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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 MakeLeftHandedProcess.h
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42 * @brief Defines a bunch of post-processing steps to handle
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43 * coordinate system conversions.
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44 *
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45 * - LH to RH
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46 * - UV origin upper-left to lower-left
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47 * - face order cw to ccw
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48 */
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49 #ifndef AI_CONVERTTOLHPROCESS_H_INC
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50 #define AI_CONVERTTOLHPROCESS_H_INC
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51
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52 #include "assimp/types.h"
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53 #include "BaseProcess.h"
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54
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55 struct aiMesh;
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56 struct aiNodeAnim;
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57
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58 namespace Assimp {
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59
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60 // -----------------------------------------------------------------------------------
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61 /** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
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62 * coordinate system.
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63 *
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64 * This implies a mirroring of the Z axis of the coordinate system. But to keep
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65 * transformation matrices free from reflections we shift the reflection to other
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66 * places. We mirror the meshes and adapt the rotations.
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67 *
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68 * @note RH-LH and LH-RH is the same, so this class can be used for both
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69 */
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70 class MakeLeftHandedProcess : public BaseProcess
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71 {
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72
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73
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74 public:
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75 MakeLeftHandedProcess();
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76 ~MakeLeftHandedProcess();
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77
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78 // -------------------------------------------------------------------
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79 bool IsActive( unsigned int pFlags) const;
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80
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81 // -------------------------------------------------------------------
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82 void Execute( aiScene* pScene);
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83
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84 protected:
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85
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86 // -------------------------------------------------------------------
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87 /** Recursively converts a node and all of its children
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88 */
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89 void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
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90
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91 // -------------------------------------------------------------------
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92 /** Converts a single mesh to left handed coordinates.
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93 * This means that positions, normals and tangents are mirrored at
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94 * the local Z axis and the order of all faces are inverted.
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95 * @param pMesh The mesh to convert.
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96 */
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97 void ProcessMesh( aiMesh* pMesh);
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98
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99 // -------------------------------------------------------------------
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100 /** Converts a single material to left-handed coordinates
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101 * @param pMat Material to convert
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102 */
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103 void ProcessMaterial( aiMaterial* pMat);
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104
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105 // -------------------------------------------------------------------
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106 /** Converts the given animation to LH coordinates.
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107 * The rotation and translation keys are transformed, the scale keys
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108 * work in local space and can therefore be left untouched.
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109 * @param pAnim The bone animation to transform
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110 */
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111 void ProcessAnimation( aiNodeAnim* pAnim);
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112 };
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113
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114
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115 // ---------------------------------------------------------------------------
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116 /** Postprocessing step to flip the face order of the imported data
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117 */
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118 class FlipWindingOrderProcess : public BaseProcess
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119 {
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120 friend class Importer;
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121
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122 public:
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123 /** Constructor to be privately used by Importer */
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124 FlipWindingOrderProcess();
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125
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126 /** Destructor, private as well */
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127 ~FlipWindingOrderProcess();
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128
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129 // -------------------------------------------------------------------
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130 bool IsActive( unsigned int pFlags) const;
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131
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132 // -------------------------------------------------------------------
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133 void Execute( aiScene* pScene);
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134
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135 protected:
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136 void ProcessMesh( aiMesh* pMesh);
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137 };
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138
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139 // ---------------------------------------------------------------------------
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140 /** Postprocessing step to flip the UV coordinate system of the import data
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141 */
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142 class FlipUVsProcess : public BaseProcess
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143 {
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144 friend class Importer;
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145
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146 public:
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147 /** Constructor to be privately used by Importer */
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148 FlipUVsProcess();
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149
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150 /** Destructor, private as well */
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151 ~FlipUVsProcess();
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152
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153 // -------------------------------------------------------------------
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154 bool IsActive( unsigned int pFlags) const;
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155
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156 // -------------------------------------------------------------------
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157 void Execute( aiScene* pScene);
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158
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159 protected:
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160 void ProcessMesh( aiMesh* pMesh);
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161 void ProcessMaterial( aiMaterial* mat);
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162 };
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163
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164 } // end of namespace Assimp
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165
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166 #endif // AI_CONVERTTOLHPROCESS_H_INC
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