuclear@0 361 C_STRUCT aiVector3D* mBitangents;
nuclear@0 362
nuclear@0 363 /** Replacement for aiMesh::mColors */
nuclear@0 364 C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
nuclear@0 365
nuclear@0 366 /** Replacement for aiMesh::mTextureCoords */
nuclear@0 367 C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
nuclear@0 368
nuclear@0 369 /** The number of vertices in the aiAnimMesh, and thus the length of all
nuclear@0 370 * the member arrays.
nuclear@0 371 *
nuclear@0 372 * This has always the same value as the mNumVertices property in the
nuclear@0 373 * corresponding aiMesh. It is duplicated here merely to make the length
nuclear@0 374 * of the member arrays accessible even if the aiMesh is not known, e.g.
nuclear@0 375 * from language bindings.
nuclear@0 376 */
nuclear@0 377 unsigned int mNumVertices;
nuclear@0 378
nuclear@0 379 #ifdef __cplusplus
nuclear@0 380
nuclear@0 381 aiAnimMesh()
nuclear@0 382 : mVertices( NULL )
nuclear@0 383 , mNormals( NULL )
nuclear@0 384 , mTangents( NULL )
nuclear@0 385 , mBitangents( NULL )
nuclear@0 386 , mNumVertices( 0 )
nuclear@0 387 {
nuclear@0 388 // fixme consider moving this to the ctor initializer list as well
nuclear@0 389 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){
nuclear@0 390 mTextureCoords[a] = NULL;
nuclear@0 391 }
nuclear@0 392 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
nuclear@0 393 mColors[a] = NULL;
nuclear@0 394 }
nuclear@0 395 }
nuclear@0 396
nuclear@0 397 ~aiAnimMesh()
nuclear@0 398 {
nuclear@0 399 delete [] mVertices;
nuclear@0 400 delete [] mNormals;
nuclear@0 401 delete [] mTangents;
nuclear@0 402 delete [] mBitangents;
nuclear@0 403 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
nuclear@0 404 delete [] mTextureCoords[a];
nuclear@0 405 }
nuclear@0 406 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
nuclear@0 407 delete [] mColors[a];
nuclear@0 408 }
nuclear@0 409 }
nuclear@0 410
nuclear@0 411 /** Check whether the anim mesh overrides the vertex positions
nuclear@0 412 * of its host mesh*/
nuclear@0 413 bool HasPositions() const {
nuclear@0 414 return mVertices != NULL;
nuclear@0 415 }
nuclear@0 416
nuclear@0 417 /** Check whether the anim mesh overrides the vertex normals
nuclear@0 418 * of its host mesh*/
nuclear@0 419 bool HasNormals() const {
nuclear@0 420 return mNormals != NULL;
nuclear@0 421 }
nuclear@0 422
nuclear@0 423 /** Check whether the anim mesh overrides the vertex tangents
nuclear@0 424 * and bitangents of its host mesh. As for aiMesh,
nuclear@0 425 * tangents and bitangents always go together. */
nuclear@0 426 bool HasTangentsAndBitangents() const {
nuclear@0 427 return mTangents != NULL;
nuclear@0 428 }
nuclear@0 429
nuclear@0 430 /** Check whether the anim mesh overrides a particular
nuclear@0 431 * set of vertex colors on his host mesh.
nuclear@0 432 * @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
nuclear@0 433 bool HasVertexColors( unsigned int pIndex) const {
nuclear@0 434 return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL;
nuclear@0 435 }
nuclear@0 436
nuclear@0 437 /** Check whether the anim mesh overrides a particular
nuclear@0 438 * set of texture coordinates on his host mesh.
nuclear@0 439 * @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
nuclear@0 440 bool HasTextureCoords( unsigned int pIndex) const {
nuclear@0 441 return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL;
nuclear@0 442 }
nuclear@0 443
nuclear@0 444 #endif
nuclear@0 445 };
nuclear@0 446
nuclear@0 447
nuclear@0 448 // ---------------------------------------------------------------------------
nuclear@0 449 /** @brief A mesh represents a geometry or model with a single material.
nuclear@0 450 *
nuclear@0 451 * It usually consists of a number of vertices and a series of primitives/faces
nuclear@0 452 * referencing the vertices. In addition there might be a series of bones, each
nuclear@0 453 * of them addressing a number of vertices with a certain weight. Vertex data
nuclear@0 454 * is presented in channels with each channel containing a single per-vertex
nuclear@0 455 * information such as a set of texture coords or a normal vector.
nuclear@0 456 * If a data pointer is non-null, the corresponding data stream is present.
nuclear@0 457 * From C++-programs you can also use the comfort functions Has*() to
nuclear@0 458 * test for the presence of various data streams.
nuclear@0 459 *
nuclear@0 460 * A Mesh uses only a single material which is referenced by a material ID.
nuclear@0 461 * @note The mPositions member is usually not optional. However, vertex positions
nuclear@0 462 * *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
nuclear@0 463 * @code
nuclear@0 464 * aiScene::mFlags
nuclear@0 465 * @endcode
nuclear@0 466 */
nuclear@0 467 struct aiMesh
nuclear@0 468 {
nuclear@0 469 /** Bitwise combination of the members of the #aiPrimitiveType enum.
nuclear@0 470 * This specifies which types of primitives are present in the mesh.
nuclear@0 471 * The "SortByPrimitiveType"-Step can be used to make sure the
nuclear@0 472 * output meshes consist of one primitive type each.
nuclear@0 473 */
nuclear@0 474 unsigned int mPrimitiveTypes;
nuclear@0 475
nuclear@0 476 /** The number of vertices in this mesh.
nuclear@0 477 * This is also the size of all of the per-vertex data arrays.
nuclear@0 478 * The maximum value for this member is #AI_MAX_VERTICES.
nuclear@0 479 */
nuclear@0 480 unsigned int mNumVertices;
nuclear@0 481
nuclear@0 482 /** The number of primitives (triangles, polygons, lines) in this mesh.
nuclear@0 483 * This is also the size of the mFaces array.
nuclear@0 484 * The maximum value for this member is #AI_MAX_FACES.
nuclear@0 485 */
nuclear@0 486 unsigned int mNumFaces;
nuclear@0 487
nuclear@0 488 /** Vertex positions.
nuclear@0 489 * This array is always present in a mesh. The array is
nuclear@0 490 * mNumVertices in size.
nuclear@0 491 */
nuclear@0 492 C_STRUCT aiVector3D* mVertices;
nuclear@0 493
nuclear@0 494 /** Vertex normals.
nuclear@0 495 * The array contains normalized vectors, NULL if not present.
nuclear@0 496 * The array is mNumVertices in size. Normals are undefined for
nuclear@0 497 * point and line primitives. A mesh consisting of points and
nuclear@0 498 * lines only may not have normal vectors. Meshes with mixed
nuclear@0 499 * primitive types (i.e. lines and triangles) may have normals,
nuclear@0 500 * but the normals for vertices that are only referenced by
nuclear@0 501 * point or line primitives are undefined and set to QNaN (WARN:
nuclear@0 502 * qNaN compares to inequal to *everything*, even to qNaN itself.
nuclear@0 503 * Using code like this to check whether a field is qnan is:
nuclear@0 504 * @code
nuclear@0 505 * #define IS_QNAN(f) (f != f)
nuclear@0 506 * @endcode
nuclear@0 507 * still dangerous because even 1.f == 1.f could evaluate to false! (
nuclear@0 508 * remember the subtleties of IEEE754 artithmetics). Use stuff like
nuclear@0 509 * @c fpclassify instead.
nuclear@0 510 * @note Normal vectors computed by Assimp are always unit-length.
nuclear@0 511 * However, this needn't apply for normals that have been taken
nuclear@0 512 * directly from the model file.
nuclear@0 513 */
nuclear@0 514 C_STRUCT aiVector3D* mNormals;
nuclear@0 515
nuclear@0 516 /** Vertex tangents.
nuclear@0 517 * The tangent of a vertex points in the direction of the positive
nuclear@0 518 * X texture axis. The array contains normalized vectors, NULL if
nuclear@0 519 * not present. The array is mNumVertices in size. A mesh consisting
nuclear@0 520 * of points and lines only may not have normal vectors. Meshes with
nuclear@0 521 * mixed primitive types (i.e. lines and triangles) may have
nuclear@0 522 * normals, but the normals for vertices that are only referenced by
nuclear@0 523 * point or line primitives are undefined and set to qNaN. See
nuclear@0 524 * the #mNormals member for a detailled discussion of qNaNs.
nuclear@0 525 * @note If the mesh contains tangents, it automatically also
nuclear@0 526 * contains bitangents.
nuclear@0 527 */
nuclear@0 528 C_STRUCT aiVector3D* mTangents;
nuclear@0 529
nuclear@0 530 /** Vertex bitangents.
nuclear@0 531 * The bitangent of a vertex points in the direction of the positive
nuclear@0 532 * Y texture axis. The array contains normalized vectors, NULL if not
nuclear@0 533 * present. The array is mNumVertices in size.
nuclear@0 534 * @note If the mesh contains tangents, it automatically also contains
nuclear@0 535 * bitangents.
nuclear@0 536 */
nuclear@0 537 C_STRUCT aiVector3D* mBitangents;
nuclear@0 538
nuclear@0 539 /** Vertex color sets.
nuclear@0 540 * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
nuclear@0 541 * colors per vertex. NULL if not present. Each array is
nuclear@0 542 * mNumVertices in size if present.
nuclear@0 543 */
nuclear@0 544 C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
nuclear@0 545
nuclear@0 546 /** Vertex texture coords, also known as UV channels.
nuclear@0 547 * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
nuclear@0 548 * vertex. NULL if not present. The array is mNumVertices in size.
nuclear@0 549 */
nuclear@0 550 C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
nuclear@0 551
nuclear@0 552 /** Specifies the number of components for a given UV channel.
nuclear@0 553 * Up to three channels are supported (UVW, for accessing volume
nuclear@0 554 * or cube maps). If the value is 2 for a given channel n, the
nuclear@0 555 * component p.z of mTextureCoords[n][p] is set to 0.0f.
nuclear@0 556 * If the value is 1 for a given channel, p.y is set to 0.0f, too.
nuclear@0 557 * @note 4D coords are not supported
nuclear@0 558 */
nuclear@0 559 unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
nuclear@0 560
nuclear@0 561 /** The faces the mesh is constructed from.
nuclear@0 562 * Each face refers to a number of vertices by their indices.
nuclear@0 563 * This array is always present in a mesh, its size is given
nuclear@0 564 * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
nuclear@0 565 * is NOT set each face references an unique set of vertices.
nuclear@0 566 */
nuclear@0 567 C_STRUCT aiFace* mFaces;
nuclear@0 568
nuclear@0 569 /** The number of bones this mesh contains.
nuclear@0 570 * Can be 0, in which case the mBones array is NULL.
nuclear@0 571 */
nuclear@0 572 unsigned int mNumBones;
nuclear@0 573
nuclear@0 574 /** The bones of this mesh.
nuclear@0 575 * A bone consists of a name by which it can be found in the
nuclear@0 576 * frame hierarchy and a set of vertex weights.
nuclear@0 577 */
nuclear@0 578 C_STRUCT aiBone** mBones;
nuclear@0 579
nuclear@0 580 /** The material used by this mesh.
nuclear@0 581 * A mesh does use only a single material. If an imported model uses
nuclear@0 582 * multiple materials, the import splits up the mesh. Use this value
nuclear@0 583 * as index into the scene's material list.
nuclear@0 584 */
nuclear@0 585 unsigned int mMaterialIndex;
nuclear@0 586
nuclear@0 587 /** Name of the mesh. Meshes can be named, but this is not a
nuclear@0 588 * requirement and leaving this field empty is totally fine.
nuclear@0 589 * There are mainly three uses for mesh names:
nuclear@0 590 * - some formats name nodes and meshes independently.
nuclear@0 591 * - importers tend to split meshes up to meet the
nuclear@0 592 * one-material-per-mesh requirement. Assigning
nuclear@0 593 * the same (dummy) name to each of the result meshes
nuclear@0 594 * aids the caller at recovering the original mesh
nuclear@0 595 * partitioning.
nuclear@0 596 * - Vertex animations refer to meshes by their names.
nuclear@0 597 **/
nuclear@0 598 C_STRUCT aiString mName;
nuclear@0 599
nuclear@0 600
nuclear@0 601 /** NOT CURRENTLY IN USE. The number of attachment meshes */
nuclear@0 602 unsigned int mNumAnimMeshes;
nuclear@0 603
nuclear@0 604 /** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
nuclear@0 605 * Attachment meshes carry replacement data for some of the
nuclear@0 606 * mesh'es vertex components (usually positions, normals). */
nuclear@0 607 C_STRUCT aiAnimMesh** mAnimMeshes;
nuclear@0 608
nuclear@0 609
nuclear@0 610 #ifdef __cplusplus
nuclear@0 611
nuclear@0 612 //! Default constructor. Initializes all members to 0
nuclear@0 613 aiMesh()
nuclear@0 614 : mPrimitiveTypes( 0 )
nuclear@0 615 , mNumVertices( 0 )
nuclear@0 616 , mNumFaces( 0 )
nuclear@0 617 , mVertices( NULL )
nuclear@0 618 , mNormals( NULL )
nuclear@0 619 , mTangents( NULL )
nuclear@0 620 , mBitangents( NULL )
nuclear@0 621 , mFaces( NULL )
nuclear@0 622 , mNumBones( 0 )
nuclear@0 623 , mBones( 0 )
nuclear@0 624 , mMaterialIndex( 0 )
nuclear@0 625 , mNumAnimMeshes( 0 )
nuclear@0 626 , mAnimMeshes( NULL )
nuclear@0 627 {
nuclear@0 628 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
nuclear@0 629 {
nuclear@0 630 mNumUVComponents[a] = 0;
nuclear@0 631 mTextureCoords[a] = NULL;
nuclear@0 632 }
nuclear@0 633
nuclear@0 634 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
nuclear@0 635 mColors[a] = NULL;
nuclear@0 636 }
nuclear@0 637
nuclear@0 638 //! Deletes all storage allocated for the mesh
nuclear@0 639 ~aiMesh()
nuclear@0 640 {
nuclear@0 641 delete [] mVertices;
nuclear@0 642 delete [] mNormals;
nuclear@0 643 delete [] mTangents;
nuclear@0 644 delete [] mBitangents;
nuclear@0 645 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
nuclear@0 646 delete [] mTextureCoords[a];
nuclear@0 647 }
nuclear@0 648 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
nuclear@0 649 delete [] mColors[a];
nuclear@0 650 }
nuclear@0 651
nuclear@0 652 // DO NOT REMOVE THIS ADDITIONAL CHECK
nuclear@0 653 if (mNumBones && mBones) {
nuclear@0 654 for( unsigned int a = 0; a < mNumBones; a++) {
nuclear@0 655 delete mBones[a];
nuclear@0 656 }
nuclear@0 657 delete [] mBones;
nuclear@0 658 }
nuclear@0 659
nuclear@0 660 if (mNumAnimMeshes && mAnimMeshes) {
nuclear@0 661 for( unsigned int a = 0; a < mNumAnimMeshes; a++) {
nuclear@0 662 delete mAnimMeshes[a];
nuclear@0 663 }
nuclear@0 664 delete [] mAnimMeshes;
nuclear@0 665 }
nuclear@0 666
nuclear@0 667 delete [] mFaces;
nuclear@0 668 }
nuclear@0 669
nuclear@0 670 //! Check whether the mesh contains positions. Provided no special
nuclear@0 671 //! scene flags are set (such as #AI_SCENE_FLAGS_ANIM_SKELETON_ONLY),
nuclear@0 672 //! this will always be true
nuclear@0 673 bool HasPositions() const
nuclear@0 674 { return mVertices != NULL && mNumVertices > 0; }
nuclear@0 675
nuclear@0 676 //! Check whether the mesh contains faces. If no special scene flags
nuclear@0 677 //! are set this should always return true
nuclear@0 678 bool HasFaces() const
nuclear@0 679 { return mFaces != NULL && mNumFaces > 0; }
nuclear@0 680
nuclear@0 681 //! Check whether the mesh contains normal vectors
nuclear@0 682 bool HasNormals() const
nuclear@0 683 { return mNormals != NULL && mNumVertices > 0; }
nuclear@0 684
nuclear@0 685 //! Check whether the mesh contains tangent and bitangent vectors
nuclear@0 686 //! It is not possible that it contains tangents and no bitangents
nuclear@0 687 //! (or the other way round). The existence of one of them
nuclear@0 688 //! implies that the second is there, too.
nuclear@0 689 bool HasTangentsAndBitangents() const
nuclear@0 690 { return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; }
nuclear@0 691
nuclear@0 692 //! Check whether the mesh contains a vertex color set
nuclear@0 693 //! \param pIndex Index of the vertex color set
nuclear@0 694 bool HasVertexColors( unsigned int pIndex) const
nuclear@0 695 {
nuclear@0 696 if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
nuclear@0 697 return false;
nuclear@0 698 else
nuclear@0 699 return mColors[pIndex] != NULL && mNumVertices > 0;
nuclear@0 700 }
nuclear@0 701
nuclear@0 702 //! Check whether the mesh contains a texture coordinate set
nuclear@0 703 //! \param pIndex Index of the texture coordinates set
nuclear@0 704 bool HasTextureCoords( unsigned int pIndex) const
nuclear@0 705 {
nuclear@0 706 if( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS)
nuclear@0 707 return false;
nuclear@0 708 else
nuclear@0 709 return mTextureCoords[pIndex] != NULL && mNumVertices > 0;
nuclear@0 710 }
nuclear@0 711
nuclear@0 712 //! Get the number of UV channels the mesh contains
nuclear@0 713 unsigned int GetNumUVChannels() const
nuclear@0 714 {
nuclear@0 715 unsigned int n = 0;
nuclear@0 716 while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n])++n;
nuclear@0 717 return n;
nuclear@0 718 }
nuclear@0 719
nuclear@0 720 //! Get the number of vertex color channels the mesh contains
nuclear@0 721 unsigned int GetNumColorChannels() const
nuclear@0 722 {
nuclear@0 723 unsigned int n = 0;
nuclear@0 724 while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n])++n;
nuclear@0 725 return n;
nuclear@0 726 }
nuclear@0 727
nuclear@0 728 //! Check whether the mesh contains bones
nuclear@0 729 inline bool HasBones() const
nuclear@0 730 { return mBones != NULL && mNumBones > 0; }
nuclear@0 731
nuclear@0 732 #endif // __cplusplus
nuclear@0 733 };
nuclear@0 734
nuclear@0 735
nuclear@0 736 #ifdef __cplusplus
nuclear@0 737 }
nuclear@0 738 #endif //! extern "C"
nuclear@0 739 #endif // __AI_MESH_H_INC
nuclear@0 740