vrshoot

annotate libs/assimp/LimitBoneWeightsProcess.h @ 1:e7ca128b8713

looks nice :)
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Feb 2014 00:35:22 +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 /** Defines a post processing step to limit the number of bones affecting a single vertex. */
nuclear@0 42 #ifndef AI_LIMITBONEWEIGHTSPROCESS_H_INC
nuclear@0 43 #define AI_LIMITBONEWEIGHTSPROCESS_H_INC
nuclear@0 44
nuclear@0 45 #include "BaseProcess.h"
nuclear@0 46
nuclear@0 47 struct aiMesh;
nuclear@0 48 class LimitBoneWeightsTest;
nuclear@0 49
nuclear@0 50 namespace Assimp
nuclear@0 51 {
nuclear@0 52
nuclear@0 53 // NOTE: If you change these limits, don't forget to change the
nuclear@0 54 // corresponding values in all Assimp ports
nuclear@0 55
nuclear@0 56 // **********************************************************
nuclear@0 57 // Java: ConfigProperty.java,
nuclear@0 58 // ConfigProperty.DEFAULT_BONE_WEIGHT_LIMIT
nuclear@0 59 // **********************************************************
nuclear@0 60
nuclear@0 61 #if (!defined AI_LMW_MAX_WEIGHTS)
nuclear@0 62 # define AI_LMW_MAX_WEIGHTS 0x4
nuclear@0 63 #endif // !! AI_LMW_MAX_WEIGHTS
nuclear@0 64
nuclear@0 65 // ---------------------------------------------------------------------------
nuclear@0 66 /** This post processing step limits the number of bones affecting a vertex
nuclear@0 67 * to a certain maximum value. If a vertex is affected by more than that number
nuclear@0 68 * of bones, the bone weight with the least influence on this vertex are removed.
nuclear@0 69 * The other weights on this bone are then renormalized to assure the sum weight
nuclear@0 70 * to be 1.
nuclear@0 71 */
nuclear@0 72 class LimitBoneWeightsProcess : public BaseProcess
nuclear@0 73 {
nuclear@0 74 public:
nuclear@0 75
nuclear@0 76 LimitBoneWeightsProcess();
nuclear@0 77 ~LimitBoneWeightsProcess();
nuclear@0 78
nuclear@0 79 public:
nuclear@0 80 // -------------------------------------------------------------------
nuclear@0 81 /** Returns whether the processing step is present in the given flag.
nuclear@0 82 * @param pFlags The processing flags the importer was called with.
nuclear@0 83 * A bitwise combination of #aiPostProcessSteps.
nuclear@0 84 * @return true if the process is present in this flag fields,
nuclear@0 85 * false if not.
nuclear@0 86 */
nuclear@0 87 bool IsActive( unsigned int pFlags) const;
nuclear@0 88
nuclear@0 89 // -------------------------------------------------------------------
nuclear@0 90 /** Called prior to ExecuteOnScene().
nuclear@0 91 * The function is a request to the process to update its configuration
nuclear@0 92 * basing on the Importer's configuration property list.
nuclear@0 93 */
nuclear@0 94 void SetupProperties(const Importer* pImp);
nuclear@0 95
nuclear@0 96 public:
nuclear@0 97
nuclear@0 98 // -------------------------------------------------------------------
nuclear@0 99 /** Limits the bone weight count for all vertices in the given mesh.
nuclear@0 100 * @param pMesh The mesh to process.
nuclear@0 101 */
nuclear@0 102 void ProcessMesh( aiMesh* pMesh);
nuclear@0 103
nuclear@0 104 // -------------------------------------------------------------------
nuclear@0 105 /** Executes the post processing step on the given imported data.
nuclear@0 106 * At the moment a process is not supposed to fail.
nuclear@0 107 * @param pScene The imported data to work at.
nuclear@0 108 */
nuclear@0 109 void Execute( aiScene* pScene);
nuclear@0 110
nuclear@0 111
nuclear@0 112 public:
nuclear@0 113
nuclear@0 114 // -------------------------------------------------------------------
nuclear@0 115 /** Describes a bone weight on a vertex */
nuclear@0 116 struct Weight
nuclear@0 117 {
nuclear@0 118 unsigned int mBone; ///< Index of the bone
nuclear@0 119 float mWeight; ///< Weight of that bone on this vertex
nuclear@0 120 Weight() { }
nuclear@0 121 Weight( unsigned int pBone, float pWeight)
nuclear@0 122 {
nuclear@0 123 mBone = pBone;
nuclear@0 124 mWeight = pWeight;
nuclear@0 125 }
nuclear@0 126
nuclear@0 127 /** Comparision operator to sort bone weights by descending weight */
nuclear@0 128 bool operator < (const Weight& pWeight) const
nuclear@0 129 {
nuclear@0 130 return mWeight > pWeight.mWeight;
nuclear@0 131 }
nuclear@0 132 };
nuclear@0 133
nuclear@0 134 public:
nuclear@0 135 /** Maximum number of bones influencing any single vertex. */
nuclear@0 136 unsigned int mMaxWeights;
nuclear@0 137 };
nuclear@0 138
nuclear@0 139 } // end of namespace Assimp
nuclear@0 140
nuclear@0 141 #endif // AI_LIMITBONEWEIGHTSPROCESS_H_INC