/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2019, assimp 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 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 Defines a post processing step to split large meshes into submeshes */ #ifndef AI_SPLITLARGEMESHES_H_INC #define AI_SPLITLARGEMESHES_H_INC #include #include "Common/BaseProcess.h" #include #include class SplitLargeMeshesTest; namespace Assimp { class SplitLargeMeshesProcess_Triangle; class SplitLargeMeshesProcess_Vertex; // NOTE: If you change these limits, don't forget to change the // corresponding values in all Assimp ports // ********************************************************** // Java: ConfigProperty.java, // ConfigProperty.DEFAULT_VERTEX_SPLIT_LIMIT // ConfigProperty.DEFAULT_TRIANGLE_SPLIT_LIMIT // ********************************************************** // default limit for vertices #if (!defined AI_SLM_DEFAULT_MAX_VERTICES) # define AI_SLM_DEFAULT_MAX_VERTICES 1000000 #endif // default limit for triangles #if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES) # define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000 #endif // --------------------------------------------------------------------------- /** Post-processing filter to split large meshes into sub-meshes * * Applied BEFORE the JoinVertices-Step occurs. * Returns NON-UNIQUE vertices, splits by triangle number. */ class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess { friend class SplitLargeMeshesProcess_Vertex; public: SplitLargeMeshesProcess_Triangle(); ~SplitLargeMeshesProcess_Triangle(); public: // ------------------------------------------------------------------- /** Returns whether the processing step is present in the given flag. * @param pFlags The processing flags the importer was called with. A * bitwise combination of #aiPostProcessSteps. * @return true if the process is present in this flag fields, * false if not. */ bool IsActive( unsigned int pFlags) const; // ------------------------------------------------------------------- /** Called prior to ExecuteOnScene(). * The function is a request to the process to update its configuration * basing on the Importer's configuration property list. */ virtual void SetupProperties(const Importer* pImp); //! Set the split limit - needed for unit testing inline void SetLimit(unsigned int l) {LIMIT = l;} //! Get the split limit inline unsigned int GetLimit() const {return LIMIT;} public: // ------------------------------------------------------------------- /** Executes the post processing step on the given imported data. * At the moment a process is not supposed to fail. * @param pScene The imported data to work at. */ void Execute( aiScene* pScene); // ------------------------------------------------------------------- //! Apply the algorithm to a given mesh void SplitMesh (unsigned int a, aiMesh* pcMesh, std::vector >& avList); // ------------------------------------------------------------------- //! Update a node in the asset after a few of its meshes //! have been split static void UpdateNode(aiNode* pcNode, const std::vector >& avList); public: //! Triangle limit unsigned int LIMIT; }; // --------------------------------------------------------------------------- /** Post-processing filter to split large meshes into sub-meshes * * Applied AFTER the JoinVertices-Step occurs. * Returns UNIQUE vertices, splits by vertex number. */ class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess { public: SplitLargeMeshesProcess_Vertex(); ~SplitLargeMeshesProcess_Vertex(); public: // ------------------------------------------------------------------- /** Returns whether the processing step is present in the given flag field. * @param pFlags The processing flags the importer was called with. A bitwise * combination of #aiPostProcessSteps. * @return true if the process is present in this flag fields, false if not. */ bool IsActive( unsigned int pFlags) const; // ------------------------------------------------------------------- /** Called prior to ExecuteOnScene(). * The function is a request to the process to update its configuration * basing on the Importer's configuration property list. */ virtual void SetupProperties(const Importer* pImp); //! Set the split limit - needed for unit testing inline void SetLimit(unsigned int l) {LIMIT = l;} //! Get the split limit inline unsigned int GetLimit() const {return LIMIT;} public: // ------------------------------------------------------------------- /** Executes the post processing step on the given imported data. * At the moment a process is not supposed to fail. * @param pScene The imported data to work at. */ void Execute( aiScene* pScene); // ------------------------------------------------------------------- //! Apply the algorithm to a given mesh void SplitMesh (unsigned int a, aiMesh* pcMesh, std::vector >& avList); // NOTE: Reuse SplitLargeMeshesProcess_Triangle::UpdateNode() public: //! Triangle limit unsigned int LIMIT; }; } // end of namespace Assimp #endif // !!AI_SPLITLARGEMESHES_H_INC