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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2020, 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.
- ----------------------------------------------------------------------
- */
- #ifndef ARMATURE_POPULATE_H_
- #define ARMATURE_POPULATE_H_
- #include "Common/BaseProcess.h"
- #include <assimp/BaseImporter.h>
- #include <vector>
- #include <map>
- struct aiNode;
- struct aiBone;
- namespace Assimp {
- // ---------------------------------------------------------------------------
- /** Armature Populate: This is a post process designed
- * To save you time when importing models into your game engines
- * This was originally designed only for fbx but will work with other formats
- * it is intended to auto populate aiBone data with armature and the aiNode
- * This is very useful when dealing with skinned meshes
- * or when dealing with many different skeletons
- * It's off by default but recommend that you try it and use it
- * It should reduce down any glue code you have in your
- * importers
- * You can contact RevoluPowered <[email protected]>
- * For more info about this
- */
- class ASSIMP_API ArmaturePopulate : public BaseProcess {
- public:
- /// The default class constructor.
- ArmaturePopulate();
- /// The class destructor.
- virtual ~ArmaturePopulate();
- /// Overwritten, @see BaseProcess
- virtual bool IsActive( unsigned int pFlags ) const;
- /// Overwritten, @see BaseProcess
- virtual void SetupProperties( const Importer* pImp );
- /// Overwritten, @see BaseProcess
- virtual void Execute( aiScene* pScene );
- static aiNode *GetArmatureRoot(aiNode *bone_node,
- std::vector<aiBone *> &bone_list);
- static bool IsBoneNode(const aiString &bone_name,
- std::vector<aiBone *> &bones);
- static aiNode *GetNodeFromStack(const aiString &node_name,
- std::vector<aiNode *> &nodes);
- static void BuildNodeList(const aiNode *current_node,
- std::vector<aiNode *> &nodes);
- static void BuildBoneList(aiNode *current_node, const aiNode *root_node,
- const aiScene *scene,
- std::vector<aiBone *> &bones);
- static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
- const aiScene *scene,
- const std::vector<aiBone *> &bones,
- std::map<aiBone *, aiNode *> &bone_stack,
- std::vector<aiNode *> &node_stack);
- };
- } // Namespace Assimp
- #endif // SCALE_PROCESS_H_
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