assimp/code/SplitLargeMeshes.h

175 lines
6.0 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 Defines a post processing step to split large meshes into submeshes
*/
#ifndef AI_SPLITLARGEMESHES_H_INC
#define AI_SPLITLARGEMESHES_H_INC
#include <vector>
#include "BaseProcess.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
namespace Assimp
{
class SplitLargeMeshesProcess_Triangle;
class SplitLargeMeshesProcess_Vertex;
// NOTE: If you change these limits, don't forget to change the
// corresponding values in all Assimp ports
// **********************************************************
// Java: PostProcessStep.java,
// PostProcessStep.DEFAULT_VERTEX_SPLIT_LIMIT
// PostProcessStep.DEFAULT_TRIANGLE_SPLIT_LIMIT
// **********************************************************
// default limit for vertices
#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
#endif
// default limit for triangles
#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
#endif
// ---------------------------------------------------------------------------
/** Postprocessing filter to split large meshes into submeshes
*
* Applied BEFORE the JoinVertices-Step occurs.
* Returns NON-UNIQUE vertices, splits by triangle number.
*/
class SplitLargeMeshesProcess_Triangle : public BaseProcess
{
friend class Importer;
friend class SplitLargeMeshesProcess_Vertex;
protected:
/** Constructor to be privately used by Importer */
SplitLargeMeshesProcess_Triangle();
/** Destructor, private as well */
~SplitLargeMeshesProcess_Triangle();
public:
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.
* @param pFlags The processing flags the importer was called with. A bitwise
* combination of #aiPostProcessSteps.
* @return true if the process is present in this flag fields, false if not.
*/
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.
* At the moment a process is not supposed to fail.
* @param pScene The imported data to work at.
*/
void Execute( aiScene* pScene);
private:
//! Apply the algorithm to a given mesh
void SplitMesh (unsigned int a, aiMesh* pcMesh,
std::vector<std::pair<aiMesh*, unsigned int> >& avList);
//! Update a node in the asset after a few of its meshes have been split
static void UpdateNode(aiNode* pcNode,
const std::vector<std::pair<aiMesh*, unsigned int> >& avList);
public:
//! Triangle limit set via aiSetTriangleSplitLimit()
static unsigned int LIMIT;
};
// ---------------------------------------------------------------------------
/** Postprocessing filter to split large meshes into submeshes
*
* Applied AFTER the JoinVertices-Step occurs.
* Returns UNIQUE vertices, splits by vertex number.
*/
class SplitLargeMeshesProcess_Vertex : public BaseProcess
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
SplitLargeMeshesProcess_Vertex();
/** Destructor, private as well */
~SplitLargeMeshesProcess_Vertex();
public:
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.
* @param pFlags The processing flags the importer was called with. A bitwise
* combination of #aiPostProcessSteps.
* @return true if the process is present in this flag fields, false if not.
*/
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.
* At the moment a process is not supposed to fail.
* @param pScene The imported data to work at.
*/
void Execute( aiScene* pScene);
private:
//! Apply the algorithm to a given mesh
void SplitMesh (unsigned int a, aiMesh* pcMesh,
std::vector<std::pair<aiMesh*, unsigned int> >& avList);
// NOTE: Reuse SplitLargeMeshesProcess_Triangle::UpdateNode()
public:
//! Triangle limit set via aiSetTriangleSplitLimit()
static unsigned int LIMIT;
};
} // end of namespace Assimp
#endif // !!AI_SPLITLARGEMESHES_H_INC