135 lines
4.8 KiB
C++
135 lines
4.8 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, 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
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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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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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/** Defines a post processing step to limit the number of bones affecting a single vertex. */
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#ifndef AI_DEBONEPROCESS_H_INC
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#define AI_DEBONEPROCESS_H_INC
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#include <vector>
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#include <utility>
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#include "BaseProcess.h"
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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class DeboneTest;
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namespace Assimp
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{
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#if (!defined AI_DEBONE_THRESHOLD)
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# define AI_DEBONE_THRESHOLD 1.0f
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#endif // !! AI_DEBONE_THRESHOLD
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// ---------------------------------------------------------------------------
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/** This post processing step removes bones nearly losslessly or according to
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* a configured threshold. In order to remove the bone, the primitives affected by
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* the bone are split from the mesh. The split off (new) mesh is boneless. At any
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* point in time, bones without affect upon a given mesh are to be removed.
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*/
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class DeboneProcess : public BaseProcess
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{
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public:
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DeboneProcess();
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~DeboneProcess();
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public:
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// -------------------------------------------------------------------
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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.
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* A 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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// -------------------------------------------------------------------
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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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void SetupProperties(const Importer* pImp);
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protected:
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// -------------------------------------------------------------------
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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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// -------------------------------------------------------------------
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/** Counts bones total/removable in a given mesh.
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* @param pMesh The mesh to process.
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*/
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bool ConsiderMesh( const aiMesh* pMesh);
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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< std::pair< aiMesh*,const aiBone* > >& 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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// -------------------------------------------------------------------
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// Apply transformation to a mesh
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void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const;
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public:
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/** Number of bones present in the scene. */
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unsigned int mNumBones;
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unsigned int mNumBonesCanDoWithout;
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float mThreshold;
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bool mAllOrNone;
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/// Per mesh index: Array of indices of the new submeshes.
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std::vector< std::vector< std::pair< unsigned int,aiNode* > > > mSubMeshIndices;
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};
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} // end of namespace Assimp
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#endif // AI_DEBONEPROCESS_H_INC
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