93 lines
3.8 KiB
C++
93 lines
3.8 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (C) 2016 The Qt Company Ltd.
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Copyright (c) 2006-2020, 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 following
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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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#include <assimp/CreateAnimMesh.h>
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namespace Assimp {
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aiAnimMesh *aiCreateAnimMesh(const aiMesh *mesh, bool needPositions, bool needNormals, bool needTangents, bool needColors, bool needTexCoords)
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{
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aiAnimMesh *animesh = new aiAnimMesh;
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animesh->mNumVertices = mesh->mNumVertices;
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if (needPositions && mesh->mVertices) {
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animesh->mVertices = new aiVector3D[animesh->mNumVertices];
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std::memcpy(animesh->mVertices, mesh->mVertices, mesh->mNumVertices * sizeof(aiVector3D));
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}
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if (needNormals && mesh->mNormals) {
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animesh->mNormals = new aiVector3D[animesh->mNumVertices];
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std::memcpy(animesh->mNormals, mesh->mNormals, mesh->mNumVertices * sizeof(aiVector3D));
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}
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if (needTangents && mesh->mTangents) {
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animesh->mTangents = new aiVector3D[animesh->mNumVertices];
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std::memcpy(animesh->mTangents, mesh->mTangents, mesh->mNumVertices * sizeof(aiVector3D));
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}
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if (needTangents && mesh->mBitangents) {
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animesh->mBitangents = new aiVector3D[animesh->mNumVertices];
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std::memcpy(animesh->mBitangents, mesh->mBitangents, mesh->mNumVertices * sizeof(aiVector3D));
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}
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if (needColors) {
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for (int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
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if (mesh->mColors[i]) {
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animesh->mColors[i] = new aiColor4D[animesh->mNumVertices];
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std::memcpy(animesh->mColors[i], mesh->mColors[i], mesh->mNumVertices * sizeof(aiColor4D));
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} else {
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animesh->mColors[i] = nullptr;
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}
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}
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}
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if (needTexCoords) {
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for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if (mesh->mTextureCoords[i]) {
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animesh->mTextureCoords[i] = new aiVector3D[animesh->mNumVertices];
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std::memcpy(animesh->mTextureCoords[i], mesh->mTextureCoords[i], mesh->mNumVertices * sizeof(aiVector3D));
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} else {
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animesh->mTextureCoords[i] = nullptr;
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}
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}
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}
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return animesh;
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}
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} // end of namespace Assimp
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