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