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Diffstat (limited to 'src/mesh/assimp-master/code/PostProcessing/PretransformVertices.h')
-rw-r--r-- | src/mesh/assimp-master/code/PostProcessing/PretransformVertices.h | 166 |
1 files changed, 166 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.h b/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.h new file mode 100644 index 0000000..14e5139 --- /dev/null +++ b/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.h @@ -0,0 +1,166 @@ +/* +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 |