554 lines
18 KiB
C
554 lines
18 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) 2006-2010, ASSIMP Development 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 Development 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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/** @file aiMesh.h
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* @brief Declares the data structures in which the imported geometry is
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returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
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*/
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#ifndef INCLUDED_AI_MESH_H
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#define INCLUDED_AI_MESH_H
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#include "aiTypes.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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/** @brief A single face in a mesh, referring to multiple vertices.
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*
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* If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
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* it's called 'polygon' (hey, that's just a definition!).
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* <br>
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* aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
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* primitive are actually present in a mesh. The #aiProcess_SortByPType flag
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* executes a special post-processing algorithm which splits meshes with
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* *different* primitive types mixed up (e.g. lines and triangles) in several
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* 'clean' submeshes. Furthermore there is a configuration option (
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* #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
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* specific kinds of primitives from the imported scene, completely and forever.
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* In many cases you'll probably want to set this setting to
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* @code
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* aiPrimitiveType_LINE|aiPrimitiveType_POINT
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* @endcode
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* Together with the #aiProcess_Triangulate flag you can then be sure that
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* #aiFace::mNumIndices is always 3.
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* @note Take a look at the @link data Data Structures page @endlink for
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* more information on the layout and winding order of a face.
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*/
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struct aiFace
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{
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//! Number of indices defining this face. 3 for a triangle, >3 for polygon
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unsigned int mNumIndices;
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//! Pointer to the indices array. Size of the array is given in numIndices.
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unsigned int* mIndices;
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#ifdef __cplusplus
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//! Default constructor
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aiFace()
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{
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mNumIndices = 0; mIndices = NULL;
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}
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//! Default destructor. Delete the index array
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~aiFace()
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{
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delete [] mIndices;
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}
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//! Copy constructor. Copy the index array
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aiFace( const aiFace& o)
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{
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mIndices = NULL;
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*this = o;
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}
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//! Assignment operator. Copy the index array
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const aiFace& operator = ( const aiFace& o)
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{
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if (&o == this)
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return *this;
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delete[] mIndices;
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mNumIndices = o.mNumIndices;
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mIndices = new unsigned int[mNumIndices];
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::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
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return *this;
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}
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//! Comparison operator. Checks whether the index array
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//! of two faces is identical
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bool operator== (const aiFace& o) const
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{
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if (mIndices == o.mIndices)return true;
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else if (mIndices && mNumIndices == o.mNumIndices)
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{
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for (unsigned int i = 0;i < this->mNumIndices;++i)
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if (mIndices[i] != o.mIndices[i])return false;
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return true;
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}
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return false;
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}
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//! Inverse comparison operator. Checks whether the index
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//! array of two faces is NOT identical
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bool operator != (const aiFace& o) const
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{
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return !(*this == o);
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}
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#endif // __cplusplus
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}; // struct aiFace
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// ---------------------------------------------------------------------------
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/** @brief A single influence of a bone on a vertex.
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*/
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struct aiVertexWeight
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{
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//! Index of the vertex which is influenced by the bone.
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unsigned int mVertexId;
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//! The strength of the influence in the range (0...1).
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//! The influence from all bones at one vertex amounts to 1.
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float mWeight;
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#ifdef __cplusplus
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//! Default constructor
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aiVertexWeight() { }
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//! Initialisation from a given index and vertex weight factor
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//! \param pID ID
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//! \param pWeight Vertex weight factor
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aiVertexWeight( unsigned int pID, float pWeight)
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: mVertexId( pID), mWeight( pWeight)
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{ /* nothing to do here */ }
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#endif // __cplusplus
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};
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// ---------------------------------------------------------------------------
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/** @brief A single bone of a mesh.
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*
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* A bone has a name by which it can be found in the frame hierarchy and by
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* which it can be addressed by animations. In addition it has a number of
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* influences on vertices.
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*/
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struct aiBone
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{
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//! The name of the bone.
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C_STRUCT aiString mName;
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//! The number of vertices affected by this bone
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unsigned int mNumWeights;
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//! The vertices affected by this bone
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C_STRUCT aiVertexWeight* mWeights;
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//! Matrix that transforms from mesh space to bone space in bind pose
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C_STRUCT aiMatrix4x4 mOffsetMatrix;
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#ifdef __cplusplus
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//! Default constructor
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aiBone()
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{
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mNumWeights = 0; mWeights = NULL;
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}
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//! Copy constructor
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aiBone(const aiBone& other)
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{
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mNumWeights = other.mNumWeights;
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mOffsetMatrix = other.mOffsetMatrix;
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mName = other.mName;
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if (other.mWeights && other.mNumWeights)
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{
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mWeights = new aiVertexWeight[mNumWeights];
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::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
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}
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}
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//! Destructor - deletes the array of vertex weights
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~aiBone()
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{
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delete [] mWeights;
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}
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#endif // __cplusplus
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};
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#ifndef AI_MAX_NUMBER_OF_COLOR_SETS
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// ---------------------------------------------------------------------------
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/** @def AI_MAX_NUMBER_OF_COLOR_SETS
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* Maximum number of vertex color sets per mesh.
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*
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* Normally: Diffuse, specular, ambient and emissive
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* However one could use the vertex color sets for any other purpose, too.
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*
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* @note Some internal structures expect (and assert) this value
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* to be at least 4. For the moment it is absolutely safe to assume that
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* this will never change.
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*/
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# define AI_MAX_NUMBER_OF_COLOR_SETS 0x4
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#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
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#ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
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// ---------------------------------------------------------------------------
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/** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
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* Maximum number of texture coord sets (UV(W) channels) per mesh
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*
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* The material system uses the AI_MATKEY_UVWSRC_XXX keys to specify
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* which UVW channel serves as data source for a texture.
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*
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* @note Some internal structures expect (and assert) this value
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* to be at least 4. For the moment it is absolutely safe to assume that
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* this will never change.
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*/
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# define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x4
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#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
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// ---------------------------------------------------------------------------
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/** @brief Enumerates the types of geometric primitives supported by Assimp.
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*
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* @see aiFace Face data structure
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* @see aiProcess_SortByPType Per-primitive sorting of meshes
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* @see aiProcess_Triangulate Automatic triangulation
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* @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
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*/
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enum aiPrimitiveType
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{
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/** A point primitive.
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*
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* This is just a single vertex in the virtual world,
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* #aiFace contains just one index for such a primitive.
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*/
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aiPrimitiveType_POINT = 0x1,
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/** A line primitive.
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*
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* This is a line defined through a start and an end position.
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* #aiFace contains exactly two indices for such a primitive.
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*/
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aiPrimitiveType_LINE = 0x2,
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/** A triangular primitive.
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*
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* A triangle consists of three indices.
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*/
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aiPrimitiveType_TRIANGLE = 0x4,
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/** A higher-level polygon with more than 3 edges.
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*
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* A triangle is a polygon, but polygon in this context means
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* "all polygons that are not triangles". The "Triangulate"-Step
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* is provided for your convenience, it splits all polygons in
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* triangles (which are much easier to handle).
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*/
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aiPrimitiveType_POLYGON = 0x8,
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/** This value is not used. It is just here to force the
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* compiler to map this enum to a 32 Bit integer.
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*/
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#ifndef SWIG
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_aiPrimitiveType_Force32Bit = 0x9fffffff
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#endif
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}; //! enum aiPrimitiveType
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// Get the #aiPrimitiveType flag for a specific number of face indices
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#define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
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((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
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// ---------------------------------------------------------------------------
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/** @brief A mesh represents a geometry or model with a single material.
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*
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* It usually consists of a number of vertices and a series of primitives/faces
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* referencing the vertices. In addition there might be a series of bones, each
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* of them addressing a number of vertices with a certain weight. Vertex data
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* is presented in channels with each channel containing a single per-vertex
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* information such as a set of texture coords or a normal vector.
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* If a data pointer is non-null, the corresponding data stream is present.
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* From C++-programs you can also use the comfort functions Has*() to
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* test for the presence of various data streams.
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*
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* A Mesh uses only a single material which is referenced by a material ID.
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* @note The mPositions member is usually not optional. However, vertex positions
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* *could* be missing if the AI_SCENE_FLAGS_INCOMPLETE flag is set in
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* @code
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* aiScene::mFlags
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* @endcode
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*/
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struct aiMesh
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{
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/** Bitwise combination of the members of the #aiPrimitiveType enum.
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* This specifies which types of primitives are present in the mesh.
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* The "SortByPrimitiveType"-Step can be used to make sure the
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* output meshes consist of one primitive type each.
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*/
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unsigned int mPrimitiveTypes;
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/** The number of vertices in this mesh.
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* This is also the size of all of the per-vertex data arrays
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*/
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unsigned int mNumVertices;
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/** The number of primitives (triangles, polygons, lines) in this mesh.
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* This is also the size of the mFaces array
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*/
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unsigned int mNumFaces;
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/** Vertex positions.
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* This array is always present in a mesh. The array is
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* mNumVertices in size.
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*/
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C_STRUCT aiVector3D* mVertices;
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/** Vertex normals.
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* The array contains normalized vectors, NULL if not present.
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* The array is mNumVertices in size. Normals are undefined for
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* point and line primitives. A mesh consisting of points and
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* lines only may not have normal vectors. Meshes with mixed
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* primitive types (i.e. lines and triangles) may have normals,
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* but the normals for vertices that are only referenced by
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* point or line primitives are undefined and set to QNaN (WARN:
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* qNaN compares to inequal to *everything*, even to qNaN itself.
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* Use code like this
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* @code
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* #define IS_QNAN(f) (f != f)
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* @endcode
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* to check whether a field is qnan).
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* @note Normal vectors computed by Assimp are always unit-length.
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* However, this needn't apply for normals that have been taken
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* directly from the model file.
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*/
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C_STRUCT aiVector3D* mNormals;
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/** Vertex tangents.
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* The tangent of a vertex points in the direction of the positive
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* X texture axis. The array contains normalized vectors, NULL if
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* not present. The array is mNumVertices in size. A mesh consisting
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* of points and lines only may not have normal vectors. Meshes with
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* mixed primitive types (i.e. lines and triangles) may have
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* normals, but the normals for vertices that are only referenced by
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* point or line primitives are undefined and set to QNaN.
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* @note If the mesh contains tangents, it automatically also
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* contains bitangents (the bitangent is just the cross product of
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* tangent and normal vectors).
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*/
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C_STRUCT aiVector3D* mTangents;
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/** Vertex bitangents.
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* The bitangent of a vertex points in the direction of the positive
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* Y texture axis. The array contains normalized vectors, NULL if not
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* present. The array is mNumVertices in size.
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* @note If the mesh contains tangents, it automatically also contains
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* bitangents.
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*/
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C_STRUCT aiVector3D* mBitangents;
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/** Vertex color sets.
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* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
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* colors per vertex. NULL if not present. Each array is
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* mNumVertices in size if present.
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*/
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C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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/** Vertex texture coords, also known as UV channels.
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* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
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* vertex. NULL if not present. The array is mNumVertices in size.
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*/
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C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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/** Specifies the number of components for a given UV channel.
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* Up to three channels are supported (UVW, for accessing volume
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* or cube maps). If the value is 2 for a given channel n, the
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* component p.z of mTextureCoords[n][p] is set to 0.0f.
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* If the value is 1 for a given channel, p.y is set to 0.0f, too.
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* @note 4D coords are not supported
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*/
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unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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/** The faces the mesh is constructed from.
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* Each face refers to a number of vertices by their indices.
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* This array is always present in a mesh, its size is given
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* in mNumFaces. If the AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
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* is NOT set each face references an unique set of vertices.
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*/
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C_STRUCT aiFace* mFaces;
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/** The number of bones this mesh contains.
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* Can be 0, in which case the mBones array is NULL.
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*/
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unsigned int mNumBones;
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/** The bones of this mesh.
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* A bone consists of a name by which it can be found in the
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* frame hierarchy and a set of vertex weights.
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*/
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C_STRUCT aiBone** mBones;
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/** The material used by this mesh.
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* A mesh does use only a single material. If an imported model uses
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* multiple materials, the import splits up the mesh. Use this value
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* as index into the scene's material list.
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*/
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unsigned int mMaterialIndex;
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#ifdef __cplusplus
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//! Default constructor. Initializes all members to 0
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aiMesh()
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{
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mNumVertices = 0;
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mNumFaces = 0;
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mPrimitiveTypes = 0;
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mVertices = NULL; mFaces = NULL;
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mNormals = NULL; mTangents = NULL;
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mBitangents = NULL;
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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{
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mNumUVComponents[a] = 0;
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mTextureCoords[a] = NULL;
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}
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
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mColors[a] = NULL;
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mNumBones = 0; mBones = NULL;
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mMaterialIndex = 0;
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}
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//! Deletes all storage allocated for the mesh
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~aiMesh()
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{
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delete [] mVertices;
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delete [] mNormals;
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delete [] mTangents;
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delete [] mBitangents;
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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delete [] mTextureCoords[a];
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
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delete [] mColors[a];
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// DO NOT REMOVE THIS ADDITIONAL CHECK
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if (mNumBones && mBones)
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{
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for( unsigned int a = 0; a < mNumBones; a++)
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delete mBones[a];
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delete [] mBones;
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}
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delete [] mFaces;
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}
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//! Check whether the mesh contains positions. If no special scene flags
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//! (such as AI_SCENE_FLAGS_ANIM_SKELETON_ONLY) are set this will
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//! always return true
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bool HasPositions() const
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{ return mVertices != NULL && mNumVertices > 0; }
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//! Check whether the mesh contains faces. If no special scene flags
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//! are set this should always return true
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bool HasFaces() const
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{ return mFaces != NULL && mNumFaces > 0; }
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//! Check whether the mesh contains normal vectors
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bool HasNormals() const
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{ return mNormals != NULL && mNumVertices > 0; }
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//! Check whether the mesh contains tangent and bitangent vectors
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//! It is not possible that it contains tangents and no bitangents
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//! (or the other way round). The existence of one of them
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//! implies that the second is there, too.
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bool HasTangentsAndBitangents() const
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{ return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; }
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//! Check whether the mesh contains a vertex color set
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//! \param pIndex Index of the vertex color set
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bool HasVertexColors( unsigned int pIndex) const
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{
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if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
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return false;
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else
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return mColors[pIndex] != NULL && mNumVertices > 0;
|
|
}
|
|
|
|
//! Check whether the mesh contains a texture coordinate set
|
|
//! \param pIndex Index of the texture coordinates set
|
|
bool HasTextureCoords( unsigned int pIndex) const
|
|
{
|
|
if( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS)
|
|
return false;
|
|
else
|
|
return mTextureCoords[pIndex] != NULL && mNumVertices > 0;
|
|
}
|
|
|
|
//! Get the number of UV channels the mesh contains
|
|
unsigned int GetNumUVChannels() const
|
|
{
|
|
unsigned int n = 0;
|
|
while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n])++n;
|
|
return n;
|
|
}
|
|
|
|
//! Get the number of vertex color channels the mesh contains
|
|
unsigned int GetNumColorChannels() const
|
|
{
|
|
unsigned int n = 0;
|
|
while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n])++n;
|
|
return n;
|
|
}
|
|
|
|
//! Check whether the mesh contains bones
|
|
inline bool HasBones() const
|
|
{ return mBones != NULL && mNumBones > 0; }
|
|
|
|
#endif // __cplusplus
|
|
};
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif //! extern "C"
|
|
#endif // __AI_MESH_H_INC
|
|
|