vrshoot
diff libs/assimp/PretransformVertices.h @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/PretransformVertices.h Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,161 @@ 1.4 +/* 1.5 +Open Asset Import Library (assimp) 1.6 +---------------------------------------------------------------------- 1.7 + 1.8 +Copyright (c) 2006-2012, assimp team 1.9 +All rights reserved. 1.10 + 1.11 +Redistribution and use of this software in source and binary forms, 1.12 +with or without modification, are permitted provided that the 1.13 +following conditions are met: 1.14 + 1.15 +* Redistributions of source code must retain the above 1.16 + copyright notice, this list of conditions and the 1.17 + following disclaimer. 1.18 + 1.19 +* Redistributions in binary form must reproduce the above 1.20 + copyright notice, this list of conditions and the 1.21 + following disclaimer in the documentation and/or other 1.22 + materials provided with the distribution. 1.23 + 1.24 +* Neither the name of the assimp team, nor the names of its 1.25 + contributors may be used to endorse or promote products 1.26 + derived from this software without specific prior 1.27 + written permission of the assimp team. 1.28 + 1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.40 + 1.41 +---------------------------------------------------------------------- 1.42 +*/ 1.43 + 1.44 +/** @file PretransformVertices.h 1.45 + * @brief Defines a post processing step to pretransform all 1.46 + * vertices in the scenegraph 1.47 + */ 1.48 +#ifndef AI_PRETRANSFORMVERTICES_H_INC 1.49 +#define AI_PRETRANSFORMVERTICES_H_INC 1.50 + 1.51 +#include "BaseProcess.h" 1.52 +#include "assimp/mesh.h" 1.53 + 1.54 +class PretransformVerticesTest; 1.55 +namespace Assimp { 1.56 + 1.57 +// --------------------------------------------------------------------------- 1.58 +/** The PretransformVertices pretransforms all vertices in the nodegraph 1.59 + * and removes the whole graph. The output is a list of meshes, one for 1.60 + * each material. 1.61 +*/ 1.62 +class PretransformVertices : public BaseProcess 1.63 +{ 1.64 +public: 1.65 + 1.66 + PretransformVertices (); 1.67 + ~PretransformVertices (); 1.68 + 1.69 +public: 1.70 + 1.71 + // ------------------------------------------------------------------- 1.72 + // Check whether step is active 1.73 + bool IsActive( unsigned int pFlags) const; 1.74 + 1.75 + // ------------------------------------------------------------------- 1.76 + // Execute step on a given scene 1.77 + void Execute( aiScene* pScene); 1.78 + 1.79 + // ------------------------------------------------------------------- 1.80 + // Setup import settings 1.81 + void SetupProperties(const Importer* pImp); 1.82 + 1.83 + 1.84 + // ------------------------------------------------------------------- 1.85 + /** @brief Toggle the 'keep hierarchy' option 1.86 + * @param d hm ... difficult to guess what this means, hu!? 1.87 + */ 1.88 + void KeepHierarchy(bool d) { 1.89 + configKeepHierarchy = d; 1.90 + } 1.91 + 1.92 + // ------------------------------------------------------------------- 1.93 + /** @brief Check whether 'keep hierarchy' is currently enabled. 1.94 + * @return ... 1.95 + */ 1.96 + bool IsHierarchyKept() const { 1.97 + return configKeepHierarchy; 1.98 + } 1.99 + 1.100 +private: 1.101 + 1.102 + // ------------------------------------------------------------------- 1.103 + // Count the number of nodes 1.104 + unsigned int CountNodes( aiNode* pcNode ); 1.105 + 1.106 + // ------------------------------------------------------------------- 1.107 + // Get a bitwise combination identifying the vertex format of a mesh 1.108 + unsigned int GetMeshVFormat(aiMesh* pcMesh); 1.109 + 1.110 + // ------------------------------------------------------------------- 1.111 + // Count the number of vertices in the whole scene and a given 1.112 + // material index 1.113 + void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, 1.114 + unsigned int iMat, 1.115 + unsigned int iVFormat, 1.116 + unsigned int* piFaces, 1.117 + unsigned int* piVertices); 1.118 + 1.119 + // ------------------------------------------------------------------- 1.120 + // Collect vertex/face data 1.121 + void CollectData( aiScene* pcScene, aiNode* pcNode, 1.122 + unsigned int iMat, 1.123 + unsigned int iVFormat, 1.124 + aiMesh* pcMeshOut, 1.125 + unsigned int aiCurrent[2], 1.126 + unsigned int* num_refs); 1.127 + 1.128 + // ------------------------------------------------------------------- 1.129 + // Get a list of all vertex formats that occur for a given material 1.130 + // The output list contains duplicate elements 1.131 + void GetVFormatList( aiScene* pcScene, unsigned int iMat, 1.132 + std::list<unsigned int>& aiOut); 1.133 + 1.134 + // ------------------------------------------------------------------- 1.135 + // Compute the absolute transformation matrices of each node 1.136 + void ComputeAbsoluteTransform( aiNode* pcNode ); 1.137 + 1.138 + // ------------------------------------------------------------------- 1.139 + // Simple routine to build meshes in worldspace, no further optimization 1.140 + void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in, 1.141 + unsigned int numIn, aiNode* node); 1.142 + 1.143 + // ------------------------------------------------------------------- 1.144 + // Apply the node transformation to a mesh 1.145 + void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat); 1.146 + 1.147 + // ------------------------------------------------------------------- 1.148 + // Reset transformation matrices to identity 1.149 + void MakeIdentityTransform(aiNode* nd); 1.150 + 1.151 + // ------------------------------------------------------------------- 1.152 + // Build reference counters for all meshes 1.153 + void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs); 1.154 + 1.155 + 1.156 + 1.157 + //! Configuration option: keep scene hierarchy as long as possible 1.158 + bool configKeepHierarchy, configNormalize; 1.159 + 1.160 +}; 1.161 + 1.162 +} // end of namespace Assimp 1.163 + 1.164 +#endif // !!AI_GENFACENORMALPROCESS_H_INC