/* Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development Team All rights reserved. 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 Development Team. 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 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 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 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. ---------------------------------------------------------------------- */ /** @file Declares a helper class, "SceneCombiner" providing various * utilities to merge scenes. */ #ifndef AI_SCENE_COMBINER_H_INC #define AI_SCENE_COMBINER_H_INC #include "../include/aiAssert.h" namespace Assimp { // --------------------------------------------------------------------------- /** \brief Helper data structure for SceneCombiner. * * Describes to which node a scene must be attached to. */ struct AttachmentInfo { AttachmentInfo() : scene (NULL) , attachToNode (NULL) {} AttachmentInfo(aiScene* _scene, aiNode* _attachToNode) : scene (_scene) , attachToNode (_attachToNode) {} aiScene* scene; aiNode* attachToNode; }; // --------------------------------------------------------------------------- struct NodeAttachmentInfo { NodeAttachmentInfo() : node (NULL) , attachToNode (NULL) , resolved (false) , src_idx (0xffffffff) {} NodeAttachmentInfo(aiNode* _scene, aiNode* _attachToNode,size_t idx) : node (_scene) , attachToNode (_attachToNode) , resolved (false) , src_idx (idx) {} aiNode* node; aiNode* attachToNode; bool resolved; size_t src_idx; }; // --------------------------------------------------------------------------- /** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES * Generate unique names for all named scene items */ #define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES 0x1 /** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES * Generate unique names for materials, too. * This is not absolutely required to pass the validation. */ #define AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES 0x2 /** @def AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY * Use deep copies of duplicate scenes */ #define AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY 0x4 /** @def AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS * If attachment nodes are not found in the given master scene, * search the other imported scenes for them in an any order. */ #define AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS 0x8 /** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY * Can be combined with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES. * Unique names are generated, but only if this is absolutely * required (if there would be conflicts otherwuse.) */ #define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY 0x10 typedef std::pair BoneSrcIndex; // --------------------------------------------------------------------------- /** @brief Helper data structure for SceneCombiner::MergeBones. */ struct BoneWithHash : public std::pair { std::vector pSrcBones; }; // --------------------------------------------------------------------------- /** \brief Static helper class providing various utilities to merge two * scenes. It is intended as internal utility and NOT for use by * applications. * * The class is currently being used by various postprocessing steps * and loaders (ie. LWS). */ class ASSIMP_API SceneCombiner { // class cannot be instanced SceneCombiner() {} public: // ------------------------------------------------------------------- /** Merges two or more scenes. * * @param dest Receives a pointer to the destination scene. If the * pointer doesn't point to NULL when the function is called, the * existing scene is cleared and refilled. * @param src Non-empty list of scenes to be merged. The function * deletes the input scenes afterwards. There may be duplicate scenes. * @param flags Combination of the AI_INT_MERGE_SCENE flags defined above */ static void MergeScenes(aiScene** dest,std::vector& src, unsigned int flags = 0); // ------------------------------------------------------------------- /** Merges two or more scenes and attaches all sceenes to a specific * position in the node graph of the masteer scene. * * @param dest Receives a pointer to the destination scene. If the * pointer doesn't point to NULL when the function is called, the * existing scene is cleared and refilled. * @param master Master scene. It will be deleted afterwards. All * other scenes will be inserted in its node graph. * @param src Non-empty list of scenes to be merged along with their * corresponding attachment points in the master scene. The function * deletes the input scenes afterwards. There may be duplicate scenes. * @param flags Combination of the AI_INT_MERGE_SCENE flags defined above */ static void MergeScenes(aiScene** dest, aiScene* master, std::vector& src, unsigned int flags = 0); // ------------------------------------------------------------------- /** Merges two or more meshes * * The meshes should have equal vertex formats. Only components * that are provided by ALL meshes will be present in the output mesh. * An exception is made for VColors - they are set to black. The * meshes should have the same material indices, too. The output * material index is always the material index of the first mesh. * * @param dest Destination mesh. Must be empty. * @param flags Currently no parameters * @param begin First mesh to be processed * @param end Points to the mesh after the last mesh to be processed */ static void MergeMeshes(aiMesh** dest,unsigned int flags, std::vector::const_iterator begin, std::vector::const_iterator end); // ------------------------------------------------------------------- /** Merges two or more bones * * @param out Mesh to receive the output bone list * @param flags Currently no parameters * @param begin First mesh to be processed * @param end Points to the mesh after the last mesh to be processed */ static void MergeBones(aiMesh* out,std::vector::const_iterator it, std::vector::const_iterator end); // ------------------------------------------------------------------- /** Builds a list of uniquely named bones in a mesh list * * @param asBones Receives the output list * @param it First mesh to be processed * @param end Last mesh to be processed */ static void BuildUniqueBoneList(std::list& asBones, std::vector::const_iterator it, std::vector::const_iterator end); // ------------------------------------------------------------------- /** Add a name prefix to all nodes in a scene. * * @param Current node. This function is called recursively. * @param prefix Prefix to be added to all nodes * @param len STring length */ static void AddNodePrefixes(aiNode* node, const char* prefix, unsigned int len); // ------------------------------------------------------------------- /** Add an offset to all mesh indices in a node graph * * @param Current node. This function is called recursively. * @param offset Offset to be added to all mesh indices */ static void OffsetNodeMeshIndices (aiNode* node, unsigned int offset); // ------------------------------------------------------------------- /** Attach a list of node graphs to well-defined nodes in a master * graph. This is a helper for MergeScenes() * * @param master Master scene * @param srcList List of source scenes along with their attachment * points. If an attachment point is NULL (or does not exist in * the master graph), a scene is attached to the root of the master * graph (as an additional child node) * @duplicates List of duplicates. If elem[n] == n the scene is not * a duplicate. Otherwise elem[n] links scene n to its first occurence. */ static void AttachToGraph ( aiScene* master, std::vector& srcList); static void AttachToGraph (aiNode* attach, std::vector& srcList); // ------------------------------------------------------------------- /** Get a deep copy of a scene * * @param dest Receives a pointer to the destination scene * @param src Source scene - remains unmodified. */ static void CopyScene(aiScene** dest,aiScene* source); // ------------------------------------------------------------------- /** Get a flat copy of a scene * * Only the first hierarchy layer is copied. All pointer members of * aiScene are shared by source and destination scene. If the * pointer doesn't point to NULL when the function is called, the * existing scene is cleared and refilled. * @param dest Receives a pointer to the destination scene * @param src Source scene - remains unmodified. */ static void CopySceneFlat(aiScene** dest,aiScene* source); // ------------------------------------------------------------------- /** Get a deep copy of a mesh * * @param dest Receives a pointer to the destination mesh * @param src Source mesh - remains unmodified. */ static void Copy (aiMesh** dest, const aiMesh* src); // similar to Copy(): static void Copy (aiMaterial** dest, const aiMaterial* src); static void Copy (aiTexture** dest, const aiTexture* src); static void Copy (aiAnimation** dest, const aiAnimation* src); static void Copy (aiCamera** dest, const aiCamera* src); static void Copy (aiBone** dest, const aiBone* src); static void Copy (aiLight** dest, const aiLight* src); static void Copy (aiNodeAnim** dest, const aiNodeAnim* src); // recursive, of course static void Copy (aiNode** dest, const aiNode* src); }; } #endif // !! AI_SCENE_COMBINER_H_INC