nuclear@0: /* nuclear@0: Open Asset Import Library (assimp) nuclear@0: ---------------------------------------------------------------------- nuclear@0: nuclear@0: Copyright (c) 2006-2012, assimp team nuclear@0: All rights reserved. nuclear@0: nuclear@0: Redistribution and use of this software in source and binary forms, nuclear@0: with or without modification, are permitted provided that the nuclear@0: following conditions are met: nuclear@0: nuclear@0: * Redistributions of source code must retain the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer. nuclear@0: nuclear@0: * Redistributions in binary form must reproduce the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer in the documentation and/or other nuclear@0: materials provided with the distribution. nuclear@0: nuclear@0: * Neither the name of the assimp team, nor the names of its nuclear@0: contributors may be used to endorse or promote products nuclear@0: derived from this software without specific prior nuclear@0: written permission of the assimp team. nuclear@0: nuclear@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS nuclear@0: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT nuclear@0: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR nuclear@0: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT nuclear@0: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, nuclear@0: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT nuclear@0: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, nuclear@0: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY nuclear@0: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT nuclear@0: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE nuclear@0: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. nuclear@0: nuclear@0: ---------------------------------------------------------------------- nuclear@0: */ nuclear@0: nuclear@0: /** @file PretransformVertices.h nuclear@0: * @brief Defines a post processing step to pretransform all nuclear@0: * vertices in the scenegraph nuclear@0: */ nuclear@0: #ifndef AI_PRETRANSFORMVERTICES_H_INC nuclear@0: #define AI_PRETRANSFORMVERTICES_H_INC nuclear@0: nuclear@0: #include "BaseProcess.h" nuclear@0: #include "assimp/mesh.h" nuclear@0: nuclear@0: class PretransformVerticesTest; nuclear@0: namespace Assimp { nuclear@0: nuclear@0: // --------------------------------------------------------------------------- nuclear@0: /** The PretransformVertices pretransforms all vertices in the nodegraph nuclear@0: * and removes the whole graph. The output is a list of meshes, one for nuclear@0: * each material. nuclear@0: */ nuclear@0: class PretransformVertices : public BaseProcess nuclear@0: { nuclear@0: public: nuclear@0: nuclear@0: PretransformVertices (); nuclear@0: ~PretransformVertices (); nuclear@0: nuclear@0: public: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Check whether step is active nuclear@0: bool IsActive( unsigned int pFlags) const; nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Execute step on a given scene nuclear@0: void Execute( aiScene* pScene); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Setup import settings nuclear@0: void SetupProperties(const Importer* pImp); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** @brief Toggle the 'keep hierarchy' option nuclear@0: * @param d hm ... difficult to guess what this means, hu!? nuclear@0: */ nuclear@0: void KeepHierarchy(bool d) { nuclear@0: configKeepHierarchy = d; nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** @brief Check whether 'keep hierarchy' is currently enabled. nuclear@0: * @return ... nuclear@0: */ nuclear@0: bool IsHierarchyKept() const { nuclear@0: return configKeepHierarchy; nuclear@0: } nuclear@0: nuclear@0: private: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Count the number of nodes nuclear@0: unsigned int CountNodes( aiNode* pcNode ); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Get a bitwise combination identifying the vertex format of a mesh nuclear@0: unsigned int GetMeshVFormat(aiMesh* pcMesh); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Count the number of vertices in the whole scene and a given nuclear@0: // material index nuclear@0: void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, nuclear@0: unsigned int iMat, nuclear@0: unsigned int iVFormat, nuclear@0: unsigned int* piFaces, nuclear@0: unsigned int* piVertices); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Collect vertex/face data nuclear@0: void CollectData( aiScene* pcScene, aiNode* pcNode, nuclear@0: unsigned int iMat, nuclear@0: unsigned int iVFormat, nuclear@0: aiMesh* pcMeshOut, nuclear@0: unsigned int aiCurrent[2], nuclear@0: unsigned int* num_refs); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Get a list of all vertex formats that occur for a given material nuclear@0: // The output list contains duplicate elements nuclear@0: void GetVFormatList( aiScene* pcScene, unsigned int iMat, nuclear@0: std::list& aiOut); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Compute the absolute transformation matrices of each node nuclear@0: void ComputeAbsoluteTransform( aiNode* pcNode ); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Simple routine to build meshes in worldspace, no further optimization nuclear@0: void BuildWCSMeshes(std::vector& out, aiMesh** in, nuclear@0: unsigned int numIn, aiNode* node); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Apply the node transformation to a mesh nuclear@0: void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Reset transformation matrices to identity nuclear@0: void MakeIdentityTransform(aiNode* nd); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: // Build reference counters for all meshes nuclear@0: void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs); nuclear@0: nuclear@0: nuclear@0: nuclear@0: //! Configuration option: keep scene hierarchy as long as possible nuclear@0: bool configKeepHierarchy, configNormalize; nuclear@0: nuclear@0: }; nuclear@0: nuclear@0: } // end of namespace Assimp nuclear@0: nuclear@0: #endif // !!AI_GENFACENORMALPROCESS_H_INC