1178 lines
38 KiB
C++
1178 lines
38 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) 2006-2024, 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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/** @file mesh.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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#pragma once
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#ifndef AI_MESH_H_INC
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#define AI_MESH_H_INC
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#ifdef __GNUC__
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#pragma GCC system_header
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#endif
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#ifdef _MSC_VER
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#pragma warning(disable : 4351)
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#endif // _MSC_VER
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#include <assimp/aabb.h>
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#include <assimp/types.h>
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#ifdef __cplusplus
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#include <unordered_set>
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extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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// Limits. These values are required to match the settings Assimp was
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// compiled against. Therefore, do not redefine them unless you build the
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// library from source using the same definitions.
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// ---------------------------------------------------------------------------
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/** @def AI_MAX_FACE_INDICES
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* Maximum number of indices per face (polygon). */
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#ifndef AI_MAX_FACE_INDICES
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#define AI_MAX_FACE_INDICES 0x7fff
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#endif
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/** @def AI_MAX_BONE_WEIGHTS
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* Maximum number of indices per face (polygon). */
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#ifndef AI_MAX_BONE_WEIGHTS
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#define AI_MAX_BONE_WEIGHTS 0x7fffffff
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#endif
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/** @def AI_MAX_VERTICES
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* Maximum number of vertices per mesh. */
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#ifndef AI_MAX_VERTICES
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#define AI_MAX_VERTICES 0x7fffffff
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#endif
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/** @def AI_MAX_FACES
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* Maximum number of faces per mesh. */
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#ifndef AI_MAX_FACES
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#define AI_MAX_FACES 0x7fffffff
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#endif
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/** @def AI_MAX_NUMBER_OF_COLOR_SETS
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* Supported number of vertex color sets per mesh. */
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#ifndef AI_MAX_NUMBER_OF_COLOR_SETS
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#define AI_MAX_NUMBER_OF_COLOR_SETS 0x8
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#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
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/** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
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* Supported number of texture coord sets (UV(W) channels) per mesh */
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#ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
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#define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8
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#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
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// ---------------------------------------------------------------------------
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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' sub-meshes. 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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//! Number of indices defining this face.
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//! The maximum value for this member is #AI_MAX_FACE_INDICES.
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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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//! @brief Default constructor.
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aiFace() AI_NO_EXCEPT
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: mNumIndices(0),
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mIndices(nullptr) {
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// empty
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}
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//! @brief Default destructor. Delete the index array
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~aiFace() {
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delete[] mIndices;
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}
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//! @brief Copy constructor. Copy the index array
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aiFace(const aiFace &o) :
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mNumIndices(0), mIndices(nullptr) {
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*this = o;
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}
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//! @brief Assignment operator. Copy the index array
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aiFace &operator=(const aiFace &o) {
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if (&o == this) {
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return *this;
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}
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delete[] mIndices;
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mNumIndices = o.mNumIndices;
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if (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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} else {
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mIndices = nullptr;
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}
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return *this;
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}
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//! @brief Comparison operator. Checks whether the index array of two faces is identical.
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bool operator==(const aiFace &o) const {
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if (mIndices == o.mIndices) {
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return true;
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}
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if (nullptr != mIndices && mNumIndices != o.mNumIndices) {
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return false;
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}
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if (nullptr == mIndices) {
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return false;
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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]) {
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return false;
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}
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}
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return true;
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}
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//! @brief 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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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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//! 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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ai_real mWeight;
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#ifdef __cplusplus
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//! @brief Default constructor
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aiVertexWeight() AI_NO_EXCEPT
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: mVertexId(0),
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mWeight(0.0f) {
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// empty
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}
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//! @brief Initialization 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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// empty
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}
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bool operator==(const aiVertexWeight &rhs) const {
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return (mVertexId == rhs.mVertexId && mWeight == rhs.mWeight);
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}
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bool operator!=(const aiVertexWeight &rhs) const {
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return (*this == rhs);
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}
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#endif // __cplusplus
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};
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// Forward declare aiNode (pointer use only)
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struct aiNode;
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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, and a matrix relating the mesh position to the
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* position of the bone at the time of binding.
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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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*/
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C_STRUCT aiString mName;
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/**
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* The number of vertices affected by this bone.
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* The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
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*/
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unsigned int mNumWeights;
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#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
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/**
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* The bone armature node - used for skeleton conversion
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* you must enable aiProcess_PopulateArmatureData to populate this
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*/
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C_STRUCT aiNode *mArmature;
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/**
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* The bone node in the scene - used for skeleton conversion
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* you must enable aiProcess_PopulateArmatureData to populate this
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*/
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C_STRUCT aiNode *mNode;
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#endif
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/**
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* The influence weights of this bone, by vertex index.
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*/
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C_STRUCT aiVertexWeight *mWeights;
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/**
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* Matrix that transforms from mesh space to bone space in bind pose.
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*
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* This matrix describes the position of the mesh
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* in the local space of this bone when the skeleton was bound.
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* Thus it can be used directly to determine a desired vertex position,
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* given the world-space transform of the bone when animated,
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* and the position of the vertex in mesh space.
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*
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* It is sometimes called an inverse-bind matrix,
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* or inverse bind pose matrix.
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*/
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C_STRUCT aiMatrix4x4 mOffsetMatrix;
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#ifdef __cplusplus
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/// @brief Default constructor
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aiBone() AI_NO_EXCEPT
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: mName(),
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mNumWeights(0),
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#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
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mArmature(nullptr),
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mNode(nullptr),
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#endif
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mWeights(nullptr),
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mOffsetMatrix() {
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// empty
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}
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/// @brief Copy constructor
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aiBone(const aiBone &other) :
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mName(other.mName),
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mNumWeights(other.mNumWeights),
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#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
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mArmature(nullptr),
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mNode(nullptr),
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#endif
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mWeights(nullptr),
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mOffsetMatrix(other.mOffsetMatrix) {
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copyVertexWeights(other);
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}
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void copyVertexWeights( const aiBone &other ) {
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if (other.mWeights == nullptr || other.mNumWeights == 0) {
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mWeights = nullptr;
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mNumWeights = 0;
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return;
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}
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mNumWeights = other.mNumWeights;
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if (mWeights) {
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delete[] mWeights;
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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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//! @brief Assignment operator
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aiBone &operator = (const aiBone &other) {
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if (this == &other) {
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return *this;
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}
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mName = other.mName;
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mNumWeights = other.mNumWeights;
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mOffsetMatrix = other.mOffsetMatrix;
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copyVertexWeights(other);
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return *this;
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}
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/// @brief Compare operator.
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bool operator==(const aiBone &rhs) const {
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if (mName != rhs.mName || mNumWeights != rhs.mNumWeights ) {
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return false;
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}
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for (size_t i = 0; i < mNumWeights; ++i) {
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if (mWeights[i] != rhs.mWeights[i]) {
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return false;
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}
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}
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return true;
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}
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//! @brief Destructor - deletes the array of vertex weights
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~aiBone() {
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delete[] mWeights;
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}
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#endif // __cplusplus
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};
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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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* @brief 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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/**
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* @brief 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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/**
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* @brief 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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/**
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* @brief 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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/**
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* @brief A flag to determine whether this triangles only mesh is NGON encoded.
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*
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* NGON encoding is a special encoding that tells whether 2 or more consecutive triangles
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* should be considered as a triangle fan. This is identified by looking at the first vertex index.
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* 2 consecutive triangles with the same 1st vertex index are part of the same
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* NGON.
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*
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* At the moment, only quads (concave or convex) are supported, meaning that polygons are 'seen' as
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* triangles, as usual after a triangulation pass.
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*
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* To get an NGON encoded mesh, please use the aiProcess_Triangulate post process.
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*
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* @see aiProcess_Triangulate
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* @link https://github.com/KhronosGroup/glTF/pull/1620
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*/
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aiPrimitiveType_NGONEncodingFlag = 0x10,
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/**
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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 = INT_MAX
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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 An AnimMesh is an attachment to an #aiMesh stores per-vertex
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* animations for a particular frame.
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*
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* You may think of an #aiAnimMesh as a `patch` for the host mesh, which
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* replaces only certain vertex data streams at a particular time.
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* Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
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* The actual relationship between the time line and anim meshes is
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* established by #aiMeshAnim, which references singular mesh attachments
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* by their ID and binds them to a time offset.
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*/
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struct aiAnimMesh {
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/**Anim Mesh name */
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C_STRUCT aiString mName;
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/** Replacement for aiMesh::mVertices. If this array is non-nullptr,
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* it *must* contain mNumVertices entries. The corresponding
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* array in the host mesh must be non-nullptr as well - animation
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* meshes may neither add or nor remove vertex components (if
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* a replacement array is nullptr and the corresponding source
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* array is not, the source data is taken instead)*/
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C_STRUCT aiVector3D *mVertices;
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/** Replacement for aiMesh::mNormals. */
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C_STRUCT aiVector3D *mNormals;
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/** Replacement for aiMesh::mTangents. */
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C_STRUCT aiVector3D *mTangents;
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/** Replacement for aiMesh::mBitangents. */
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C_STRUCT aiVector3D *mBitangents;
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/** Replacement for aiMesh::mColors */
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C_STRUCT aiColor4D *mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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/** Replacement for aiMesh::mTextureCoords */
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C_STRUCT aiVector3D *mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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/** The number of vertices in the aiAnimMesh, and thus the length of all
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* the member arrays.
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*
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* This has always the same value as the mNumVertices property in the
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* corresponding aiMesh. It is duplicated here merely to make the length
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* of the member arrays accessible even if the aiMesh is not known, e.g.
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* from language bindings.
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*/
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unsigned int mNumVertices;
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/**
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* Weight of the AnimMesh.
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*/
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float mWeight;
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#ifdef __cplusplus
|
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/// @brief The class constructor.
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aiAnimMesh() AI_NO_EXCEPT :
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mVertices(nullptr),
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mNormals(nullptr),
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mTangents(nullptr),
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mBitangents(nullptr),
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mColors {nullptr},
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mTextureCoords{nullptr},
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mNumVertices(0),
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mWeight(0.0f) {
|
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// empty
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}
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/// @brief The class destructor.
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~aiAnimMesh() {
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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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}
|
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for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
|
|
delete[] mColors[a];
|
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}
|
|
}
|
|
|
|
/**
|
|
* @brief Check whether the anim-mesh overrides the vertex positions
|
|
* of its host mesh.
|
|
* @return true if positions are stored, false if not.
|
|
*/
|
|
bool HasPositions() const {
|
|
return mVertices != nullptr;
|
|
}
|
|
|
|
/**
|
|
* @brief Check whether the anim-mesh overrides the vertex normals
|
|
* of its host mesh
|
|
* @return true if normals are stored, false if not.
|
|
*/
|
|
bool HasNormals() const {
|
|
return mNormals != nullptr;
|
|
}
|
|
|
|
/**
|
|
* @brief Check whether the anim-mesh overrides the vertex tangents
|
|
* and bitangents of its host mesh. As for aiMesh,
|
|
* tangents and bitangents always go together.
|
|
* @return true if tangents and bi-tangents are stored, false if not.
|
|
*/
|
|
bool HasTangentsAndBitangents() const {
|
|
return mTangents != nullptr;
|
|
}
|
|
|
|
/**
|
|
* @brief Check whether the anim mesh overrides a particular
|
|
* set of vertex colors on his host mesh.
|
|
* @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS
|
|
* @return true if vertex colors are stored, false if not.
|
|
*/
|
|
|
|
bool HasVertexColors(unsigned int pIndex) const {
|
|
return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != nullptr;
|
|
}
|
|
|
|
/**
|
|
* @brief Check whether the anim mesh overrides a particular
|
|
* set of texture coordinates on his host mesh.
|
|
* @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS
|
|
* @return true if texture coordinates are stored, false if not.
|
|
*/
|
|
bool HasTextureCoords(unsigned int pIndex) const {
|
|
return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != nullptr;
|
|
}
|
|
|
|
#endif
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief Enumerates the methods of mesh morphing supported by Assimp.
|
|
*/
|
|
enum aiMorphingMethod {
|
|
/** Morphing method to be determined */
|
|
aiMorphingMethod_UNKNOWN = 0x0,
|
|
|
|
/** Interpolation between morph targets */
|
|
aiMorphingMethod_VERTEX_BLEND = 0x1,
|
|
|
|
/** Normalized morphing between morph targets */
|
|
aiMorphingMethod_MORPH_NORMALIZED = 0x2,
|
|
|
|
/** Relative morphing between morph targets */
|
|
aiMorphingMethod_MORPH_RELATIVE = 0x3,
|
|
|
|
/** This value is not used. It is just here to force the
|
|
* compiler to map this enum to a 32 Bit integer.
|
|
*/
|
|
#ifndef SWIG
|
|
_aiMorphingMethod_Force32Bit = INT_MAX
|
|
#endif
|
|
}; //! enum aiMorphingMethod
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** @brief 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 coordinates 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 usually not optional. However, vertex positions
|
|
* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
|
|
* @code
|
|
* aiScene::mFlags
|
|
* @endcode
|
|
*/
|
|
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.
|
|
* The maximum value for this member is #AI_MAX_VERTICES.
|
|
*/
|
|
unsigned int mNumVertices;
|
|
|
|
/**
|
|
* The number of primitives (triangles, polygons, lines) in this mesh.
|
|
* This is also the size of the mFaces array.
|
|
* The maximum value for this member is #AI_MAX_FACES.
|
|
*/
|
|
unsigned int mNumFaces;
|
|
|
|
/**
|
|
* @brief Vertex positions.
|
|
*
|
|
* This array is always present in a mesh. The array is
|
|
* mNumVertices in size.
|
|
*/
|
|
C_STRUCT aiVector3D *mVertices;
|
|
|
|
/**
|
|
* @brief Vertex normals.
|
|
*
|
|
* The array contains normalized vectors, nullptr 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.
|
|
* Using code like this to check whether a field is qnan is:
|
|
* @code
|
|
* #define IS_QNAN(f) (f != f)
|
|
* @endcode
|
|
* still dangerous because even 1.f == 1.f could evaluate to false! (
|
|
* remember the subtleties of IEEE754 artithmetics). Use stuff like
|
|
* @c fpclassify instead.
|
|
* @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;
|
|
|
|
/**
|
|
* @brief Vertex tangents.
|
|
*
|
|
* The tangent of a vertex points in the direction of the positive
|
|
* X texture axis. The array contains normalized vectors, nullptr 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. See
|
|
* the #mNormals member for a detailed discussion of qNaNs.
|
|
* @note If the mesh contains tangents, it automatically also
|
|
* contains bitangents.
|
|
*/
|
|
C_STRUCT aiVector3D *mTangents;
|
|
|
|
/**
|
|
* @brief Vertex bitangents.
|
|
*
|
|
* The bitangent of a vertex points in the direction of the positive
|
|
* Y texture axis. The array contains normalized vectors, nullptr if not
|
|
* present. The array is mNumVertices in size.
|
|
* @note If the mesh contains tangents, it automatically also contains
|
|
* bitangents.
|
|
*/
|
|
C_STRUCT aiVector3D *mBitangents;
|
|
|
|
/**
|
|
* @brief Vertex color sets.
|
|
*
|
|
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
|
|
* colors per vertex. nullptr if not present. Each array is
|
|
* mNumVertices in size if present.
|
|
*/
|
|
C_STRUCT aiColor4D *mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
|
|
|
/**
|
|
* @brief Vertex texture coordinates, also known as UV channels.
|
|
*
|
|
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS channels per
|
|
* vertex. Used and unused (nullptr) channels may go in any order.
|
|
* The array is mNumVertices in size.
|
|
*/
|
|
C_STRUCT aiVector3D *mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
|
|
|
/**
|
|
* @brief 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.
|
|
* @note 4D coordinates are not supported
|
|
*/
|
|
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
|
|
|
/**
|
|
* @brief The faces the mesh is constructed from.
|
|
*
|
|
* Each face refers 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 nullptr.
|
|
*/
|
|
unsigned int mNumBones;
|
|
|
|
/**
|
|
* @brief 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;
|
|
|
|
/**
|
|
* @brief The material used by this mesh.
|
|
*
|
|
* A mesh uses 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;
|
|
|
|
/**
|
|
* Name of the mesh. Meshes can be named, but this is not a
|
|
* requirement and leaving this field empty is totally fine.
|
|
* There are mainly three uses for mesh names:
|
|
* - some formats name nodes and meshes independently.
|
|
* - importers tend to split meshes up to meet the
|
|
* one-material-per-mesh requirement. Assigning
|
|
* the same (dummy) name to each of the result meshes
|
|
* aids the caller at recovering the original mesh
|
|
* partitioning.
|
|
* - Vertex animations refer to meshes by their names.
|
|
*/
|
|
C_STRUCT aiString mName;
|
|
|
|
/**
|
|
* The number of attachment meshes.
|
|
* Currently known to work with loaders:
|
|
* - Collada
|
|
* - gltf
|
|
*/
|
|
unsigned int mNumAnimMeshes;
|
|
|
|
/**
|
|
* Attachment meshes for this mesh, for vertex-based animation.
|
|
* Attachment meshes carry replacement data for some of the
|
|
* mesh'es vertex components (usually positions, normals).
|
|
* Currently known to work with loaders:
|
|
* - Collada
|
|
* - gltf
|
|
*/
|
|
C_STRUCT aiAnimMesh **mAnimMeshes;
|
|
|
|
/**
|
|
* Method of morphing when anim-meshes are specified.
|
|
* @see aiMorphingMethod to learn more about the provided morphing targets.
|
|
*/
|
|
enum aiMorphingMethod mMethod;
|
|
|
|
/**
|
|
* The bounding box.
|
|
*/
|
|
C_STRUCT aiAABB mAABB;
|
|
|
|
/**
|
|
* Vertex UV stream names. Pointer to array of size AI_MAX_NUMBER_OF_TEXTURECOORDS
|
|
*/
|
|
C_STRUCT aiString **mTextureCoordsNames;
|
|
|
|
#ifdef __cplusplus
|
|
|
|
//! The default class constructor.
|
|
aiMesh() AI_NO_EXCEPT
|
|
: mPrimitiveTypes(0),
|
|
mNumVertices(0),
|
|
mNumFaces(0),
|
|
mVertices(nullptr),
|
|
mNormals(nullptr),
|
|
mTangents(nullptr),
|
|
mBitangents(nullptr),
|
|
mColors{nullptr},
|
|
mTextureCoords{nullptr},
|
|
mNumUVComponents{0},
|
|
mFaces(nullptr),
|
|
mNumBones(0),
|
|
mBones(nullptr),
|
|
mMaterialIndex(0),
|
|
mNumAnimMeshes(0),
|
|
mAnimMeshes(nullptr),
|
|
mMethod(aiMorphingMethod_UNKNOWN),
|
|
mAABB(),
|
|
mTextureCoordsNames(nullptr) {
|
|
// empty
|
|
}
|
|
|
|
//! @brief The class destructor.
|
|
~aiMesh() {
|
|
delete[] mVertices;
|
|
delete[] mNormals;
|
|
delete[] mTangents;
|
|
delete[] mBitangents;
|
|
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
|
|
delete[] mTextureCoords[a];
|
|
}
|
|
|
|
if (mTextureCoordsNames) {
|
|
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
|
|
delete mTextureCoordsNames[a];
|
|
}
|
|
delete[] mTextureCoordsNames;
|
|
}
|
|
|
|
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) {
|
|
std::unordered_set<const aiBone *> bones;
|
|
for (unsigned int a = 0; a < mNumBones; a++) {
|
|
if (mBones[a]) {
|
|
bones.insert(mBones[a]);
|
|
}
|
|
}
|
|
for (const aiBone *bone: bones) {
|
|
delete bone;
|
|
}
|
|
delete[] mBones;
|
|
}
|
|
|
|
if (mNumAnimMeshes && mAnimMeshes) {
|
|
for (unsigned int a = 0; a < mNumAnimMeshes; a++) {
|
|
delete mAnimMeshes[a];
|
|
}
|
|
delete[] mAnimMeshes;
|
|
}
|
|
|
|
delete[] mFaces;
|
|
}
|
|
|
|
//! @brief Check whether the mesh contains positions. Provided no special
|
|
//! scene flags are set, this will always be true
|
|
//! @return true, if positions are stored, false if not.
|
|
bool HasPositions() const {
|
|
return mVertices != nullptr && mNumVertices > 0;
|
|
}
|
|
|
|
//! @brief Check whether the mesh contains faces. If no special scene flags
|
|
//! are set this should always return true
|
|
//! @return true, if faces are stored, false if not.
|
|
bool HasFaces() const {
|
|
return mFaces != nullptr && mNumFaces > 0;
|
|
}
|
|
|
|
//! @brief Check whether the mesh contains normal vectors
|
|
//! @return true, if normals are stored, false if not.
|
|
bool HasNormals() const {
|
|
return mNormals != nullptr && mNumVertices > 0;
|
|
}
|
|
|
|
//! @brief 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.
|
|
//! @return true, if tangents and bi-tangents are stored, false if not.
|
|
bool HasTangentsAndBitangents() const {
|
|
return mTangents != nullptr && mBitangents != nullptr && mNumVertices > 0;
|
|
}
|
|
|
|
//! @brief Check whether the mesh contains a vertex color set
|
|
//! @param index Index of the vertex color set
|
|
//! @return true, if vertex colors are stored, false if not.
|
|
bool HasVertexColors(unsigned int index) const {
|
|
if (index >= AI_MAX_NUMBER_OF_COLOR_SETS) {
|
|
return false;
|
|
}
|
|
return mColors[index] != nullptr && mNumVertices > 0;
|
|
}
|
|
|
|
//! @brief Check whether the mesh contains a texture coordinate set
|
|
//! @param index Index of the texture coordinates set
|
|
//! @return true, if texture coordinates are stored, false if not.
|
|
bool HasTextureCoords(unsigned int index) const {
|
|
if (index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
|
return false;
|
|
}
|
|
return (mTextureCoords[index] != nullptr && mNumVertices > 0);
|
|
}
|
|
|
|
//! @brief Get the number of UV channels the mesh contains.
|
|
//! @return the number of stored uv-channels.
|
|
unsigned int GetNumUVChannels() const {
|
|
unsigned int n(0);
|
|
for (unsigned i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) {
|
|
if (mTextureCoords[i]) {
|
|
++n;
|
|
}
|
|
}
|
|
|
|
return n;
|
|
}
|
|
|
|
//! @brief Get the number of vertex color channels the mesh contains.
|
|
//! @return The number of stored color channels.
|
|
unsigned int GetNumColorChannels() const {
|
|
unsigned int n(0);
|
|
while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n]) {
|
|
++n;
|
|
}
|
|
return n;
|
|
}
|
|
|
|
//! @brief Check whether the mesh contains bones.
|
|
//! @return true, if bones are stored.
|
|
bool HasBones() const {
|
|
return mBones != nullptr && mNumBones > 0;
|
|
}
|
|
|
|
//! @brief Check whether the mesh contains a texture coordinate set name
|
|
//! @param pIndex Index of the texture coordinates set
|
|
//! @return true, if texture coordinates for the index exists.
|
|
bool HasTextureCoordsName(unsigned int pIndex) const {
|
|
if (mTextureCoordsNames == nullptr || pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
|
return false;
|
|
}
|
|
return mTextureCoordsNames[pIndex] != nullptr;
|
|
}
|
|
|
|
//! @brief Set a texture coordinate set name
|
|
//! @param pIndex Index of the texture coordinates set
|
|
//! @param texCoordsName name of the texture coordinate set
|
|
void SetTextureCoordsName(unsigned int pIndex, const aiString &texCoordsName) {
|
|
if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
|
return;
|
|
}
|
|
|
|
if (mTextureCoordsNames == nullptr) {
|
|
// Construct and null-init array
|
|
mTextureCoordsNames = new aiString *[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
|
for (size_t i=0; i<AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
|
|
mTextureCoordsNames[i] = nullptr;
|
|
}
|
|
}
|
|
|
|
if (texCoordsName.length == 0) {
|
|
delete mTextureCoordsNames[pIndex];
|
|
mTextureCoordsNames[pIndex] = nullptr;
|
|
return;
|
|
}
|
|
|
|
if (mTextureCoordsNames[pIndex] == nullptr) {
|
|
mTextureCoordsNames[pIndex] = new aiString(texCoordsName);
|
|
return;
|
|
}
|
|
|
|
*mTextureCoordsNames[pIndex] = texCoordsName;
|
|
}
|
|
|
|
//! @brief Get a texture coordinate set name
|
|
//! @param pIndex Index of the texture coordinates set
|
|
//! @return The texture coordinate name.
|
|
const aiString *GetTextureCoordsName(unsigned int index) const {
|
|
if (mTextureCoordsNames == nullptr || index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
|
return nullptr;
|
|
}
|
|
|
|
return mTextureCoordsNames[index];
|
|
}
|
|
|
|
#endif // __cplusplus
|
|
};
|
|
|
|
/**
|
|
* @brief A skeleton bone represents a single bone is a skeleton structure.
|
|
*
|
|
* Skeleton-Animations can be represented via a skeleton struct, which describes
|
|
* a hierarchical tree assembled from skeleton bones. A bone is linked to a mesh.
|
|
* The bone knows its parent bone. If there is no parent bone the parent id is
|
|
* marked with -1.
|
|
* The skeleton-bone stores a pointer to its used armature. If there is no
|
|
* armature this value if set to nullptr.
|
|
* A skeleton bone stores its offset-matrix, which is the absolute transformation
|
|
* for the bone. The bone stores the locale transformation to its parent as well.
|
|
* You can compute the offset matrix by multiplying the hierarchy like:
|
|
* Tree: s1 -> s2 -> s3
|
|
* Offset-Matrix s3 = locale-s3 * locale-s2 * locale-s1
|
|
*/
|
|
struct aiSkeletonBone {
|
|
/// The parent bone index, is -1 one if this bone represents the root bone.
|
|
int mParent;
|
|
|
|
|
|
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
|
|
/// @brief The bone armature node - used for skeleton conversion
|
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/// you must enable aiProcess_PopulateArmatureData to populate this
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C_STRUCT aiNode *mArmature;
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/// @brief The bone node in the scene - used for skeleton conversion
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/// you must enable aiProcess_PopulateArmatureData to populate this
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C_STRUCT aiNode *mNode;
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|
|
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#endif
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/// @brief The number of weights
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unsigned int mNumnWeights;
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|
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/// The mesh index, which will get influenced by the weight.
|
|
C_STRUCT aiMesh *mMeshId;
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|
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/// The influence weights of this bone, by vertex index.
|
|
C_STRUCT aiVertexWeight *mWeights;
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|
|
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/** Matrix that transforms from bone space to mesh space in bind pose.
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|
*
|
|
* This matrix describes the position of the mesh
|
|
* in the local space of this bone when the skeleton was bound.
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|
* Thus it can be used directly to determine a desired vertex position,
|
|
* given the world-space transform of the bone when animated,
|
|
* and the position of the vertex in mesh space.
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|
*
|
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* It is sometimes called an inverse-bind matrix,
|
|
* or inverse bind pose matrix.
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|
*/
|
|
C_STRUCT aiMatrix4x4 mOffsetMatrix;
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|
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/// Matrix that transforms the locale bone in bind pose.
|
|
C_STRUCT aiMatrix4x4 mLocalMatrix;
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|
|
|
#ifdef __cplusplus
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|
/// @brief The class constructor.
|
|
aiSkeletonBone() :
|
|
mParent(-1),
|
|
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
|
|
mArmature(nullptr),
|
|
mNode(nullptr),
|
|
#endif
|
|
mNumnWeights(0),
|
|
mMeshId(nullptr),
|
|
mWeights(nullptr),
|
|
mOffsetMatrix(),
|
|
mLocalMatrix() {
|
|
// empty
|
|
}
|
|
|
|
/// @brief The class constructor with its parent
|
|
/// @param parent The parent node index.
|
|
aiSkeletonBone(unsigned int parent) :
|
|
mParent(parent),
|
|
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
|
|
mArmature(nullptr),
|
|
mNode(nullptr),
|
|
#endif
|
|
mNumnWeights(0),
|
|
mMeshId(nullptr),
|
|
mWeights(nullptr),
|
|
mOffsetMatrix(),
|
|
mLocalMatrix() {
|
|
// empty
|
|
}
|
|
/// @brief The class destructor.
|
|
~aiSkeletonBone() {
|
|
delete[] mWeights;
|
|
mWeights = nullptr;
|
|
}
|
|
#endif // __cplusplus
|
|
};
|
|
/**
|
|
* @brief A skeleton represents the bone hierarchy of an animation.
|
|
*
|
|
* Skeleton animations can be described as a tree of bones:
|
|
* root
|
|
* |
|
|
* node1
|
|
* / \
|
|
* node3 node4
|
|
* If you want to calculate the transformation of node three you need to compute the
|
|
* transformation hierarchy for the transformation chain of node3:
|
|
* root->node1->node3
|
|
* Each node is represented as a skeleton instance.
|
|
*/
|
|
struct aiSkeleton {
|
|
/**
|
|
* @brief The name of the skeleton instance.
|
|
*/
|
|
C_STRUCT aiString mName;
|
|
|
|
/**
|
|
* @brief The number of bones in the skeleton.
|
|
*/
|
|
unsigned int mNumBones;
|
|
|
|
/**
|
|
* @brief The bone instance in the skeleton.
|
|
*/
|
|
C_STRUCT aiSkeletonBone **mBones;
|
|
|
|
#ifdef __cplusplus
|
|
/**
|
|
* @brief The class constructor.
|
|
*/
|
|
aiSkeleton() AI_NO_EXCEPT : mName(), mNumBones(0), mBones(nullptr) {
|
|
// empty
|
|
}
|
|
|
|
/**
|
|
* @brief The class destructor.
|
|
*/
|
|
~aiSkeleton() {
|
|
delete[] mBones;
|
|
}
|
|
#endif // __cplusplus
|
|
};
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif //! extern "C"
|
|
|
|
#endif // AI_MESH_H_INC
|
|
|