537 lines
17 KiB
C
537 lines
17 KiB
C
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (ASSIMP)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2008, ASSIMP Development Team
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the following
|
|
conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the ASSIMP team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the ASSIMP Development Team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @file Declares the data structures in which the imported geometry is
|
|
returned by ASSIMP: aiMesh, aiFace and aiBone data structures. */
|
|
#ifndef __AI_MESH_H_INC__
|
|
#define __AI_MESH_H_INC__
|
|
|
|
#include "aiTypes.h"
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** A single face in a mesh, referring to multiple vertices.
|
|
*
|
|
* If mNumIndices is 3, the face is a triangle,
|
|
* for mNumIndices > 3 it's a polygon.
|
|
* Point and line primitives are rarely used and are NOT supported. However,
|
|
* a load could pass them as degenerated triangles.
|
|
*/
|
|
struct aiFace
|
|
{
|
|
//! Number of indices defining this face. 3 for a triangle, >3 for polygon
|
|
unsigned int mNumIndices;
|
|
|
|
//! Pointer to the indices array. Size of the array is given in numIndices.
|
|
unsigned int* mIndices;
|
|
|
|
#ifdef __cplusplus
|
|
|
|
//! Default constructor
|
|
aiFace()
|
|
{
|
|
mNumIndices = 0; mIndices = NULL;
|
|
}
|
|
|
|
//! Default destructor. Delete the index array
|
|
~aiFace()
|
|
{
|
|
delete [] mIndices;
|
|
}
|
|
|
|
//! Copy constructor. Copy the index array
|
|
aiFace( const aiFace& o)
|
|
{
|
|
mIndices = NULL;
|
|
*this = o;
|
|
}
|
|
|
|
//! Assignment operator. Copy the index array
|
|
const aiFace& operator = ( const aiFace& o)
|
|
{
|
|
if (&o == this)
|
|
return *this;
|
|
|
|
delete mIndices;
|
|
mNumIndices = o.mNumIndices;
|
|
mIndices = new unsigned int[mNumIndices];
|
|
memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
|
|
return *this;
|
|
}
|
|
|
|
//! Comparison operator. Checks whether the index array
|
|
//! of two faces is identical
|
|
bool operator== (const aiFace& o) const
|
|
{
|
|
if (this->mIndices == o.mIndices)return true;
|
|
else if (this->mIndices && this->mNumIndices == o.mNumIndices)
|
|
{
|
|
for (unsigned int i = 0;i < this->mNumIndices;++i)
|
|
if (this->mIndices[i] != o.mIndices[i])return false;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//! Inverse comparison operator. Checks whether the index
|
|
//! array of two faces is NOT identical
|
|
bool operator != (const aiFace& o) const
|
|
{
|
|
return !(*this == o);
|
|
}
|
|
|
|
#endif // __cplusplus
|
|
};
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** A single influence of a bone on a vertex.
|
|
*/
|
|
struct aiVertexWeight
|
|
{
|
|
//! Index of the vertex which is influenced by the bone.
|
|
unsigned int mVertexId;
|
|
|
|
//! The strength of the influence in the range (0...1).
|
|
//! The influence from all bones at one vertex amounts to 1.
|
|
float mWeight;
|
|
|
|
#ifdef __cplusplus
|
|
|
|
//! Default constructor
|
|
aiVertexWeight() { }
|
|
|
|
//! Initialisation from a given index and vertex weight factor
|
|
//! \param pID ID
|
|
//! \param pWeight Vertex weight factor
|
|
aiVertexWeight( unsigned int pID, float pWeight)
|
|
: mVertexId( pID), mWeight( pWeight)
|
|
{ /* nothing to do here */ }
|
|
|
|
#endif // __cplusplus
|
|
};
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** A single bone of a mesh. A bone has a name by which it can be found
|
|
* in the frame hierarchy and by which it can be addressed by animations.
|
|
* In addition it has a number of influences on vertices.
|
|
*/
|
|
struct aiBone
|
|
{
|
|
//! The name of the bone.
|
|
C_STRUCT aiString mName;
|
|
|
|
//! The number of vertices affected by this bone
|
|
unsigned int mNumWeights;
|
|
|
|
//! The vertices affected by this bone
|
|
C_STRUCT aiVertexWeight* mWeights;
|
|
|
|
//! Matrix that transforms from mesh space to bone space in bind pose
|
|
C_STRUCT aiMatrix4x4 mOffsetMatrix;
|
|
|
|
#ifdef __cplusplus
|
|
|
|
//! Default constructor
|
|
aiBone()
|
|
{
|
|
mNumWeights = 0; mWeights = NULL;
|
|
}
|
|
|
|
//! Copy constructor
|
|
aiBone(const aiBone& other)
|
|
{
|
|
mNumWeights = other.mNumWeights;
|
|
mOffsetMatrix = other.mOffsetMatrix;
|
|
mName = other.mName;
|
|
|
|
if (other.mWeights && other.mNumWeights)
|
|
{
|
|
mWeights = new aiVertexWeight[mNumWeights];
|
|
::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
|
|
}
|
|
}
|
|
|
|
//! Destructor - deletes the array of vertex weights
|
|
~aiBone()
|
|
{
|
|
delete [] mWeights;
|
|
}
|
|
#endif // __cplusplus
|
|
};
|
|
|
|
#if (!defined AI_MAX_NUMBER_OF_COLOR_SETS)
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Maximum number of vertex color sets per mesh.
|
|
*
|
|
* Normally: Diffuse, specular, ambient and emissive
|
|
* However one could use the vertex color sets for any other purpose, too.
|
|
*
|
|
* \note Some internal structures expect (and assert) this value
|
|
* to be at 4
|
|
*/
|
|
# define AI_MAX_NUMBER_OF_COLOR_SETS 0x4
|
|
|
|
#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
|
|
#if (!defined AI_MAX_NUMBER_OF_TEXTURECOORDS)
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Maximum number of texture coord sets (UV(W) channels) per mesh
|
|
*
|
|
* The material system uses the AI_MATKEY_UVWSRC_XXX keys to specify
|
|
* which UVW channel serves as data source for a texture,
|
|
*
|
|
* \note Some internal structures expect (and assert) this value
|
|
* to be 4
|
|
*/
|
|
# define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x4
|
|
|
|
// NOTE (Aramis): If you change these values, make sure that you also
|
|
// change the corresponding values in all Assimp ports.
|
|
|
|
// **********************************************************
|
|
// Java: Mesh.java,
|
|
// Mesh.MAX_NUMBER_OF_TEXTURECOORDS
|
|
// Mesh.MAX_NUMBER_OF_COLOR_SETS
|
|
// **********************************************************
|
|
|
|
#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Enumerates the types of geometric primitives supported by Assimp.
|
|
*/
|
|
enum aiPrimitiveType
|
|
{
|
|
/** A point primitive.
|
|
*
|
|
* This is just a single vertex in the virtual world,
|
|
* #aiFace contains just one index for such a primitive.
|
|
*/
|
|
aiPrimitiveType_POINT = 0x1,
|
|
|
|
/** A line primitive.
|
|
*
|
|
* This is a line defined through a start and an end position.
|
|
* #aiFace contains exactly two indices for such a primitive.
|
|
*/
|
|
aiPrimitiveType_LINE = 0x2,
|
|
|
|
/** A triangular primitive.
|
|
*
|
|
* A triangle consists of three indices.
|
|
*/
|
|
aiPrimitiveType_TRIANGLE = 0x4,
|
|
|
|
/** A higher-level polygon with more than 3 edges.
|
|
*
|
|
* A triangle is a polygon, but polygon in this context means
|
|
* "all polygons that are not triangles". The "Triangulate"-Step
|
|
* is provided for your convinience, it splits all polygons in
|
|
* triangles (which are much easier to handle).
|
|
*/
|
|
aiPrimitiveType_POLYGON = 0x8,
|
|
|
|
|
|
/** This value is not used. It is just there to force the
|
|
* compiler to map this enum to a 32 Bit integer.
|
|
*/
|
|
_aiPrimitiveType_Force32Bit = 0x9fffffff
|
|
};
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** A mesh represents a geometry or model with a single material.
|
|
*
|
|
* It usually consists of a number of vertices and a series of primitives/faces
|
|
* referencing the vertices. In addition there might be a series of bones, each
|
|
* of them addressing a number of vertices with a certain weight. Vertex data
|
|
* is presented in channels with each channel containing a single per-vertex
|
|
* information such as a set of texture coords or a normal vector.
|
|
* If a data pointer is non-null, the corresponding data stream is present.
|
|
* From C++-programs you can also use the comfort functions Has*() to
|
|
* test for the presence of various data streams.
|
|
*
|
|
* A Mesh uses only a single material which is referenced by a material ID.
|
|
* \note The mPositions member is not optional, although a Has()-Method is
|
|
* provided for it. However, positions *could* be missing if the
|
|
* AI_SCENE_FLAGS_INCOMPLETE flag is set in aiScene::mFlags.
|
|
*/
|
|
struct aiMesh
|
|
{
|
|
/** Bitwise combination of the members of the #aiPrimitiveType enum.
|
|
* This specifies which types of primitives are present in the mesh.
|
|
* The "SortByPrimitiveType"-Step can be used to make sure the
|
|
* output meshes consist of one primitive type each.
|
|
*/
|
|
unsigned int mPrimitiveTypes;
|
|
|
|
/** The number of vertices in this mesh.
|
|
* This is also the size of all of the per-vertex data arrays
|
|
*/
|
|
unsigned int mNumVertices;
|
|
|
|
/** The number of primitives (triangles, polygons, lines) in this mesh.
|
|
* This is also the size of the mFaces array
|
|
*/
|
|
unsigned int mNumFaces;
|
|
|
|
/** Vertex positions.
|
|
* This array is always present in a mesh. The array is
|
|
* mNumVertices in size.
|
|
*/
|
|
C_STRUCT aiVector3D* mVertices;
|
|
|
|
/** Vertex normals.
|
|
* The array contains normalized vectors, NULL if not present.
|
|
* The array is mNumVertices in size. Normals are undefined for
|
|
* point and line primitives. A mesh consisting of points and
|
|
* lines only may not have normal vectors. Meshes with mixed
|
|
* primitive types (i.e. lines and triangles) may have normals,
|
|
* but the normals for vertices that are only referenced by
|
|
* point or line primitives are undefined and set to QNaN (WARN:
|
|
* qNaN compares to inequal to *everything*, even to qNaN itself.
|
|
* Use code like this
|
|
* @code
|
|
* #define IS_QNAN(f) (f != f)
|
|
* @endcode
|
|
* to check whether a field is qnan).
|
|
* @note Normal vectors computed by Assimp are always unit-length.
|
|
* However, this needn't apply for normals that have been taken
|
|
* directly from the model file.
|
|
*/
|
|
C_STRUCT aiVector3D* mNormals;
|
|
|
|
/** Vertex tangents.
|
|
* The tangent of a vertex points in the direction of the positive
|
|
* X texture axis. The array contains normalized vectors, NULL if
|
|
* not present. The array is mNumVertices in size. A mesh consisting
|
|
* of points and lines only may not have normal vectors. Meshes with
|
|
* mixed primitive types (i.e. lines and triangles) may have
|
|
* normals, but the normals for vertices that are only referenced by
|
|
* point or line primitives are undefined and set to QNaN.
|
|
* @note If the mesh contains tangents, it automatically also
|
|
* contains bitangents (the bitangent is just the cross product of
|
|
* tangent and normal vectors).
|
|
*/
|
|
C_STRUCT aiVector3D* mTangents;
|
|
|
|
/** Vertex bitangents.
|
|
* The bitangent of a vertex points in the direction of the positive
|
|
* Y texture axis. The array contains normalized vectors, NULL if not
|
|
* present. The array is mNumVertices in size.
|
|
* @note If the mesh contains tangents, it automatically also contains
|
|
* bitangents.
|
|
*/
|
|
C_STRUCT aiVector3D* mBitangents;
|
|
|
|
/** Vertex color sets.
|
|
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
|
|
* colors per vertex. NULL if not present. Each array is
|
|
* mNumVertices in size if present.
|
|
*/
|
|
C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
|
|
|
/** Vertex texture coords, also known as UV channels.
|
|
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
|
|
* vertex. NULL if not present. The array is mNumVertices in size.
|
|
*/
|
|
C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
|
|
|
/** Specifies the number of components for a given UV channel.
|
|
* Up to three channels are supported (UVW, for accessing volume
|
|
* or cube maps). If the value is 2 for a given channel n, the
|
|
* component p.z of mTextureCoords[n][p] is set to 0.0f.
|
|
* If the value is 1 for a given channel, p.y is set to 0.0f, too.
|
|
* If this value is 0, 2 should be assumed.
|
|
* @note 4D coords are not supported
|
|
*/
|
|
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
|
|
|
/** The faces the mesh is contstructed from.
|
|
* Each face referres to a number of vertices by their indices.
|
|
* This array is always present in a mesh, its size is given
|
|
* in mNumFaces. If the AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
|
|
* is NOT set each face references an unique set of vertices.
|
|
*/
|
|
C_STRUCT aiFace* mFaces;
|
|
|
|
/** The number of bones this mesh contains.
|
|
* Can be 0, in which case the mBones array is NULL.
|
|
*/
|
|
unsigned int mNumBones;
|
|
|
|
/** The bones of this mesh.
|
|
* A bone consists of a name by which it can be found in the
|
|
* frame hierarchy and a set of vertex weights.
|
|
*/
|
|
C_STRUCT aiBone** mBones;
|
|
|
|
/** The material used by this mesh.
|
|
* A mesh does use only a single material. If an imported model uses
|
|
* multiple materials, the import splits up the mesh. Use this value
|
|
* as index into the scene's material list.
|
|
*/
|
|
unsigned int mMaterialIndex;
|
|
|
|
#ifdef __cplusplus
|
|
|
|
//! Default constructor. Initializes all members to 0
|
|
aiMesh()
|
|
{
|
|
mNumVertices = 0;
|
|
mNumFaces = 0;
|
|
mPrimitiveTypes = 0;
|
|
mVertices = NULL; mFaces = NULL;
|
|
mNormals = NULL; mTangents = NULL;
|
|
mBitangents = NULL;
|
|
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
|
|
{
|
|
mNumUVComponents[a] = 0;
|
|
mTextureCoords[a] = NULL;
|
|
}
|
|
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
|
|
mColors[a] = NULL;
|
|
mNumBones = 0; mBones = NULL;
|
|
mMaterialIndex = 0;
|
|
}
|
|
|
|
//! Deletes all storage allocated for the mesh
|
|
~aiMesh()
|
|
{
|
|
delete [] mVertices;
|
|
delete [] mNormals;
|
|
delete [] mTangents;
|
|
delete [] mBitangents;
|
|
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
|
|
delete [] mTextureCoords[a];
|
|
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
|
|
delete [] mColors[a];
|
|
|
|
// DO NOT REMOVE THIS ADDITIONAL CHECK
|
|
if (mNumBones && mBones)
|
|
{
|
|
for( unsigned int a = 0; a < mNumBones; a++)
|
|
delete mBones[a];
|
|
delete [] mBones;
|
|
}
|
|
delete [] mFaces;
|
|
}
|
|
|
|
//! Check whether the mesh contains positions. If no special scene flags
|
|
//! (such as AI_SCENE_FLAGS_ANIM_SKELETON_ONLY) are set this MUST
|
|
//! always return true
|
|
inline bool HasPositions() const
|
|
{ return mVertices != NULL && mNumVertices > 0; }
|
|
|
|
//! Check whether the mesh contains faces. If no special scene flags
|
|
//! are set this should always return true
|
|
inline bool HasFaces() const
|
|
{ return mFaces != NULL && mNumFaces > 0; }
|
|
|
|
//! Check whether the mesh contains normal vectors
|
|
inline bool HasNormals() const
|
|
{ return mNormals != NULL && mNumVertices > 0; }
|
|
|
|
//! Check whether the mesh contains tangent and bitangent vectors
|
|
//! It is not possible that it contains tangents and no bitangents
|
|
//! (or the other way round). The existence of one of them
|
|
//! implies that the second is there, too.
|
|
inline bool HasTangentsAndBitangents() const
|
|
{ return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; }
|
|
|
|
//! Check whether the mesh contains a vertex color set
|
|
//! \param pIndex Index of the vertex color set
|
|
inline bool HasVertexColors( unsigned int pIndex) const
|
|
{
|
|
if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
|
|
return false;
|
|
else
|
|
return mColors[pIndex] != NULL && mNumVertices > 0;
|
|
}
|
|
|
|
//! Check whether the mesh contains a texture coordinate set
|
|
//! \param pIndex Index of the texture coordinates set
|
|
inline 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
|
|
inline 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
|
|
inline 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
|
|
|
|
#endif // __AI_MESH_H_INC
|
|
|