vrshoot

diff libs/assimp/PretransformVertices.h @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
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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