assimp/code/PostProcessing/SplitByBoneCountProcess.h

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/// @file SplitByBoneCountProcess.h
/// Defines a post processing step to split meshes with many bones into submeshes
#ifndef AI_SPLITBYBONECOUNTPROCESS_H_INC
#define AI_SPLITBYBONECOUNTPROCESS_H_INC
#include <vector>
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#include "Common/BaseProcess.h"
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#include <assimp/mesh.h>
#include <assimp/scene.h>
namespace Assimp {
/** Postprocessing filter to split meshes with many bones into submeshes
* so that each submesh has a certain max bone count.
*
* Applied BEFORE the JoinVertices-Step occurs.
* Returns NON-UNIQUE vertices, splits by bone count.
*/
class SplitByBoneCountProcess : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
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SplitByBoneCountProcess();
~SplitByBoneCountProcess() override = default;
/// @brief Returns whether the processing step is present in the given flag.
/// @param pFlags The processing flags the importer was called with. A
/// bitwise combination of #aiPostProcessSteps.
/// @return true if the process is present in this flag fields, false if not.
bool IsActive( unsigned int pFlags) const override;
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/// @brief Called prior to ExecuteOnScene().
/// The function is a request to the process to update its configuration
/// basing on the Importer's configuration property list.
virtual void SetupProperties(const Importer* pImp) override;
/// @brief Will return the maximal number of bones.
/// @return The maximal number of bones.
size_t getMaxNumberOfBones() const;
protected:
/// Executes the post processing step on the given imported data.
/// At the moment a process is not supposed to fail.
/// @param pScene The imported data to work at.
void Execute( aiScene* pScene) override;
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/// Splits the given mesh by bone count.
/// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
/// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
void SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const;
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/// Recursively updates the node's mesh list to account for the changed mesh list
void UpdateNode( aiNode* pNode) const;
private:
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/// Max bone count. Splitting occurs if a mesh has more than that number of bones.
size_t mMaxBoneCount;
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/// Per mesh index: Array of indices of the new submeshes.
using IndexArray = std::vector<unsigned int>;
std::vector<IndexArray> mSubMeshIndices;
};
inline size_t SplitByBoneCountProcess::getMaxNumberOfBones() const {
return mMaxBoneCount;
}
} // end of namespace Assimp
#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC