126 lines
4.6 KiB
C++
126 lines
4.6 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, 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
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following 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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/** Defines a post processing step to limit the number of bones affecting a single vertex. */
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#ifndef AI_LIMITBONEWEIGHTSPROCESS_H_INC
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#define AI_LIMITBONEWEIGHTSPROCESS_H_INC
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#include "BaseProcess.h"
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struct aiMesh;
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namespace Assimp
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{
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// NOTE: If you change these limits, don't forget to change the
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// corresponding values in all Assimp ports
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// **********************************************************
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// Java: PostProcessStep.java,
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// PostProcessStep.DEFAULT_BONE_WEIGHT_LIMIT
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// **********************************************************
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#if (!defined AI_LMW_MAX_WEIGHTS)
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# define AI_LMW_MAX_WEIGHTS 0x4
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#endif // !! AI_LMW_MAX_WEIGHTS
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// ---------------------------------------------------------------------------
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/** This post processing step limits the number of bones affecting a vertex
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* to a certain maximum value. If a vertex is affected by more than that number
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* of bones, the bone weight with the least influence on this vertex are removed.
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* The other weights on this bone are then renormalized to assure the sum weight
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* to be 1.
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*/
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class LimitBoneWeightsProcess : public BaseProcess
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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LimitBoneWeightsProcess();
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/** Destructor, private as well */
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~LimitBoneWeightsProcess();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag field.
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* @param pFlags The processing flags the importer was called with. A bitwise
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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protected:
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// -------------------------------------------------------------------
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/** Limits the bone weight count for all vertices in the given mesh.
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* @param pMesh The mesh to process.
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*/
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void ProcessMesh( aiMesh* pMesh);
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protected:
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/** Describes a bone weight on a vertex */
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struct Weight
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{
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unsigned int mBone; ///< Index of the bone
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float mWeight; ///< Weight of that bone on this vertex
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Weight() { }
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Weight( unsigned int pBone, float pWeight) { mBone = pBone; mWeight = pWeight; }
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/** Comparision operator to sort bone weights by descending weight */
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bool operator < (const Weight& pWeight) const { return mWeight > pWeight.mWeight; }
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};
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public:
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/** Maximum number of bones influencing any single vertex. */
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static unsigned int mMaxWeights;
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};
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} // end of namespace Assimp
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#endif // AI_LIMITBONEWEIGHTSPROCESS_H_INC
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