vrshoot
view libs/assimp/DeboneProcess.h @ 1:e7ca128b8713
looks nice :)
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sun, 02 Feb 2014 00:35:22 +0200 |
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1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
5 Copyright (c) 2006-2012, assimp team
6 All rights reserved.
8 Redistribution and use of this software in source and binary forms,
9 with or without modification, are permitted provided that the
10 following conditions are met:
12 * Redistributions of source code must retain the above
13 copyright notice, this list of conditions and the
14 following disclaimer.
16 * Redistributions in binary form must reproduce the above
17 copyright notice, this list of conditions and the
18 following disclaimer in the documentation and/or other
19 materials provided with the distribution.
21 * Neither the name of the assimp team, nor the names of its
22 contributors may be used to endorse or promote products
23 derived from this software without specific prior
24 written permission of the assimp team.
26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38 ----------------------------------------------------------------------
39 */
41 /** Defines a post processing step to limit the number of bones affecting a single vertex. */
42 #ifndef AI_DEBONEPROCESS_H_INC
43 #define AI_DEBONEPROCESS_H_INC
45 #include <vector>
46 #include <utility>
47 #include "BaseProcess.h"
49 #include "assimp/mesh.h"
50 #include "assimp/scene.h"
52 class DeboneTest;
54 namespace Assimp
55 {
57 #if (!defined AI_DEBONE_THRESHOLD)
58 # define AI_DEBONE_THRESHOLD 1.0f
59 #endif // !! AI_DEBONE_THRESHOLD
61 // ---------------------------------------------------------------------------
62 /** This post processing step removes bones nearly losslessly or according to
63 * a configured threshold. In order to remove the bone, the primitives affected by
64 * the bone are split from the mesh. The split off (new) mesh is boneless. At any
65 * point in time, bones without affect upon a given mesh are to be removed.
66 */
67 class DeboneProcess : public BaseProcess
68 {
69 public:
71 DeboneProcess();
72 ~DeboneProcess();
74 public:
75 // -------------------------------------------------------------------
76 /** Returns whether the processing step is present in the given flag.
77 * @param pFlags The processing flags the importer was called with.
78 * A bitwise combination of #aiPostProcessSteps.
79 * @return true if the process is present in this flag fields,
80 * false if not.
81 */
82 bool IsActive( unsigned int pFlags) const;
84 // -------------------------------------------------------------------
85 /** Called prior to ExecuteOnScene().
86 * The function is a request to the process to update its configuration
87 * basing on the Importer's configuration property list.
88 */
89 void SetupProperties(const Importer* pImp);
91 protected:
93 // -------------------------------------------------------------------
94 /** Executes the post processing step on the given imported data.
95 * At the moment a process is not supposed to fail.
96 * @param pScene The imported data to work at.
97 */
98 void Execute( aiScene* pScene);
100 // -------------------------------------------------------------------
101 /** Counts bones total/removable in a given mesh.
102 * @param pMesh The mesh to process.
103 */
104 bool ConsiderMesh( const aiMesh* pMesh);
106 /// Splits the given mesh by bone count.
107 /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
108 /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
109 void SplitMesh(const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const;
111 /// Recursively updates the node's mesh list to account for the changed mesh list
112 void UpdateNode(aiNode* pNode) const;
114 // -------------------------------------------------------------------
115 // Apply transformation to a mesh
116 void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const;
118 public:
119 /** Number of bones present in the scene. */
120 unsigned int mNumBones;
121 unsigned int mNumBonesCanDoWithout;
123 float mThreshold;
124 bool mAllOrNone;
126 /// Per mesh index: Array of indices of the new submeshes.
127 std::vector< std::vector< std::pair< unsigned int,aiNode* > > > mSubMeshIndices;
128 };
130 } // end of namespace Assimp
132 #endif // AI_DEBONEPROCESS_H_INC