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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2016, assimp 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 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 PretransformVertices.h
- * @brief Defines a post processing step to pretransform all
- * vertices in the scenegraph
- */
- #ifndef AI_PRETRANSFORMVERTICES_H_INC
- #define AI_PRETRANSFORMVERTICES_H_INC
- #include "BaseProcess.h"
- #include <assimp/mesh.h>
- #include <list>
- #include <vector>
- struct aiNode;
- class PretransformVerticesTest;
- namespace Assimp {
- // ---------------------------------------------------------------------------
- /** The PretransformVertices pre-transforms all vertices in the node tree
- * and removes the whole graph. The output is a list of meshes, one for
- * each material.
- */
- class ASSIMP_API PretransformVertices : public BaseProcess
- {
- public:
- PretransformVertices ();
- ~PretransformVertices ();
- public:
- // -------------------------------------------------------------------
- // Check whether step is active
- bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- // Execute step on a given scene
- void Execute( aiScene* pScene);
- // -------------------------------------------------------------------
- // Setup import settings
- void SetupProperties(const Importer* pImp);
- // -------------------------------------------------------------------
- /** @brief Toggle the 'keep hierarchy' option
- * @param d hm ... difficult to guess what this means, hu!?
- */
- void KeepHierarchy(bool d) {
- configKeepHierarchy = d;
- }
- // -------------------------------------------------------------------
- /** @brief Check whether 'keep hierarchy' is currently enabled.
- * @return ...
- */
- bool IsHierarchyKept() const {
- return configKeepHierarchy;
- }
- private:
- // -------------------------------------------------------------------
- // Count the number of nodes
- unsigned int CountNodes( aiNode* pcNode );
- // -------------------------------------------------------------------
- // Get a bitwise combination identifying the vertex format of a mesh
- unsigned int GetMeshVFormat(aiMesh* pcMesh);
- // -------------------------------------------------------------------
- // Count the number of vertices in the whole scene and a given
- // material index
- void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
- unsigned int iMat,
- unsigned int iVFormat,
- unsigned int* piFaces,
- unsigned int* piVertices);
- // -------------------------------------------------------------------
- // Collect vertex/face data
- void CollectData( aiScene* pcScene, aiNode* pcNode,
- unsigned int iMat,
- unsigned int iVFormat,
- aiMesh* pcMeshOut,
- unsigned int aiCurrent[2],
- unsigned int* num_refs);
- // -------------------------------------------------------------------
- // Get a list of all vertex formats that occur for a given material
- // The output list contains duplicate elements
- void GetVFormatList( aiScene* pcScene, unsigned int iMat,
- std::list<unsigned int>& aiOut);
- // -------------------------------------------------------------------
- // Compute the absolute transformation matrices of each node
- void ComputeAbsoluteTransform( aiNode* pcNode );
- // -------------------------------------------------------------------
- // Simple routine to build meshes in worldspace, no further optimization
- void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
- unsigned int numIn, aiNode* node);
- // -------------------------------------------------------------------
- // Apply the node transformation to a mesh
- void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
- // -------------------------------------------------------------------
- // Reset transformation matrices to identity
- void MakeIdentityTransform(aiNode* nd);
- // -------------------------------------------------------------------
- // Build reference counters for all meshes
- void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
- //! Configuration option: keep scene hierarchy as long as possible
- bool configKeepHierarchy;
- bool configNormalize;
- bool configTransform;
- aiMatrix4x4 configTransformation;
- };
- } // end of namespace Assimp
- #endif // !!AI_GENFACENORMALPROCESS_H_INC
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