PostProcesswing: add gen-aabb process to postprocessing.
parent
3929ea0644
commit
26bd54ae0b
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@ -60,6 +60,7 @@ SOURCE_GROUP( Compiler FILES ${COMPILER_HEADERS})
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SET( PUBLIC_HEADERS
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${HEADER_PATH}/anim.h
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${HEADER_PATH}/aabb.h
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${HEADER_PATH}/ai_assert.h
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${HEADER_PATH}/camera.h
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${HEADER_PATH}/color4.h
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@ -0,0 +1,115 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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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 following
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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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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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#ifndef ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS
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#include "PostProcessing/GenBoundingBoxesProcess.h"
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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namespace Assimp {
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GenBoundingBoxesProcess::GenBoundingBoxesProcess()
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: BaseProcess() {
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}
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GenBoundingBoxesProcess::~GenBoundingBoxesProcess() {
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// empty
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}
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bool GenBoundingBoxesProcess::IsActive(unsigned int pFlags) const {
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return 0 != ( pFlags & aiProcess_GenBoundingBoxes );
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}
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void checkMesh(aiMesh* mesh, aiVector3D& min, aiVector3D& max) {
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ai_assert(nullptr != mesh);
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if (0 == mesh->mNumVertices) {
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return;
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}
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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const aiVector3D &pos = mesh->mVertices[i];
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if (pos.x < min.x) {
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min.x = pos.x;
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}
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if (pos.y < min.y) {
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min.y = pos.y;
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}
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if (pos.z < min.z) {
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min.z = pos.z;
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}
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if (pos.x > max.x) {
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max.x = pos.x;
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}
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if (pos.y > max.y) {
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max.y = pos.y;
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}
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if (pos.z > max.z) {
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max.z = pos.z;
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}
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}
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}
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void GenBoundingBoxesProcess::Execute(aiScene* pScene) {
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if (nullptr == pScene) {
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return;
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}
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh* mesh = pScene->mMeshes[i];
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if (nullptr == mesh) {
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continue;
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}
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aiVector3D min(999999, 999999, 999999), max(-999999, -999999, -999999);
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checkMesh(mesh, min, max);
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mesh->mAABB.mMin = min;
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mesh->mAABB.mMax = max;
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}
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}
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} // Namespace Assimp
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#endif // ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS
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@ -0,0 +1,61 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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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 following
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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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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,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
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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#pragma once
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#ifndef AI_GENBOUNDINGBOXESPROCESS_H_INC
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#define AI_GENBOUNDINGBOXESPROCESS_H_INC
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#include "Common/BaseProcess.h"
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namespace Assimp {
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class GenBoundingBoxesProcess : public BaseProcess {
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public:
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GenBoundingBoxesProcess();
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~GenBoundingBoxesProcess();
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bool IsActive(unsigned int pFlags) const override;
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void Execute(aiScene* pScene) override;
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};
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} // Namespace Assimp
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#endif // AI_GENBOUNDINGBOXESPROCESS_H_INC
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@ -162,7 +162,6 @@ struct aiCamera
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*/
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float mClipPlaneFar;
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/** Screen aspect ratio.
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*
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* This is the ration between the width and the height of the
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@ -122,7 +122,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* OPTIMIZEANIMS
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* OPTIMIZEGRAPH
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* GENENTITYMESHES
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* FIXTEXTUREPATHS */
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* FIXTEXTUREPATHS
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* GENBOUNDINGBOXES */
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//////////////////////////////////////////////////////////////////////////
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#ifdef _MSC_VER
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@ -298,6 +299,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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# else
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# define AI_NO_EXCEPT
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# endif
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#endif
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#endif // _MSC_VER
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#endif // !! AI_DEFINES_H_INC
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@ -48,7 +48,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_MESH_H_INC
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#define AI_MESH_H_INC
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#include "types.h"
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#include <assimp/types.h>
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#include <assimp/aabb.h>
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#ifdef __cplusplus
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extern "C" {
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@ -714,6 +715,11 @@ struct aiMesh
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* Method of morphing when animeshes are specified.
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*/
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unsigned int mMethod;
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/**
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*
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*/
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C_STRUCT aiAABB mAABB;
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#ifdef __cplusplus
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, mMaterialIndex( 0 )
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, mNumAnimMeshes( 0 )
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, mAnimMeshes(nullptr)
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, mMethod( 0 ) {
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, mMethod( 0 )
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, mAABB() {
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) {
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mNumUVComponents[a] = 0;
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mTextureCoords[a] = nullptr;
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@ -438,7 +438,7 @@ enum aiPostProcessSteps
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aiProcess_FindInstances = 0x100000,
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// -------------------------------------------------------------------------
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/** <hr>A postprocessing step to reduce the number of meshes.
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/** <hr>A post-processing step to reduce the number of meshes.
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*
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* This will, in fact, reduce the number of draw calls.
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*
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// -------------------------------------------------------------------------
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/** <hr>A postprocessing step to optimize the scene hierarchy.
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/** <hr>A post-processing step to optimize the scene hierarchy.
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*
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* Nodes without animations, bones, lights or cameras assigned are
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* collapsed and joined.
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@ -514,7 +514,7 @@ enum aiPostProcessSteps
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// -------------------------------------------------------------------------
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/** <hr>This step splits meshes with many bones into sub-meshes so that each
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* su-bmesh has fewer or as many bones as a given limit.
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* sub-mesh has fewer or as many bones as a given limit.
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*/
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aiProcess_SplitByBoneCount = 0x2000000,
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@ -541,7 +541,7 @@ enum aiPostProcessSteps
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* global scaling from your importer settings like in FBX. Use the flag
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* AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
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*
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* Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaing factor.
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* Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaling factor.
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*/
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aiProcess_GlobalScale = 0x8000000,
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* This process gives sense back to aiProcess_JoinIdenticalVertices
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*/
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aiProcess_DropNormals = 0x40000000,
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// -------------------------------------------------------------------------
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/**
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*/
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aiProcess_GenBoundingBoxes = 0x80000000
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};
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