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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 /** Defines a post processing step to limit the number of bones affecting a single vertex. */
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42 #ifndef AI_DEBONEPROCESS_H_INC
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43 #define AI_DEBONEPROCESS_H_INC
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44
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45 #include <vector>
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46 #include <utility>
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47 #include "BaseProcess.h"
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48
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49 #include "assimp/mesh.h"
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50 #include "assimp/scene.h"
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51
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52 class DeboneTest;
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53
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54 namespace Assimp
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55 {
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56
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57 #if (!defined AI_DEBONE_THRESHOLD)
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58 # define AI_DEBONE_THRESHOLD 1.0f
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59 #endif // !! AI_DEBONE_THRESHOLD
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60
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61 // ---------------------------------------------------------------------------
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62 /** This post processing step removes bones nearly losslessly or according to
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63 * a configured threshold. In order to remove the bone, the primitives affected by
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64 * the bone are split from the mesh. The split off (new) mesh is boneless. At any
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65 * point in time, bones without affect upon a given mesh are to be removed.
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66 */
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67 class DeboneProcess : public BaseProcess
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68 {
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69 public:
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70
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71 DeboneProcess();
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72 ~DeboneProcess();
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73
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74 public:
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75 // -------------------------------------------------------------------
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76 /** Returns whether the processing step is present in the given flag.
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77 * @param pFlags The processing flags the importer was called with.
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78 * A bitwise combination of #aiPostProcessSteps.
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79 * @return true if the process is present in this flag fields,
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80 * false if not.
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81 */
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82 bool IsActive( unsigned int pFlags) const;
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83
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84 // -------------------------------------------------------------------
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85 /** Called prior to ExecuteOnScene().
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86 * The function is a request to the process to update its configuration
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87 * basing on the Importer's configuration property list.
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88 */
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89 void SetupProperties(const Importer* pImp);
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90
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91 protected:
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92
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93 // -------------------------------------------------------------------
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94 /** Executes the post processing step on the given imported data.
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95 * At the moment a process is not supposed to fail.
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96 * @param pScene The imported data to work at.
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97 */
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98 void Execute( aiScene* pScene);
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99
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100 // -------------------------------------------------------------------
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101 /** Counts bones total/removable in a given mesh.
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102 * @param pMesh The mesh to process.
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103 */
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104 bool ConsiderMesh( const aiMesh* pMesh);
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105
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106 /// Splits the given mesh by bone count.
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107 /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
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108 /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
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109 void SplitMesh(const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const;
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110
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111 /// Recursively updates the node's mesh list to account for the changed mesh list
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112 void UpdateNode(aiNode* pNode) const;
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113
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114 // -------------------------------------------------------------------
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115 // Apply transformation to a mesh
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116 void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const;
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117
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118 public:
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119 /** Number of bones present in the scene. */
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120 unsigned int mNumBones;
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121 unsigned int mNumBonesCanDoWithout;
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122
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123 float mThreshold;
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124 bool mAllOrNone;
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125
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126 /// Per mesh index: Array of indices of the new submeshes.
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127 std::vector< std::vector< std::pair< unsigned int,aiNode* > > > mSubMeshIndices;
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128 };
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129
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130 } // end of namespace Assimp
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131
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132 #endif // AI_DEBONEPROCESS_H_INC
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