SplitByBoneCountProcess.h 4.4 KB

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  1. /*
  2. Open Asset Import Library (assimp)
  3. ----------------------------------------------------------------------
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  5. All rights reserved.
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  12. * Redistributions in binary form must reproduce the above
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  18. derived from this software without specific prior
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  20. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  21. "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  22. LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  23. A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  24. OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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  26. LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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  31. ----------------------------------------------------------------------
  32. */
  33. /// @file SplitByBoneCountProcess.h
  34. /// Defines a post processing step to split meshes with many bones into submeshes
  35. #ifndef AI_SPLITBYBONECOUNTPROCESS_H_INC
  36. #define AI_SPLITBYBONECOUNTPROCESS_H_INC
  37. #include <vector>
  38. #include "Common/BaseProcess.h"
  39. #include <assimp/mesh.h>
  40. #include <assimp/scene.h>
  41. namespace Assimp {
  42. /** Postprocessing filter to split meshes with many bones into submeshes
  43. * so that each submesh has a certain max bone count.
  44. *
  45. * Applied BEFORE the JoinVertices-Step occurs.
  46. * Returns NON-UNIQUE vertices, splits by bone count.
  47. */
  48. class SplitByBoneCountProcess : public BaseProcess {
  49. public:
  50. // -------------------------------------------------------------------
  51. /// The default class constructor / destructor.
  52. SplitByBoneCountProcess();
  53. ~SplitByBoneCountProcess() override = default;
  54. /// @brief Returns whether the processing step is present in the given flag.
  55. /// @param pFlags The processing flags the importer was called with. A
  56. /// bitwise combination of #aiPostProcessSteps.
  57. /// @return true if the process is present in this flag fields, false if not.
  58. bool IsActive( unsigned int pFlags) const override;
  59. /// @brief Called prior to ExecuteOnScene().
  60. /// The function is a request to the process to update its configuration
  61. /// basing on the Importer's configuration property list.
  62. void SetupProperties(const Importer* pImp) override;
  63. /// @brief Will return the maximal number of bones.
  64. /// @return The maximal number of bones.
  65. size_t getMaxNumberOfBones() const;
  66. protected:
  67. /// Executes the post processing step on the given imported data.
  68. /// At the moment a process is not supposed to fail.
  69. /// @param pScene The imported data to work at.
  70. void Execute( aiScene* pScene) override;
  71. /// Splits the given mesh by bone count.
  72. /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
  73. /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
  74. void SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const;
  75. /// Recursively updates the node's mesh list to account for the changed mesh list
  76. void UpdateNode( aiNode* pNode) const;
  77. private:
  78. /// Max bone count. Splitting occurs if a mesh has more than that number of bones.
  79. size_t mMaxBoneCount;
  80. /// Per mesh index: Array of indices of the new submeshes.
  81. using IndexArray = std::vector<unsigned int>;
  82. std::vector<IndexArray> mSubMeshIndices;
  83. };
  84. inline size_t SplitByBoneCountProcess::getMaxNumberOfBones() const {
  85. return mMaxBoneCount;
  86. }
  87. } // end of namespace Assimp
  88. #endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC