assimp/code/SplitLargeMeshes.h

60 lines
1.8 KiB
C++

/** @file Defines a post processing step to split large meshes into submeshes*/
#ifndef AI_SPLITLARGEMESHES_H_INC
#define AI_SPLITLARGEMESHES_H_INC
#include <vector>
#include "BaseProcess.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
namespace Assimp
{
#define AI_SLM_MAX_VERTICES 1000000
// ---------------------------------------------------------------------------
/** Postprocessing filter to split large meshes into submeshes
*/
class SplitLargeMeshesProcess : public BaseProcess
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
SplitLargeMeshesProcess();
/** Destructor, private as well */
~SplitLargeMeshesProcess();
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;
// -------------------------------------------------------------------
/** 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);
private:
//! Apply the algorithm to a given mesh
void SplitMesh (unsigned int a, aiMesh* pcMesh,
std::vector<std::pair<aiMesh*, unsigned int> >& avList);
//! Update a node in the asset after a few of its meshes
//! have been split
void UpdateNode(aiNode* pcNode,
const std::vector<std::pair<aiMesh*, unsigned int> >& avList);
};
} // end of namespace Assimp
#endif // !!AI_SPLITLARGEMESHES_H_INC