diff options
author | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
---|---|---|
committer | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
commit | f1fe73d1909a2448a004a88362a1a532d0d4f7c3 (patch) | |
tree | ab37ae3837e2f858de2932bcee9f26e69fab3db1 /libs/assimp/code/PostProcessing/PretransformVertices.h | |
parent | f567ea1e2798fd3156a416e61f083ea3e6b95719 (diff) |
switch to tinyobj and nanovg from assimp and cairo
Diffstat (limited to 'libs/assimp/code/PostProcessing/PretransformVertices.h')
-rw-r--r-- | libs/assimp/code/PostProcessing/PretransformVertices.h | 166 |
1 files changed, 0 insertions, 166 deletions
diff --git a/libs/assimp/code/PostProcessing/PretransformVertices.h b/libs/assimp/code/PostProcessing/PretransformVertices.h deleted file mode 100644 index 14e5139..0000000 --- a/libs/assimp/code/PostProcessing/PretransformVertices.h +++ /dev/null @@ -1,166 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2022, 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. - ----------------------------------------------------------------------- -*/ - -/** @file PretransformVertices.h - * @brief Defines a post processing step to pretransform all - * vertices in the scenegraph - */ -#ifndef AI_PRETRANSFORMVERTICES_H_INC -#define AI_PRETRANSFORMVERTICES_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> - -#include <list> -#include <vector> - -// Forward declarations -struct aiNode; - -class PretransformVerticesTest; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** The PretransformVertices pre-transforms all vertices in the node tree - * and removes the whole graph. The output is a list of meshes, one for - * each material. -*/ -class ASSIMP_API PretransformVertices : public BaseProcess { -public: - PretransformVertices(); - ~PretransformVertices(); - - // ------------------------------------------------------------------- - // Check whether step is active - bool IsActive(unsigned int pFlags) const override; - - // ------------------------------------------------------------------- - // Execute step on a given scene - void Execute(aiScene *pScene) override; - - // ------------------------------------------------------------------- - // Setup import settings - void SetupProperties(const Importer *pImp) override; - - // ------------------------------------------------------------------- - /** @brief Toggle the 'keep hierarchy' option - * @param keep true for keep configuration. - */ - void KeepHierarchy(bool keep) { - configKeepHierarchy = keep; - } - - // ------------------------------------------------------------------- - /** @brief Check whether 'keep hierarchy' is currently enabled. - * @return ... - */ - bool IsHierarchyKept() const { - return configKeepHierarchy; - } - -private: - // ------------------------------------------------------------------- - // Count the number of nodes - unsigned int CountNodes(const aiNode *pcNode) const; - - // ------------------------------------------------------------------- - // Get a bitwise combination identifying the vertex format of a mesh - unsigned int GetMeshVFormat(aiMesh *pcMesh) const; - - // ------------------------------------------------------------------- - // Count the number of vertices in the whole scene and a given - // material index - void CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode, - unsigned int iMat, - unsigned int iVFormat, - unsigned int *piFaces, - unsigned int *piVertices) const; - - // ------------------------------------------------------------------- - // Collect vertex/face data - void CollectData(const aiScene *pcScene, const aiNode *pcNode, - unsigned int iMat, - unsigned int iVFormat, - aiMesh *pcMeshOut, - unsigned int aiCurrent[2], - unsigned int *num_refs) const; - - // ------------------------------------------------------------------- - // Get a list of all vertex formats that occur for a given material - // The output list contains duplicate elements - void GetVFormatList(const aiScene *pcScene, unsigned int iMat, - std::list<unsigned int> &aiOut) const; - - // ------------------------------------------------------------------- - // Compute the absolute transformation matrices of each node - void ComputeAbsoluteTransform(aiNode *pcNode); - - // ------------------------------------------------------------------- - // Simple routine to build meshes in worldspace, no further optimization - void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in, - unsigned int numIn, aiNode *node) const; - - // ------------------------------------------------------------------- - // Apply the node transformation to a mesh - void ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const; - - // ------------------------------------------------------------------- - // Reset transformation matrices to identity - void MakeIdentityTransform(aiNode *nd) const; - - // ------------------------------------------------------------------- - // Build reference counters for all meshes - void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const; - - //! Configuration option: keep scene hierarchy as long as possible - bool configKeepHierarchy; - bool configNormalize; - bool configTransform; - aiMatrix4x4 configTransformation; - bool mConfigPointCloud; -}; - -} // end of namespace Assimp - -#endif // !!AI_GENFACENORMALPROCESS_H_INC |