| /* |
| Open Asset Import Library (assimp) |
| ---------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2017, assimp team |
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| All rights reserved. |
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| Redistribution and use of this software in source and binary forms, |
| with or without modification, are permitted provided that the |
| following conditions are met: |
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| copyright notice, this list of conditions and the |
| following disclaimer. |
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| * 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. |
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| * 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. |
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| 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 |
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| ---------------------------------------------------------------------- |
| */ |
| |
| /// @file SplitByBoneCountProcess.h |
| /// Defines a post processing step to split meshes with many bones into submeshes |
| #ifndef AI_SPLITBYBONECOUNTPROCESS_H_INC |
| #define AI_SPLITBYBONECOUNTPROCESS_H_INC |
| |
| #include <vector> |
| #include "BaseProcess.h" |
| |
| #include <assimp/mesh.h> |
| #include <assimp/scene.h> |
| |
| namespace Assimp |
| { |
| |
| |
| /** Postprocessing filter to split meshes with many bones into submeshes |
| * so that each submesh has a certain max bone count. |
| * |
| * Applied BEFORE the JoinVertices-Step occurs. |
| * Returns NON-UNIQUE vertices, splits by bone count. |
| */ |
| class SplitByBoneCountProcess : public BaseProcess |
| { |
| public: |
| |
| SplitByBoneCountProcess(); |
| ~SplitByBoneCountProcess(); |
| |
| 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. |
| */ |
| virtual 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); |
| |
| /// 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<aiMesh*>& poNewMeshes) const; |
| |
| /// Recursively updates the node's mesh list to account for the changed mesh list |
| void UpdateNode( aiNode* pNode) const; |
| |
| public: |
| /// Max bone count. Splitting occurs if a mesh has more than that number of bones. |
| size_t mMaxBoneCount; |
| |
| /// Per mesh index: Array of indices of the new submeshes. |
| std::vector< std::vector<unsigned int> > mSubMeshIndices; |
| }; |
| |
| } // end of namespace Assimp |
| |
| #endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC |