Update mesh.h
parent
bfa19f6900
commit
9898138516
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2023, assimp team
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All rights reserved.
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@ -111,7 +111,8 @@ extern "C" {
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#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
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// ---------------------------------------------------------------------------
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/** @brief A single face in a mesh, referring to multiple vertices.
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/**
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* @brief A single face in a mesh, referring to multiple vertices.
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*
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* If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
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* it's called 'polygon' (hey, that's just a definition!).
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@ -142,25 +143,25 @@ struct aiFace {
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#ifdef __cplusplus
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//! Default constructor
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//! @brief Default constructor.
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aiFace() AI_NO_EXCEPT
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: mNumIndices(0),
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mIndices(nullptr) {
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// empty
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}
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//! Default destructor. Delete the index array
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//! @brief Default destructor. Delete the index array
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~aiFace() {
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delete[] mIndices;
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}
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//! Copy constructor. Copy the index array
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//! @brief Copy constructor. Copy the index array
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aiFace(const aiFace &o) :
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mNumIndices(0), mIndices(nullptr) {
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*this = o;
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}
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//! Assignment operator. Copy the index array
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//! @brief Assignment operator. Copy the index array
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aiFace &operator=(const aiFace &o) {
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if (&o == this) {
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return *this;
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@ -178,8 +179,7 @@ struct aiFace {
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return *this;
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}
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//! Comparison operator. Checks whether the index array
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//! of two faces is identical
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//! @brief Comparison operator. Checks whether the index array of two faces is identical.
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bool operator==(const aiFace &o) const {
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if (mIndices == o.mIndices) {
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return true;
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@ -202,7 +202,7 @@ struct aiFace {
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return true;
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}
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//! Inverse comparison operator. Checks whether the index
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//! @brief Inverse comparison operator. Checks whether the index
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//! array of two faces is NOT identical
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bool operator!=(const aiFace &o) const {
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return !(*this == o);
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@ -223,14 +223,14 @@ struct aiVertexWeight {
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#ifdef __cplusplus
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//! Default constructor
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//! @brief Default constructor
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aiVertexWeight() AI_NO_EXCEPT
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: mVertexId(0),
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mWeight(0.0f) {
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// empty
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}
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//! Initialization from a given index and vertex weight factor
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//! @brief Initialization from a given index and vertex weight factor
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//! \param pID ID
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//! \param pWeight Vertex weight factor
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aiVertexWeight(unsigned int pID, float pWeight) :
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@ -261,27 +261,38 @@ struct aiNode;
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* position of the bone at the time of binding.
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*/
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struct aiBone {
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//! The name of the bone.
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/**
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* The name of the bone.
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*/
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C_STRUCT aiString mName;
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//! The number of vertices affected by this bone.
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//! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
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/**
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* The number of vertices affected by this bone.
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* The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
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*/
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unsigned int mNumWeights;
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#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
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/// The bone armature node - used for skeleton conversion
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/// you must enable aiProcess_PopulateArmatureData to populate this
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/**
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* The bone armature node - used for skeleton conversion
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* you must enable aiProcess_PopulateArmatureData to populate this
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*/
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C_STRUCT aiNode *mArmature;
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/// The bone node in the scene - used for skeleton conversion
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/// you must enable aiProcess_PopulateArmatureData to populate this
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/**
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* The bone node in the scene - used for skeleton conversion
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* you must enable aiProcess_PopulateArmatureData to populate this
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*/
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C_STRUCT aiNode *mNode;
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#endif
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//! The influence weights of this bone, by vertex index.
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/**
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* The influence weights of this bone, by vertex index.
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*/
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C_STRUCT aiVertexWeight *mWeights;
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/** Matrix that transforms from mesh space to bone space in bind pose.
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/**
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* Matrix that transforms from mesh space to bone space in bind pose.
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*
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* This matrix describes the position of the mesh
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* in the local space of this bone when the skeleton was bound.
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@ -338,7 +349,7 @@ struct aiBone {
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::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight));
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}
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//! Assignment operator
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//! @brief Assignment operator
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aiBone &operator = (const aiBone &other) {
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if (this == &other) {
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return *this;
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@ -352,6 +363,7 @@ struct aiBone {
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return *this;
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}
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/// @brief Compare operator.
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bool operator==(const aiBone &rhs) const {
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if (mName != rhs.mName || mNumWeights != rhs.mNumWeights ) {
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return false;
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@ -365,7 +377,7 @@ struct aiBone {
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return true;
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}
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//! Destructor - deletes the array of vertex weights
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//! @brief Destructor - deletes the array of vertex weights
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~aiBone() {
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delete[] mWeights;
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}
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@ -381,27 +393,31 @@ struct aiBone {
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* @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
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*/
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enum aiPrimitiveType {
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/** A point primitive.
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/**
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* @brief A point primitive.
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*
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* This is just a single vertex in the virtual world,
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* #aiFace contains just one index for such a primitive.
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*/
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aiPrimitiveType_POINT = 0x1,
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/** A line primitive.
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/**
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* @brief A line primitive.
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*
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* This is a line defined through a start and an end position.
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* #aiFace contains exactly two indices for such a primitive.
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*/
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aiPrimitiveType_LINE = 0x2,
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/** A triangular primitive.
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/**
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* @brief A triangular primitive.
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*
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* A triangle consists of three indices.
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*/
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aiPrimitiveType_TRIANGLE = 0x4,
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/** A higher-level polygon with more than 3 edges.
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/**
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* @brief A higher-level polygon with more than 3 edges.
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*
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* A triangle is a polygon, but polygon in this context means
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* "all polygons that are not triangles". The "Triangulate"-Step
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@ -411,7 +427,7 @@ enum aiPrimitiveType {
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aiPrimitiveType_POLYGON = 0x8,
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/**
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* A flag to determine whether this triangles only mesh is NGON encoded.
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* @brief A flag to determine whether this triangles only mesh is NGON encoded.
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*
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* NGON encoding is a special encoding that tells whether 2 or more consecutive triangles
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* should be considered as a triangle fan. This is identified by looking at the first vertex index.
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@ -428,8 +444,9 @@ enum aiPrimitiveType {
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*/
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aiPrimitiveType_NGONEncodingFlag = 0x10,
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/** This value is not used. It is just here to force the
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* compiler to map this enum to a 32 Bit integer.
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/**
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* This value is not used. It is just here to force the
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* compiler to map this enum to a 32 Bit integer.
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*/
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#ifndef SWIG
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_aiPrimitiveType_Force32Bit = INT_MAX
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@ -494,25 +511,20 @@ struct aiAnimMesh {
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float mWeight;
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#ifdef __cplusplus
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aiAnimMesh() AI_NO_EXCEPT
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: mVertices(nullptr),
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mNormals(nullptr),
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mTangents(nullptr),
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mBitangents(nullptr),
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mColors(),
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mTextureCoords(),
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mNumVertices(0),
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mWeight(0.0f) {
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// fixme consider moving this to the ctor initializer list as well
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for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
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mTextureCoords[a] = nullptr;
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}
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for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
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mColors[a] = nullptr;
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}
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/// @brief The class constructor.
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aiAnimMesh() AI_NO_EXCEPT :
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mVertices(nullptr),
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mNormals(nullptr),
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mTangents(nullptr),
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mBitangents(nullptr),
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mColors {nullptr},
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mTextureCoords{nullptr},
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mNumVertices(0),
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mWeight(0.0f) {
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// empty
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}
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/// @brief The class destructor.
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~aiAnimMesh() {
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delete[] mVertices;
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delete[] mNormals;
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@ -526,35 +538,51 @@ struct aiAnimMesh {
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}
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}
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/** Check whether the anim mesh overrides the vertex positions
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* of its host mesh*/
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/**
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* @brief Check whether the anim-mesh overrides the vertex positions
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* of its host mesh.
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* @return true if positions are stored, false if not.
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*/
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bool HasPositions() const {
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return mVertices != nullptr;
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}
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/** Check whether the anim mesh overrides the vertex normals
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* of its host mesh*/
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/**
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* @brief Check whether the anim-mesh overrides the vertex normals
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* of its host mesh
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* @return true if normals are stored, false if not.
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*/
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bool HasNormals() const {
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return mNormals != nullptr;
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}
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/** Check whether the anim mesh overrides the vertex tangents
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* and bitangents of its host mesh. As for aiMesh,
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* tangents and bitangents always go together. */
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/**
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* @brief Check whether the anim-mesh overrides the vertex tangents
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* and bitangents of its host mesh. As for aiMesh,
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* tangents and bitangents always go together.
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* @return true if tangents and bi-tangents are stored, false if not.
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*/
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bool HasTangentsAndBitangents() const {
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return mTangents != nullptr;
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}
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/** Check whether the anim mesh overrides a particular
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* set of vertex colors on his host mesh.
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* @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
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/**
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* @brief Check whether the anim mesh overrides a particular
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* set of vertex colors on his host mesh.
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* @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS
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* @return true if vertex colors are stored, false if not.
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*/
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bool HasVertexColors(unsigned int pIndex) const {
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return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != nullptr;
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}
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/** Check whether the anim mesh overrides a particular
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* set of texture coordinates on his host mesh.
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* @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
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/**
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* @brief Check whether the anim mesh overrides a particular
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* set of texture coordinates on his host mesh.
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* @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS
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* @return true if texture coordinates are stored, false if not.
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*/
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bool HasTextureCoords(unsigned int pIndex) const {
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return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != nullptr;
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}
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@ -588,145 +616,167 @@ enum aiMorphingMethod {
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// ---------------------------------------------------------------------------
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/** @brief A mesh represents a geometry or model with a single material.
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*
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* It usually consists of a number of vertices and a series of primitives/faces
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* referencing the vertices. In addition there might be a series of bones, each
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* of them addressing a number of vertices with a certain weight. Vertex data
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* is presented in channels with each channel containing a single per-vertex
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* information such as a set of texture coordinates or a normal vector.
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* If a data pointer is non-null, the corresponding data stream is present.
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* From C++-programs you can also use the comfort functions Has*() to
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* test for the presence of various data streams.
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*
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* A Mesh uses only a single material which is referenced by a material ID.
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* @note The mPositions member is usually not optional. However, vertex positions
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* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
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* @code
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* aiScene::mFlags
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* @endcode
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*/
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*
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* It usually consists of a number of vertices and a series of primitives/faces
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* referencing the vertices. In addition there might be a series of bones, each
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* of them addressing a number of vertices with a certain weight. Vertex data
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* is presented in channels with each channel containing a single per-vertex
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* information such as a set of texture coordinates or a normal vector.
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* If a data pointer is non-null, the corresponding data stream is present.
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* From C++-programs you can also use the comfort functions Has*() to
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* test for the presence of various data streams.
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*
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* A Mesh uses only a single material which is referenced by a material ID.
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* @note The mPositions member is usually not optional. However, vertex positions
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* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
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* @code
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* aiScene::mFlags
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* @endcode
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*/
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struct aiMesh {
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/** Bitwise combination of the members of the #aiPrimitiveType enum.
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/**
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* Bitwise combination of the members of the #aiPrimitiveType enum.
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* This specifies which types of primitives are present in the mesh.
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* The "SortByPrimitiveType"-Step can be used to make sure the
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* output meshes consist of one primitive type each.
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*/
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unsigned int mPrimitiveTypes;
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/** The number of vertices in this mesh.
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* This is also the size of all of the per-vertex data arrays.
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* The maximum value for this member is #AI_MAX_VERTICES.
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*/
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/**
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* The number of vertices in this mesh.
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* This is also the size of all of the per-vertex data arrays.
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* The maximum value for this member is #AI_MAX_VERTICES.
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*/
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unsigned int mNumVertices;
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/** The number of primitives (triangles, polygons, lines) in this mesh.
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* This is also the size of the mFaces array.
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* The maximum value for this member is #AI_MAX_FACES.
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*/
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/**
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* The number of primitives (triangles, polygons, lines) in this mesh.
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* This is also the size of the mFaces array.
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* The maximum value for this member is #AI_MAX_FACES.
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*/
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unsigned int mNumFaces;
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/** Vertex positions.
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* This array is always present in a mesh. The array is
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* mNumVertices in size.
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*/
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/**
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* @brief Vertex positions.
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*
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* This array is always present in a mesh. The array is
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* mNumVertices in size.
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*/
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C_STRUCT aiVector3D *mVertices;
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/**
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* @brief Vertex normals.
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*
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* The array contains normalized vectors, nullptr if not present.
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* The array is mNumVertices in size. Normals are undefined for
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* point and line primitives. A mesh consisting of points and
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* lines only may not have normal vectors. Meshes with mixed
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* primitive types (i.e. lines and triangles) may have normals,
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* but the normals for vertices that are only referenced by
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* point or line primitives are undefined and set to QNaN (WARN:
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* qNaN compares to inequal to *everything*, even to qNaN itself.
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* Using code like this to check whether a field is qnan is:
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* @code
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* #define IS_QNAN(f) (f != f)
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* @endcode
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* still dangerous because even 1.f == 1.f could evaluate to false! (
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* remember the subtleties of IEEE754 artithmetics). Use stuff like
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* @c fpclassify instead.
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* @note Normal vectors computed by Assimp are always unit-length.
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* However, this needn't apply for normals that have been taken
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* directly from the model file.
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*/
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/**
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* @brief Vertex normals.
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*
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* The array contains normalized vectors, nullptr if not present.
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* The array is mNumVertices in size. Normals are undefined for
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* point and line primitives. A mesh consisting of points and
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* lines only may not have normal vectors. Meshes with mixed
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* primitive types (i.e. lines and triangles) may have normals,
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* but the normals for vertices that are only referenced by
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* point or line primitives are undefined and set to QNaN (WARN:
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* qNaN compares to inequal to *everything*, even to qNaN itself.
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* Using code like this to check whether a field is qnan is:
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* @code
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* #define IS_QNAN(f) (f != f)
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* @endcode
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* still dangerous because even 1.f == 1.f could evaluate to false! (
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* remember the subtleties of IEEE754 artithmetics). Use stuff like
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* @c fpclassify instead.
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* @note Normal vectors computed by Assimp are always unit-length.
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* However, this needn't apply for normals that have been taken
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* directly from the model file.
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*/
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C_STRUCT aiVector3D *mNormals;
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/** Vertex tangents.
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* The tangent of a vertex points in the direction of the positive
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* X texture axis. The array contains normalized vectors, nullptr if
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* not present. The array is mNumVertices in size. A mesh consisting
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* of points and lines only may not have normal vectors. Meshes with
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* mixed primitive types (i.e. lines and triangles) may have
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* normals, but the normals for vertices that are only referenced by
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* point or line primitives are undefined and set to qNaN. See
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* the #mNormals member for a detailed discussion of qNaNs.
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* @note If the mesh contains tangents, it automatically also
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* contains bitangents.
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*/
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/**
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* @brief Vertex tangents.
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*
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* The tangent of a vertex points in the direction of the positive
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* X texture axis. The array contains normalized vectors, nullptr if
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* not present. The array is mNumVertices in size. A mesh consisting
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* of points and lines only may not have normal vectors. Meshes with
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* mixed primitive types (i.e. lines and triangles) may have
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* normals, but the normals for vertices that are only referenced by
|
||||
* point or line primitives are undefined and set to qNaN. See
|
||||
* the #mNormals member for a detailed discussion of qNaNs.
|
||||
* @note If the mesh contains tangents, it automatically also
|
||||
* contains bitangents.
|
||||
*/
|
||||
C_STRUCT aiVector3D *mTangents;
|
||||
|
||||
/** Vertex bitangents.
|
||||
* The bitangent of a vertex points in the direction of the positive
|
||||
* Y texture axis. The array contains normalized vectors, nullptr if not
|
||||
* present. The array is mNumVertices in size.
|
||||
* @note If the mesh contains tangents, it automatically also contains
|
||||
* bitangents.
|
||||
*/
|
||||
/**
|
||||
* @brief Vertex bitangents.
|
||||
*
|
||||
* The bitangent of a vertex points in the direction of the positive
|
||||
* Y texture axis. The array contains normalized vectors, nullptr if not
|
||||
* present. The array is mNumVertices in size.
|
||||
* @note If the mesh contains tangents, it automatically also contains
|
||||
* bitangents.
|
||||
*/
|
||||
C_STRUCT aiVector3D *mBitangents;
|
||||
|
||||
/** Vertex color sets.
|
||||
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
|
||||
* colors per vertex. nullptr if not present. Each array is
|
||||
* mNumVertices in size if present.
|
||||
*/
|
||||
/**
|
||||
* @brief Vertex color sets.
|
||||
*
|
||||
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
|
||||
* colors per vertex. nullptr if not present. Each array is
|
||||
* mNumVertices in size if present.
|
||||
*/
|
||||
C_STRUCT aiColor4D *mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
||||
|
||||
/** Vertex texture coordinates, also known as UV channels.
|
||||
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
|
||||
* vertex. nullptr if not present. The array is mNumVertices in size.
|
||||
*/
|
||||
/**
|
||||
* @brief Vertex texture coordinates, also known as UV channels.
|
||||
*
|
||||
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
|
||||
* vertex. nullptr if not present. The array is mNumVertices in size.
|
||||
*/
|
||||
C_STRUCT aiVector3D *mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
|
||||
/** Specifies the number of components for a given UV channel.
|
||||
* Up to three channels are supported (UVW, for accessing volume
|
||||
* or cube maps). If the value is 2 for a given channel n, the
|
||||
* component p.z of mTextureCoords[n][p] is set to 0.0f.
|
||||
* If the value is 1 for a given channel, p.y is set to 0.0f, too.
|
||||
* @note 4D coordinates are not supported
|
||||
*/
|
||||
/**
|
||||
* @brief Specifies the number of components for a given UV channel.
|
||||
*
|
||||
* Up to three channels are supported (UVW, for accessing volume
|
||||
* or cube maps). If the value is 2 for a given channel n, the
|
||||
* component p.z of mTextureCoords[n][p] is set to 0.0f.
|
||||
* If the value is 1 for a given channel, p.y is set to 0.0f, too.
|
||||
* @note 4D coordinates are not supported
|
||||
*/
|
||||
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
|
||||
/** The faces the mesh is constructed from.
|
||||
* Each face refers to a number of vertices by their indices.
|
||||
* This array is always present in a mesh, its size is given
|
||||
* in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
|
||||
* is NOT set each face references an unique set of vertices.
|
||||
*/
|
||||
/**
|
||||
* @brief The faces the mesh is constructed from.
|
||||
*
|
||||
* Each face refers to a number of vertices by their indices.
|
||||
* This array is always present in a mesh, its size is given
|
||||
* in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
|
||||
* is NOT set each face references an unique set of vertices.
|
||||
*/
|
||||
C_STRUCT aiFace *mFaces;
|
||||
|
||||
/** The number of bones this mesh contains.
|
||||
* Can be 0, in which case the mBones array is nullptr.
|
||||
/**
|
||||
* The number of bones this mesh contains. Can be 0, in which case the mBones array is nullptr.
|
||||
*/
|
||||
unsigned int mNumBones;
|
||||
|
||||
/** The bones of this mesh.
|
||||
* A bone consists of a name by which it can be found in the
|
||||
* frame hierarchy and a set of vertex weights.
|
||||
*/
|
||||
/**
|
||||
* @brief The bones of this mesh.
|
||||
*
|
||||
* A bone consists of a name by which it can be found in the
|
||||
* frame hierarchy and a set of vertex weights.
|
||||
*/
|
||||
C_STRUCT aiBone **mBones;
|
||||
|
||||
/** The material used by this mesh.
|
||||
/**
|
||||
* @brief The material used by this mesh.
|
||||
*
|
||||
* A mesh uses only a single material. If an imported model uses
|
||||
* multiple materials, the import splits up the mesh. Use this value
|
||||
* as index into the scene's material list.
|
||||
*/
|
||||
unsigned int mMaterialIndex;
|
||||
|
||||
/** Name of the mesh. Meshes can be named, but this is not a
|
||||
/**
|
||||
* Name of the mesh. Meshes can be named, but this is not a
|
||||
* requirement and leaving this field empty is totally fine.
|
||||
* There are mainly three uses for mesh names:
|
||||
* - some formats name nodes and meshes independently.
|
||||
|
@ -736,22 +786,24 @@ struct aiMesh {
|
|||
* aids the caller at recovering the original mesh
|
||||
* partitioning.
|
||||
* - Vertex animations refer to meshes by their names.
|
||||
**/
|
||||
*/
|
||||
C_STRUCT aiString mName;
|
||||
|
||||
/** The number of attachment meshes.
|
||||
* Currently known to work with loaders:
|
||||
* - Collada
|
||||
* - gltf
|
||||
/**
|
||||
* The number of attachment meshes.
|
||||
* Currently known to work with loaders:
|
||||
* - Collada
|
||||
* - gltf
|
||||
*/
|
||||
unsigned int mNumAnimMeshes;
|
||||
|
||||
/** Attachment meshes for this mesh, for vertex-based animation.
|
||||
* Attachment meshes carry replacement data for some of the
|
||||
* mesh'es vertex components (usually positions, normals).
|
||||
* Currently known to work with loaders:
|
||||
* - Collada
|
||||
* - gltf
|
||||
/**
|
||||
* Attachment meshes for this mesh, for vertex-based animation.
|
||||
* Attachment meshes carry replacement data for some of the
|
||||
* mesh'es vertex components (usually positions, normals).
|
||||
* Currently known to work with loaders:
|
||||
* - Collada
|
||||
* - gltf
|
||||
*/
|
||||
C_STRUCT aiAnimMesh **mAnimMeshes;
|
||||
|
||||
|
@ -766,7 +818,8 @@ struct aiMesh {
|
|||
*/
|
||||
C_STRUCT aiAABB mAABB;
|
||||
|
||||
/** Vertex UV stream names. Pointer to array of size AI_MAX_NUMBER_OF_TEXTURECOORDS
|
||||
/**
|
||||
* Vertex UV stream names. Pointer to array of size AI_MAX_NUMBER_OF_TEXTURECOORDS
|
||||
*/
|
||||
C_STRUCT aiString **mTextureCoordsNames;
|
||||
|
||||
|
@ -781,9 +834,9 @@ struct aiMesh {
|
|||
mNormals(nullptr),
|
||||
mTangents(nullptr),
|
||||
mBitangents(nullptr),
|
||||
mColors(),
|
||||
mTextureCoords(),
|
||||
mNumUVComponents(),
|
||||
mColors{nullptr},
|
||||
mTextureCoords{nullptr},
|
||||
mNumUVComponents{0},
|
||||
mFaces(nullptr),
|
||||
mNumBones(0),
|
||||
mBones(nullptr),
|
||||
|
@ -793,17 +846,10 @@ struct aiMesh {
|
|||
mMethod(aiMorphingMethod_UNKNOWN),
|
||||
mAABB(),
|
||||
mTextureCoordsNames(nullptr) {
|
||||
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
mNumUVComponents[a] = 0;
|
||||
mTextureCoords[a] = nullptr;
|
||||
}
|
||||
|
||||
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
|
||||
mColors[a] = nullptr;
|
||||
}
|
||||
// empty
|
||||
}
|
||||
|
||||
//! Deletes all storage allocated for the mesh
|
||||
//! @brief The class destructor.
|
||||
~aiMesh() {
|
||||
delete[] mVertices;
|
||||
delete[] mNormals;
|
||||
|
@ -844,44 +890,58 @@ struct aiMesh {
|
|||
delete[] mFaces;
|
||||
}
|
||||
|
||||
//! Check whether the mesh contains positions. Provided no special
|
||||
//! scene flags are set, this will always be true
|
||||
bool HasPositions() const { return mVertices != nullptr && mNumVertices > 0; }
|
||||
//! @brief Check whether the mesh contains positions. Provided no special
|
||||
//! scene flags are set, this will always be true
|
||||
//! @return true, if positions are stored, false if not.
|
||||
bool HasPositions() const {
|
||||
return mVertices != nullptr && mNumVertices > 0;
|
||||
}
|
||||
|
||||
//! Check whether the mesh contains faces. If no special scene flags
|
||||
//! are set this should always return true
|
||||
bool HasFaces() const { return mFaces != nullptr && mNumFaces > 0; }
|
||||
//! @brief Check whether the mesh contains faces. If no special scene flags
|
||||
//! are set this should always return true
|
||||
//! @return true, if faces are stored, false if not.
|
||||
bool HasFaces() const {
|
||||
return mFaces != nullptr && mNumFaces > 0;
|
||||
}
|
||||
|
||||
//! Check whether the mesh contains normal vectors
|
||||
bool HasNormals() const { return mNormals != nullptr && mNumVertices > 0; }
|
||||
//! @brief Check whether the mesh contains normal vectors
|
||||
//! @return true, if normals are stored, false if not.
|
||||
bool HasNormals() const {
|
||||
return mNormals != nullptr && mNumVertices > 0;
|
||||
}
|
||||
|
||||
//! Check whether the mesh contains tangent and bitangent vectors
|
||||
//! @brief Check whether the mesh contains tangent and bitangent vectors.
|
||||
//!
|
||||
//! It is not possible that it contains tangents and no bitangents
|
||||
//! (or the other way round). The existence of one of them
|
||||
//! implies that the second is there, too.
|
||||
bool HasTangentsAndBitangents() const { return mTangents != nullptr && mBitangents != nullptr && mNumVertices > 0; }
|
||||
|
||||
//! Check whether the mesh contains a vertex color set
|
||||
//! \param pIndex Index of the vertex color set
|
||||
bool HasVertexColors(unsigned int pIndex) const {
|
||||
if (pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS) {
|
||||
return false;
|
||||
} else {
|
||||
return mColors[pIndex] != nullptr && mNumVertices > 0;
|
||||
}
|
||||
//! @return true, if tangents and bi-tangents are stored, false if not.
|
||||
bool HasTangentsAndBitangents() const {
|
||||
return mTangents != nullptr && mBitangents != nullptr && mNumVertices > 0;
|
||||
}
|
||||
|
||||
//! Check whether the mesh contains a texture coordinate set
|
||||
//! \param pIndex Index of the texture coordinates set
|
||||
bool HasTextureCoords(unsigned int pIndex) const {
|
||||
if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
||||
//! @brief Check whether the mesh contains a vertex color set
|
||||
//! @param index Index of the vertex color set
|
||||
//! @return true, if vertex colors are stored, false if not.
|
||||
bool HasVertexColors(unsigned int index) const {
|
||||
if (index >= AI_MAX_NUMBER_OF_COLOR_SETS) {
|
||||
return false;
|
||||
} else {
|
||||
return mTextureCoords[pIndex] != nullptr && mNumVertices > 0;
|
||||
}
|
||||
return mColors[index] != nullptr && mNumVertices > 0;
|
||||
}
|
||||
|
||||
//! Get the number of UV channels the mesh contains
|
||||
//! @brief Check whether the mesh contains a texture coordinate set
|
||||
//! @param index Index of the texture coordinates set
|
||||
//! @return true, if texture coordinates are stored, false if not.
|
||||
bool HasTextureCoords(unsigned int index) const {
|
||||
if (index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
||||
return false;
|
||||
}
|
||||
return (mTextureCoords[index] != nullptr && mNumVertices > 0);
|
||||
}
|
||||
|
||||
//! @brief Get the number of UV channels the mesh contains.
|
||||
//! @return the number of stored uv-channels.
|
||||
unsigned int GetNumUVChannels() const {
|
||||
unsigned int n(0);
|
||||
while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n]) {
|
||||
|
@ -891,7 +951,8 @@ struct aiMesh {
|
|||
return n;
|
||||
}
|
||||
|
||||
//! Get the number of vertex color channels the mesh contains
|
||||
//! @brief Get the number of vertex color channels the mesh contains.
|
||||
//! @return The number of stored color channels.
|
||||
unsigned int GetNumColorChannels() const {
|
||||
unsigned int n(0);
|
||||
while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n]) {
|
||||
|
@ -900,13 +961,15 @@ struct aiMesh {
|
|||
return n;
|
||||
}
|
||||
|
||||
//! Check whether the mesh contains bones
|
||||
//! @brief Check whether the mesh contains bones.
|
||||
//! @return true, if bones are stored.
|
||||
bool HasBones() const {
|
||||
return mBones != nullptr && mNumBones > 0;
|
||||
}
|
||||
|
||||
//! Check whether the mesh contains a texture coordinate set name
|
||||
//! \param pIndex Index of the texture coordinates set
|
||||
//! @brief Check whether the mesh contains a texture coordinate set name
|
||||
//! @param pIndex Index of the texture coordinates set
|
||||
//! @return true, if texture coordinates for the index exists.
|
||||
bool HasTextureCoordsName(unsigned int pIndex) const {
|
||||
if (mTextureCoordsNames == nullptr || pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
||||
return false;
|
||||
|
@ -914,9 +977,9 @@ struct aiMesh {
|
|||
return mTextureCoordsNames[pIndex] != nullptr;
|
||||
}
|
||||
|
||||
//! Set a texture coordinate set name
|
||||
//! \param pIndex Index of the texture coordinates set
|
||||
//! \param texCoordsName name of the texture coordinate set
|
||||
//! @brief Set a texture coordinate set name
|
||||
//! @param pIndex Index of the texture coordinates set
|
||||
//! @param texCoordsName name of the texture coordinate set
|
||||
void SetTextureCoordsName(unsigned int pIndex, const aiString &texCoordsName) {
|
||||
if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
||||
return;
|
||||
|
@ -941,21 +1004,22 @@ struct aiMesh {
|
|||
*mTextureCoordsNames[pIndex] = texCoordsName;
|
||||
}
|
||||
|
||||
//! Get a texture coordinate set name
|
||||
//! \param pIndex Index of the texture coordinates set
|
||||
const aiString *GetTextureCoordsName(unsigned int pIndex) const {
|
||||
if (mTextureCoordsNames == nullptr || pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
||||
//! @brief Get a texture coordinate set name
|
||||
//! @param pIndex Index of the texture coordinates set
|
||||
//! @return The texture coordinate name.
|
||||
const aiString *GetTextureCoordsName(unsigned int index) const {
|
||||
if (mTextureCoordsNames == nullptr || index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return mTextureCoordsNames[pIndex];
|
||||
return mTextureCoordsNames[index];
|
||||
}
|
||||
|
||||
#endif // __cplusplus
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief A skeleton bone represents a single bone in a aiSkeleton instance.
|
||||
* @brief A skeleton bone represents a single bone is a skeleton structure.
|
||||
*
|
||||
* Skeleton-Animations can be represented via a skeleton struct, which describes
|
||||
* a hierarchical tree assembled from skeleton bones. A bone is linked to a mesh.
|
||||
|
@ -1025,6 +1089,21 @@ struct aiSkeletonBone {
|
|||
// empty
|
||||
}
|
||||
|
||||
/// @brief The class constructor with its parent
|
||||
/// @param parent The parent node index.
|
||||
aiSkeletonBone(unsigned int parent) :
|
||||
mParent(parent),
|
||||
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
|
||||
mArmature(nullptr),
|
||||
mNode(nullptr),
|
||||
#endif
|
||||
mNumnWeights(0),
|
||||
mMeshId(nullptr),
|
||||
mWeights(nullptr),
|
||||
mOffsetMatrix(),
|
||||
mLocalMatrix() {
|
||||
// empty
|
||||
}
|
||||
/// @brief The class destructor.
|
||||
~aiSkeletonBone() {
|
||||
delete[] mWeights;
|
||||
|
@ -1081,4 +1160,6 @@ struct aiSkeleton {
|
|||
#ifdef __cplusplus
|
||||
}
|
||||
#endif //! extern "C"
|
||||
|
||||
#endif // AI_MESH_H_INC
|
||||
|
||||
|
|
Loading…
Reference in New Issue