2015-05-19 03:48:29 +00:00
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2015, assimp team
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All rights reserved.
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2015-05-19 03:52:10 +00:00
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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2015-05-19 03:48:29 +00:00
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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2015-05-19 03:52:10 +00:00
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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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
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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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
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/// @file SplitByBoneCountProcess.h
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/// Defines a post processing step to split meshes with many bones into submeshes
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#ifndef AI_SPLITBYBONECOUNTPROCESS_H_INC
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#define AI_SPLITBYBONECOUNTPROCESS_H_INC
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#include <vector>
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#include "BaseProcess.h"
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#include "../include/assimp/mesh.h"
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#include "../include/assimp/scene.h"
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namespace Assimp
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{
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/** Postprocessing filter to split meshes with many bones into submeshes
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* so that each submesh has a certain max bone count.
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*
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* Applied BEFORE the JoinVertices-Step occurs.
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* Returns NON-UNIQUE vertices, splits by bone count.
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*/
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class SplitByBoneCountProcess : public BaseProcess
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{
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public:
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SplitByBoneCountProcess();
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~SplitByBoneCountProcess();
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public:
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/** Returns whether the processing step is present in the given flag.
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* @param pFlags The processing flags the importer was called with. A
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* bitwise combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields,
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* false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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/** Called prior to ExecuteOnScene().
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* The function is a request to the process to update its configuration
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* basing on the Importer's configuration property list.
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*/
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virtual void SetupProperties(const Importer* pImp);
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protected:
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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/// Splits the given mesh by bone count.
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/// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
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/// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
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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
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void UpdateNode( aiNode* pNode) const;
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public:
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/// Max bone count. Splitting occurs if a mesh has more than that number of bones.
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size_t mMaxBoneCount;
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/// Per mesh index: Array of indices of the new submeshes.
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std::vector< std::vector<size_t> > mSubMeshIndices;
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};
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} // end of namespace Assimp
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#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC
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