72 lines
2.4 KiB
C++
72 lines
2.4 KiB
C++
/** Defines a post processing step to limit the number of bones affecting a single vertex. */
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#ifndef AI_LIMITBONEWEIGHTSPROCESS_H_INC
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#define AI_LIMITBONEWEIGHTSPROCESS_H_INC
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#include "BaseProcess.h"
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struct aiMesh;
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namespace Assimp
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{
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// ---------------------------------------------------------------------------
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/** This post processing step limits the number of bones affecting a vertex
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* to a certain maximum value. If a vertex is affected by more than that number
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* of bones, the bone weight with the least influence on this vertex are removed.
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* The other weights on this bone are then renormalized to assure the sum weight
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* to be 1.
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*/
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class LimitBoneWeightsProcess : public BaseProcess
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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LimitBoneWeightsProcess();
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/** Destructor, private as well */
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~LimitBoneWeightsProcess();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag field.
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* @param pFlags The processing flags the importer was called with. A bitwise
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, 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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/** 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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protected:
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// -------------------------------------------------------------------
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/** Limits the bone weight count for all vertices in the given mesh.
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* @param pMesh The mesh to process.
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*/
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void ProcessMesh( aiMesh* pMesh);
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protected:
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/** Describes a bone weight on a vertex */
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struct Weight
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{
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unsigned int mBone; ///< Index of the bone
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float mWeight; ///< Weight of that bone on this vertex
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Weight() { }
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Weight( unsigned int pBone, float pWeight) { mBone = pBone; mWeight = pWeight; }
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/** Comparision operator to sort bone weights by descending weight */
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bool operator < (const Weight& pWeight) const { return mWeight > pWeight.mWeight; }
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};
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/** Maximum number of bones influencing any single vertex. */
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unsigned int mMaxWeights;
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};
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} // end of namespace Assimp
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#endif // AI_LIMITBONEWEIGHTSPROCESS_H_INC
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