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-rw-r--r--src/mesh/assimp-master/code/Common/scene.cpp135
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diff --git a/src/mesh/assimp-master/code/Common/scene.cpp b/src/mesh/assimp-master/code/Common/scene.cpp
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+++ b/src/mesh/assimp-master/code/Common/scene.cpp
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+/*
+---------------------------------------------------------------------------
+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.
+---------------------------------------------------------------------------
+*/
+#include <assimp/scene.h>
+
+aiNode::aiNode() :
+ mName(""),
+ mParent(nullptr),
+ mNumChildren(0),
+ mChildren(nullptr),
+ mNumMeshes(0),
+ mMeshes(nullptr),
+ mMetaData(nullptr) {
+ // empty
+}
+
+aiNode::aiNode(const std::string &name) :
+ mName(name),
+ mParent(nullptr),
+ mNumChildren(0),
+ mChildren(nullptr),
+ mNumMeshes(0),
+ mMeshes(nullptr),
+ mMetaData(nullptr) {
+ // empty
+}
+
+/** Destructor */
+aiNode::~aiNode() {
+ // delete all children recursively
+ // to make sure we won't crash if the data is invalid ...
+ if (mNumChildren && mChildren) {
+ for (unsigned int a = 0; a < mNumChildren; a++)
+ delete mChildren[a];
+ }
+ delete[] mChildren;
+ delete[] mMeshes;
+ delete mMetaData;
+}
+
+const aiNode *aiNode::FindNode(const char *name) const {
+ if (nullptr == name) {
+ return nullptr;
+ }
+ if (!::strcmp(mName.data, name)) {
+ return this;
+ }
+ for (unsigned int i = 0; i < mNumChildren; ++i) {
+ const aiNode *const p = mChildren[i]->FindNode(name);
+ if (p) {
+ return p;
+ }
+ }
+ // there is definitely no sub-node with this name
+ return nullptr;
+}
+
+aiNode *aiNode::FindNode(const char *name) {
+ if (!::strcmp(mName.data, name)) return this;
+ for (unsigned int i = 0; i < mNumChildren; ++i) {
+ aiNode *const p = mChildren[i]->FindNode(name);
+ if (p) {
+ return p;
+ }
+ }
+ // there is definitely no sub-node with this name
+ return nullptr;
+}
+
+void aiNode::addChildren(unsigned int numChildren, aiNode **children) {
+ if (nullptr == children || 0 == numChildren) {
+ return;
+ }
+
+ for (unsigned int i = 0; i < numChildren; i++) {
+ aiNode *child = children[i];
+ if (nullptr != child) {
+ child->mParent = this;
+ }
+ }
+
+ if (mNumChildren > 0) {
+ aiNode **tmp = new aiNode *[mNumChildren];
+ ::memcpy(tmp, mChildren, sizeof(aiNode *) * mNumChildren);
+ delete[] mChildren;
+ mChildren = new aiNode *[mNumChildren + numChildren];
+ ::memcpy(mChildren, tmp, sizeof(aiNode *) * mNumChildren);
+ ::memcpy(&mChildren[mNumChildren], children, sizeof(aiNode *) * numChildren);
+ mNumChildren += numChildren;
+ delete[] tmp;
+ } else {
+ mChildren = new aiNode *[numChildren];
+ for (unsigned int i = 0; i < numChildren; i++) {
+ mChildren[i] = children[i];
+ }
+ mNumChildren = numChildren;
+ }
+}