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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2017, assimp team
All rights reserved.
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following disclaimer.
* Redistributions in binary form must reproduce the above
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* Neither the name of the assimp team, nor the names of its
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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
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/
/** Defines a post processing step to limit the number of bones affecting a single vertex. */
#ifndef AI_LIMITBONEWEIGHTSPROCESS_H_INC
#define AI_LIMITBONEWEIGHTSPROCESS_H_INC
#include "BaseProcess.h"
struct aiMesh;
class LimitBoneWeightsTest;
namespace Assimp
{
// NOTE: If you change these limits, don't forget to change the
// corresponding values in all Assimp ports
// **********************************************************
// Java: ConfigProperty.java,
// ConfigProperty.DEFAULT_BONE_WEIGHT_LIMIT
// **********************************************************
#if (!defined AI_LMW_MAX_WEIGHTS)
# define AI_LMW_MAX_WEIGHTS 0x4
#endif // !! AI_LMW_MAX_WEIGHTS
// ---------------------------------------------------------------------------
/** This post processing step limits the number of bones affecting a vertex
* to a certain maximum value. If a vertex is affected by more than that number
* of bones, the bone weight with the least influence on this vertex are removed.
* The other weights on this bone are then renormalized to assure the sum weight
* to be 1.
*/
class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess
{
public:
LimitBoneWeightsProcess();
~LimitBoneWeightsProcess();
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);
public:
// -------------------------------------------------------------------
/** Limits the bone weight count for all vertices in the given mesh.
* @param pMesh The mesh to process.
*/
void ProcessMesh( aiMesh* pMesh);
// -------------------------------------------------------------------
/** 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);
public:
// -------------------------------------------------------------------
/** Describes a bone weight on a vertex */
struct Weight
{
unsigned int mBone; ///< Index of the bone
float mWeight; ///< Weight of that bone on this vertex
Weight() { }
Weight( unsigned int pBone, float pWeight)
{
mBone = pBone;
mWeight = pWeight;
}
/** Comparison operator to sort bone weights by descending weight */
bool operator < (const Weight& pWeight) const
{
return mWeight > pWeight.mWeight;
}
};
public:
/** Maximum number of bones influencing any single vertex. */
unsigned int mMaxWeights;
};
} // end of namespace Assimp
#endif // AI_LIMITBONEWEIGHTSPROCESS_H_INC