vrshoot
diff libs/assimp/SkeletonMeshBuilder.h @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sat, 01 Feb 2014 19:58:19 +0200 |
parents | |
children |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/SkeletonMeshBuilder.h Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,122 @@ 1.4 +/** Helper class to construct a dummy mesh for file formats containing only motion data */ 1.5 + 1.6 +/* 1.7 +Open Asset Import Library (assimp) 1.8 +---------------------------------------------------------------------- 1.9 + 1.10 +Copyright (c) 2006-2012, assimp team 1.11 +All rights reserved. 1.12 + 1.13 +Redistribution and use of this software in source and binary forms, 1.14 +with or without modification, are permitted provided that the 1.15 +following conditions are met: 1.16 + 1.17 +* Redistributions of source code must retain the above 1.18 +copyright notice, this list of conditions and the 1.19 +following disclaimer. 1.20 + 1.21 +* Redistributions in binary form must reproduce the above 1.22 +copyright notice, this list of conditions and the 1.23 +following disclaimer in the documentation and/or other 1.24 +materials provided with the distribution. 1.25 + 1.26 +* Neither the name of the assimp team, nor the names of its 1.27 +contributors may be used to endorse or promote products 1.28 +derived from this software without specific prior 1.29 +written permission of the assimp team. 1.30 + 1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.42 + 1.43 +---------------------------------------------------------------------- 1.44 +*/ 1.45 + 1.46 +/** @file SkeletonMeshBuilder.h 1.47 + * Declares SkeletonMeshBuilder, a tiny utility to build dummy meshes 1.48 + * for animation skeletons. 1.49 + */ 1.50 + 1.51 +#ifndef AI_SKELETONMESHBUILDER_H_INC 1.52 +#define AI_SKELETONMESHBUILDER_H_INC 1.53 + 1.54 +#include <vector> 1.55 +#include "assimp/mesh.h" 1.56 + 1.57 +struct aiScene; 1.58 +struct aiNode; 1.59 + 1.60 +namespace Assimp { 1.61 + 1.62 +// --------------------------------------------------------------------------- 1.63 +/** 1.64 + * This little helper class constructs a dummy mesh for a given scene 1.65 + * the resembles the node hierarchy. This is useful for file formats 1.66 + * that don't carry any mesh data but only animation data. 1.67 + */ 1.68 +class SkeletonMeshBuilder 1.69 +{ 1.70 +public: 1.71 + 1.72 + // ------------------------------------------------------------------- 1.73 + /** The constructor processes the given scene and adds a mesh there. 1.74 + * 1.75 + * Does nothing if the scene already has mesh data. 1.76 + * @param pScene The scene for which a skeleton mesh should be constructed. 1.77 + * @param root The node to start with. NULL is the scene root 1.78 + * @param bKnobsOnly Set this to true if you don't want the connectors 1.79 + * between the knobs representing the nodes. 1.80 + */ 1.81 + SkeletonMeshBuilder( aiScene* pScene, aiNode* root = NULL, 1.82 + bool bKnobsOnly = false); 1.83 + 1.84 +protected: 1.85 + 1.86 + // ------------------------------------------------------------------- 1.87 + /** Recursively builds a simple mesh representation for the given node 1.88 + * and also creates a joint for the node that affects this part of 1.89 + * the mesh. 1.90 + * @param pNode The node to build geometry for. 1.91 + */ 1.92 + void CreateGeometry( const aiNode* pNode); 1.93 + 1.94 + // ------------------------------------------------------------------- 1.95 + /** Creates the mesh from the internally accumulated stuff and returns it. 1.96 + */ 1.97 + aiMesh* CreateMesh(); 1.98 + 1.99 + // ------------------------------------------------------------------- 1.100 + /** Creates a dummy material and returns it. */ 1.101 + aiMaterial* CreateMaterial(); 1.102 + 1.103 +protected: 1.104 + /** space to assemble the mesh data: points */ 1.105 + std::vector<aiVector3D> mVertices; 1.106 + 1.107 + /** faces */ 1.108 + struct Face 1.109 + { 1.110 + unsigned int mIndices[3]; 1.111 + Face(); 1.112 + Face( unsigned int p0, unsigned int p1, unsigned int p2) 1.113 + { mIndices[0] = p0; mIndices[1] = p1; mIndices[2] = p2; } 1.114 + }; 1.115 + std::vector<Face> mFaces; 1.116 + 1.117 + /** bones */ 1.118 + std::vector<aiBone*> mBones; 1.119 + 1.120 + bool mKnobsOnly; 1.121 +}; 1.122 + 1.123 +} // end of namespace Assimp 1.124 + 1.125 +#endif // AI_SKELETONMESHBUILDER_H_INC