| /* |
| Open Asset Import Library (assimp) |
| ---------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2017, 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. |
| |
| ---------------------------------------------------------------------- |
| */ |
| |
| /** Defines a post processing step to limit the number of bones affecting a single vertex. */ |
| #ifndef AI_DEBONEPROCESS_H_INC |
| #define AI_DEBONEPROCESS_H_INC |
| |
| #include <vector> |
| #include <utility> |
| #include "BaseProcess.h" |
| |
| #include <assimp/mesh.h> |
| #include <assimp/scene.h> |
| |
| class DeboneTest; |
| |
| namespace Assimp |
| { |
| |
| #if (!defined AI_DEBONE_THRESHOLD) |
| # define AI_DEBONE_THRESHOLD 1.0f |
| #endif // !! AI_DEBONE_THRESHOLD |
| |
| // --------------------------------------------------------------------------- |
| /** This post processing step removes bones nearly losslessly or according to |
| * a configured threshold. In order to remove the bone, the primitives affected by |
| * the bone are split from the mesh. The split off (new) mesh is boneless. At any |
| * point in time, bones without affect upon a given mesh are to be removed. |
| */ |
| class DeboneProcess : public BaseProcess |
| { |
| public: |
| |
| DeboneProcess(); |
| ~DeboneProcess(); |
| |
| public: |
| // ------------------------------------------------------------------- |
| /** Returns whether the processing step is present in the given flag. |
| * @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; |
| |
| // ------------------------------------------------------------------- |
| /** Called prior to ExecuteOnScene(). |
| * The function is a request to the process to update its configuration |
| * basing on the Importer's configuration property list. |
| */ |
| void SetupProperties(const Importer* pImp); |
| |
| protected: |
| |
| // ------------------------------------------------------------------- |
| /** 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); |
| |
| // ------------------------------------------------------------------- |
| /** Counts bones total/removable in a given mesh. |
| * @param pMesh The mesh to process. |
| */ |
| bool ConsiderMesh( const aiMesh* pMesh); |
| |
| /// Splits the given mesh by bone count. |
| /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split. |
| /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary. |
| void SplitMesh(const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const; |
| |
| /// Recursively updates the node's mesh list to account for the changed mesh list |
| void UpdateNode(aiNode* pNode) const; |
| |
| // ------------------------------------------------------------------- |
| // Apply transformation to a mesh |
| void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const; |
| |
| public: |
| /** Number of bones present in the scene. */ |
| unsigned int mNumBones; |
| unsigned int mNumBonesCanDoWithout; |
| |
| float mThreshold; |
| bool mAllOrNone; |
| |
| /// Per mesh index: Array of indices of the new submeshes. |
| std::vector< std::vector< std::pair< unsigned int,aiNode* > > > mSubMeshIndices; |
| }; |
| |
| } // end of namespace Assimp |
| |
| #endif // AI_DEBONEPROCESS_H_INC |