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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.
+
+----------------------------------------------------------------------
+*/
+
+/** @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