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Diffstat (limited to 'src/mesh/assimp-master/include/assimp/mesh.h')
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diff --git a/src/mesh/assimp-master/include/assimp/mesh.h b/src/mesh/assimp-master/include/assimp/mesh.h new file mode 100644 index 0000000..5704e7c --- /dev/null +++ b/src/mesh/assimp-master/include/assimp/mesh.h @@ -0,0 +1,943 @@ +/* +--------------------------------------------------------------------------- +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 mesh.h + * @brief Declares the data structures in which the imported geometry is + returned by ASSIMP: aiMesh, aiFace and aiBone data structures. + */ +#pragma once +#ifndef AI_MESH_H_INC +#define AI_MESH_H_INC + +#ifdef __GNUC__ +#pragma GCC system_header +#endif + +#ifdef _MSC_VER +#pragma warning(disable : 4351) +#endif // _MSC_VER + +#include <assimp/aabb.h> +#include <assimp/types.h> + +#ifdef __cplusplus +extern "C" { +#endif + +// --------------------------------------------------------------------------- +// Limits. These values are required to match the settings Assimp was +// compiled against. Therefore, do not redefine them unless you build the +// library from source using the same definitions. +// --------------------------------------------------------------------------- + +/** @def AI_MAX_FACE_INDICES + * Maximum number of indices per face (polygon). */ + +#ifndef AI_MAX_FACE_INDICES +#define AI_MAX_FACE_INDICES 0x7fff +#endif + +/** @def AI_MAX_BONE_WEIGHTS + * Maximum number of indices per face (polygon). */ + +#ifndef AI_MAX_BONE_WEIGHTS +#define AI_MAX_BONE_WEIGHTS 0x7fffffff +#endif + +/** @def AI_MAX_VERTICES + * Maximum number of vertices per mesh. */ + +#ifndef AI_MAX_VERTICES +#define AI_MAX_VERTICES 0x7fffffff +#endif + +/** @def AI_MAX_FACES + * Maximum number of faces per mesh. */ + +#ifndef AI_MAX_FACES +#define AI_MAX_FACES 0x7fffffff +#endif + +/** @def AI_MAX_NUMBER_OF_COLOR_SETS + * Supported number of vertex color sets per mesh. */ + +#ifndef AI_MAX_NUMBER_OF_COLOR_SETS +#define AI_MAX_NUMBER_OF_COLOR_SETS 0x8 +#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS + +/** @def AI_MAX_NUMBER_OF_TEXTURECOORDS + * Supported number of texture coord sets (UV(W) channels) per mesh */ + +#ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS +#define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8 +#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS + +// --------------------------------------------------------------------------- +/** @brief A single face in a mesh, referring to multiple vertices. + * + * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3 + * it's called 'polygon' (hey, that's just a definition!). + * <br> + * aiMesh::mPrimitiveTypes can be queried to quickly examine which types of + * primitive are actually present in a mesh. The #aiProcess_SortByPType flag + * executes a special post-processing algorithm which splits meshes with + * *different* primitive types mixed up (e.g. lines and triangles) in several + * 'clean' submeshes. Furthermore there is a configuration option ( + * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove + * specific kinds of primitives from the imported scene, completely and forever. + * In many cases you'll probably want to set this setting to + * @code + * aiPrimitiveType_LINE|aiPrimitiveType_POINT + * @endcode + * Together with the #aiProcess_Triangulate flag you can then be sure that + * #aiFace::mNumIndices is always 3. + * @note Take a look at the @link data Data Structures page @endlink for + * more information on the layout and winding order of a face. + */ +struct aiFace { + //! Number of indices defining this face. + //! The maximum value for this member is #AI_MAX_FACE_INDICES. + unsigned int mNumIndices; + + //! Pointer to the indices array. Size of the array is given in numIndices. + unsigned int *mIndices; + +#ifdef __cplusplus + + //! Default constructor + aiFace() AI_NO_EXCEPT + : mNumIndices(0), + mIndices(nullptr) { + // empty + } + + //! Default destructor. Delete the index array + ~aiFace() { + delete[] mIndices; + } + + //! Copy constructor. Copy the index array + aiFace(const aiFace &o) : + mNumIndices(0), mIndices(nullptr) { + *this = o; + } + + //! Assignment operator. Copy the index array + aiFace &operator=(const aiFace &o) { + if (&o == this) { + return *this; + } + + delete[] mIndices; + mNumIndices = o.mNumIndices; + if (mNumIndices) { + mIndices = new unsigned int[mNumIndices]; + ::memcpy(mIndices, o.mIndices, mNumIndices * sizeof(unsigned int)); + } else { + mIndices = nullptr; + } + + return *this; + } + + //! Comparison operator. Checks whether the index array + //! of two faces is identical + bool operator==(const aiFace &o) const { + if (mIndices == o.mIndices) { + return true; + } + + if (nullptr != mIndices && mNumIndices != o.mNumIndices) { + return false; + } + + if (nullptr == mIndices) { + return false; + } + + for (unsigned int i = 0; i < this->mNumIndices; ++i) { + if (mIndices[i] != o.mIndices[i]) { + return false; + } + } + + return true; + } + + //! Inverse comparison operator. Checks whether the index + //! array of two faces is NOT identical + bool operator!=(const aiFace &o) const { + return !(*this == o); + } +#endif // __cplusplus +}; // struct aiFace + +// --------------------------------------------------------------------------- +/** @brief A single influence of a bone on a vertex. + */ +struct aiVertexWeight { + //! Index of the vertex which is influenced by the bone. + unsigned int mVertexId; + + //! The strength of the influence in the range (0...1). + //! The influence from all bones at one vertex amounts to 1. + ai_real mWeight; + +#ifdef __cplusplus + + //! Default constructor + aiVertexWeight() AI_NO_EXCEPT + : mVertexId(0), + mWeight(0.0f) { + // empty + } + + //! Initialization from a given index and vertex weight factor + //! \param pID ID + //! \param pWeight Vertex weight factor + aiVertexWeight(unsigned int pID, float pWeight) : + mVertexId(pID), mWeight(pWeight) { + // empty + } + + bool operator==(const aiVertexWeight &rhs) const { + return (mVertexId == rhs.mVertexId && mWeight == rhs.mWeight); + } + + bool operator!=(const aiVertexWeight &rhs) const { + return (*this == rhs); + } + +#endif // __cplusplus +}; + +// Forward declare aiNode (pointer use only) +struct aiNode; + +// --------------------------------------------------------------------------- +/** @brief A single bone of a mesh. + * + * A bone has a name by which it can be found in the frame hierarchy and by + * which it can be addressed by animations. In addition it has a number of + * influences on vertices, and a matrix relating the mesh position to the + * position of the bone at the time of binding. + */ +struct aiBone { + //! The name of the bone. + C_STRUCT aiString mName; + + //! The number of vertices affected by this bone. + //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS. + unsigned int mNumWeights; + +#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS + // The bone armature node - used for skeleton conversion + // you must enable aiProcess_PopulateArmatureData to populate this + C_STRUCT aiNode *mArmature; + + // The bone node in the scene - used for skeleton conversion + // you must enable aiProcess_PopulateArmatureData to populate this + C_STRUCT aiNode *mNode; + +#endif + //! The influence weights of this bone, by vertex index. + C_STRUCT aiVertexWeight *mWeights; + + /** Matrix that transforms from bone space to mesh space in bind pose. + * + * This matrix describes the position of the mesh + * in the local space of this bone when the skeleton was bound. + * Thus it can be used directly to determine a desired vertex position, + * given the world-space transform of the bone when animated, + * and the position of the vertex in mesh space. + * + * It is sometimes called an inverse-bind matrix, + * or inverse bind pose matrix. + */ + C_STRUCT aiMatrix4x4 mOffsetMatrix; + +#ifdef __cplusplus + + //! Default constructor + aiBone() AI_NO_EXCEPT + : mName(), + mNumWeights(0), +#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS + mArmature(nullptr), + mNode(nullptr), +#endif + mWeights(nullptr), + mOffsetMatrix() { + // empty + } + + //! Copy constructor + aiBone(const aiBone &other) : + mName(other.mName), + mNumWeights(other.mNumWeights), +#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS + mArmature(nullptr), + mNode(nullptr), +#endif + mWeights(nullptr), + mOffsetMatrix(other.mOffsetMatrix) { + if (other.mWeights && other.mNumWeights) { + mWeights = new aiVertexWeight[mNumWeights]; + ::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight)); + } + } + + //! Assignment operator + aiBone &operator=(const aiBone &other) { + if (this == &other) { + return *this; + } + + mName = other.mName; + mNumWeights = other.mNumWeights; + mOffsetMatrix = other.mOffsetMatrix; + + if (other.mWeights && other.mNumWeights) { + if (mWeights) { + delete[] mWeights; + } + + mWeights = new aiVertexWeight[mNumWeights]; + ::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight)); + } + + return *this; + } + + bool operator==(const aiBone &rhs) const { + if (mName != rhs.mName || mNumWeights != rhs.mNumWeights) { + return false; + } + + for (size_t i = 0; i < mNumWeights; ++i) { + if (mWeights[i] != rhs.mWeights[i]) { + return false; + } + } + + return true; + } + //! Destructor - deletes the array of vertex weights + ~aiBone() { + delete[] mWeights; + } +#endif // __cplusplus +}; + +// --------------------------------------------------------------------------- +/** @brief Enumerates the types of geometric primitives supported by Assimp. + * + * @see aiFace Face data structure + * @see aiProcess_SortByPType Per-primitive sorting of meshes + * @see aiProcess_Triangulate Automatic triangulation + * @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types. + */ +enum aiPrimitiveType { + /** A point primitive. + * + * This is just a single vertex in the virtual world, + * #aiFace contains just one index for such a primitive. + */ + aiPrimitiveType_POINT = 0x1, + + /** A line primitive. + * + * This is a line defined through a start and an end position. + * #aiFace contains exactly two indices for such a primitive. + */ + aiPrimitiveType_LINE = 0x2, + + /** A triangular primitive. + * + * A triangle consists of three indices. + */ + aiPrimitiveType_TRIANGLE = 0x4, + + /** A higher-level polygon with more than 3 edges. + * + * A triangle is a polygon, but polygon in this context means + * "all polygons that are not triangles". The "Triangulate"-Step + * is provided for your convenience, it splits all polygons in + * triangles (which are much easier to handle). + */ + aiPrimitiveType_POLYGON = 0x8, + + /** + * A flag to determine whether this triangles only mesh is NGON encoded. + * + * NGON encoding is a special encoding that tells whether 2 or more consecutive triangles + * should be considered as a triangle fan. This is identified by looking at the first vertex index. + * 2 consecutive triangles with the same 1st vertex index are part of the same + * NGON. + * + * At the moment, only quads (concave or convex) are supported, meaning that polygons are 'seen' as + * triangles, as usual after a triangulation pass. + * + * To get an NGON encoded mesh, please use the aiProcess_Triangulate post process. + * + * @see aiProcess_Triangulate + * @link https://github.com/KhronosGroup/glTF/pull/1620 + */ + aiPrimitiveType_NGONEncodingFlag = 0x10, + +/** This value is not used. It is just here to force the + * compiler to map this enum to a 32 Bit integer. + */ +#ifndef SWIG + _aiPrimitiveType_Force32Bit = INT_MAX +#endif +}; //! enum aiPrimitiveType + +// Get the #aiPrimitiveType flag for a specific number of face indices +#define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \ + ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1))) + +// --------------------------------------------------------------------------- +/** @brief An AnimMesh is an attachment to an #aiMesh stores per-vertex + * animations for a particular frame. + * + * You may think of an #aiAnimMesh as a `patch` for the host mesh, which + * replaces only certain vertex data streams at a particular time. + * Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes). + * The actual relationship between the time line and anim meshes is + * established by #aiMeshAnim, which references singular mesh attachments + * by their ID and binds them to a time offset. +*/ +struct aiAnimMesh { + /**Anim Mesh name */ + C_STRUCT aiString mName; + + /** Replacement for aiMesh::mVertices. If this array is non-nullptr, + * it *must* contain mNumVertices entries. The corresponding + * array in the host mesh must be non-nullptr as well - animation + * meshes may neither add or nor remove vertex components (if + * a replacement array is nullptr and the corresponding source + * array is not, the source data is taken instead)*/ + C_STRUCT aiVector3D *mVertices; + + /** Replacement for aiMesh::mNormals. */ + C_STRUCT aiVector3D *mNormals; + + /** Replacement for aiMesh::mTangents. */ + C_STRUCT aiVector3D *mTangents; + + /** Replacement for aiMesh::mBitangents. */ + C_STRUCT aiVector3D *mBitangents; + + /** Replacement for aiMesh::mColors */ + C_STRUCT aiColor4D *mColors[AI_MAX_NUMBER_OF_COLOR_SETS]; + + /** Replacement for aiMesh::mTextureCoords */ + C_STRUCT aiVector3D *mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + + /** The number of vertices in the aiAnimMesh, and thus the length of all + * the member arrays. + * + * This has always the same value as the mNumVertices property in the + * corresponding aiMesh. It is duplicated here merely to make the length + * of the member arrays accessible even if the aiMesh is not known, e.g. + * from language bindings. + */ + unsigned int mNumVertices; + + /** + * Weight of the AnimMesh. + */ + float mWeight; + +#ifdef __cplusplus + + aiAnimMesh() AI_NO_EXCEPT + : mVertices(nullptr), + mNormals(nullptr), + mTangents(nullptr), + mBitangents(nullptr), + mColors(), + mTextureCoords(), + mNumVertices(0), + mWeight(0.0f) { + // fixme consider moving this to the ctor initializer list as well + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { + mTextureCoords[a] = nullptr; + } + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) { + mColors[a] = nullptr; + } + } + + ~aiAnimMesh() { + delete[] mVertices; + delete[] mNormals; + delete[] mTangents; + delete[] mBitangents; + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { + delete[] mTextureCoords[a]; + } + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) { + delete[] mColors[a]; + } + } + + /** Check whether the anim mesh overrides the vertex positions + * of its host mesh*/ + bool HasPositions() const { + return mVertices != nullptr; + } + + /** Check whether the anim mesh overrides the vertex normals + * of its host mesh*/ + bool HasNormals() const { + return mNormals != nullptr; + } + + /** Check whether the anim mesh overrides the vertex tangents + * and bitangents of its host mesh. As for aiMesh, + * tangents and bitangents always go together. */ + bool HasTangentsAndBitangents() const { + return mTangents != nullptr; + } + + /** Check whether the anim mesh overrides a particular + * set of vertex colors on his host mesh. + * @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */ + bool HasVertexColors(unsigned int pIndex) const { + return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != nullptr; + } + + /** Check whether the anim mesh overrides a particular + * set of texture coordinates on his host mesh. + * @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */ + bool HasTextureCoords(unsigned int pIndex) const { + return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != nullptr; + } + +#endif +}; + +// --------------------------------------------------------------------------- +/** @brief Enumerates the methods of mesh morphing supported by Assimp. + */ +enum aiMorphingMethod { + /** Interpolation between morph targets */ + aiMorphingMethod_VERTEX_BLEND = 0x1, + + /** Normalized morphing between morph targets */ + aiMorphingMethod_MORPH_NORMALIZED = 0x2, + + /** Relative morphing between morph targets */ + aiMorphingMethod_MORPH_RELATIVE = 0x3, + +/** This value is not used. It is just here to force the + * compiler to map this enum to a 32 Bit integer. + */ +#ifndef SWIG + _aiMorphingMethod_Force32Bit = INT_MAX +#endif +}; //! enum aiMorphingMethod + +// --------------------------------------------------------------------------- +/** @brief A mesh represents a geometry or model with a single material. +* +* It usually consists of a number of vertices and a series of primitives/faces +* referencing the vertices. In addition there might be a series of bones, each +* of them addressing a number of vertices with a certain weight. Vertex data +* is presented in channels with each channel containing a single per-vertex +* information such as a set of texture coordinates or a normal vector. +* If a data pointer is non-null, the corresponding data stream is present. +* From C++-programs you can also use the comfort functions Has*() to +* test for the presence of various data streams. +* +* A Mesh uses only a single material which is referenced by a material ID. +* @note The mPositions member is usually not optional. However, vertex positions +* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in +* @code +* aiScene::mFlags +* @endcode +*/ +struct aiMesh { + /** Bitwise combination of the members of the #aiPrimitiveType enum. + * This specifies which types of primitives are present in the mesh. + * The "SortByPrimitiveType"-Step can be used to make sure the + * output meshes consist of one primitive type each. + */ + unsigned int mPrimitiveTypes; + + /** The number of vertices in this mesh. + * This is also the size of all of the per-vertex data arrays. + * The maximum value for this member is #AI_MAX_VERTICES. + */ + unsigned int mNumVertices; + + /** The number of primitives (triangles, polygons, lines) in this mesh. + * This is also the size of the mFaces array. + * The maximum value for this member is #AI_MAX_FACES. + */ + unsigned int mNumFaces; + + /** Vertex positions. + * This array is always present in a mesh. The array is + * mNumVertices in size. + */ + C_STRUCT aiVector3D *mVertices; + + /** Vertex normals. + * The array contains normalized vectors, nullptr if not present. + * The array is mNumVertices in size. Normals are undefined for + * point and line primitives. A mesh consisting of points and + * lines only may not have normal vectors. Meshes with mixed + * primitive types (i.e. lines and triangles) may have normals, + * but the normals for vertices that are only referenced by + * point or line primitives are undefined and set to QNaN (WARN: + * qNaN compares to inequal to *everything*, even to qNaN itself. + * Using code like this to check whether a field is qnan is: + * @code + * #define IS_QNAN(f) (f != f) + * @endcode + * still dangerous because even 1.f == 1.f could evaluate to false! ( + * remember the subtleties of IEEE754 artithmetics). Use stuff like + * @c fpclassify instead. + * @note Normal vectors computed by Assimp are always unit-length. + * However, this needn't apply for normals that have been taken + * directly from the model file. + */ + C_STRUCT aiVector3D *mNormals; + + /** Vertex tangents. + * The tangent of a vertex points in the direction of the positive + * X texture axis. The array contains normalized vectors, nullptr if + * not present. The array is mNumVertices in size. A mesh consisting + * of points and lines only may not have normal vectors. Meshes with + * mixed primitive types (i.e. lines and triangles) may have + * normals, but the normals for vertices that are only referenced by + * point or line primitives are undefined and set to qNaN. See + * the #mNormals member for a detailed discussion of qNaNs. + * @note If the mesh contains tangents, it automatically also + * contains bitangents. + */ + C_STRUCT aiVector3D *mTangents; + + /** Vertex bitangents. + * The bitangent of a vertex points in the direction of the positive + * Y texture axis. The array contains normalized vectors, nullptr if not + * present. The array is mNumVertices in size. + * @note If the mesh contains tangents, it automatically also contains + * bitangents. + */ + C_STRUCT aiVector3D *mBitangents; + + /** Vertex color sets. + * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex + * colors per vertex. nullptr if not present. Each array is + * mNumVertices in size if present. + */ + C_STRUCT aiColor4D *mColors[AI_MAX_NUMBER_OF_COLOR_SETS]; + + /** Vertex texture coordinates, also known as UV channels. + * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per + * vertex. nullptr if not present. The array is mNumVertices in size. + */ + C_STRUCT aiVector3D *mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + + /** Specifies the number of components for a given UV channel. + * Up to three channels are supported (UVW, for accessing volume + * or cube maps). If the value is 2 for a given channel n, the + * component p.z of mTextureCoords[n][p] is set to 0.0f. + * If the value is 1 for a given channel, p.y is set to 0.0f, too. + * @note 4D coordinates are not supported + */ + unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + + /** The faces the mesh is constructed from. + * Each face refers to a number of vertices by their indices. + * This array is always present in a mesh, its size is given + * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT + * is NOT set each face references an unique set of vertices. + */ + C_STRUCT aiFace *mFaces; + + /** The number of bones this mesh contains. + * Can be 0, in which case the mBones array is nullptr. + */ + unsigned int mNumBones; + + /** The bones of this mesh. + * A bone consists of a name by which it can be found in the + * frame hierarchy and a set of vertex weights. + */ + C_STRUCT aiBone **mBones; + + /** The material used by this mesh. + * A mesh uses only a single material. If an imported model uses + * multiple materials, the import splits up the mesh. Use this value + * as index into the scene's material list. + */ + unsigned int mMaterialIndex; + + /** Name of the mesh. Meshes can be named, but this is not a + * requirement and leaving this field empty is totally fine. + * There are mainly three uses for mesh names: + * - some formats name nodes and meshes independently. + * - importers tend to split meshes up to meet the + * one-material-per-mesh requirement. Assigning + * the same (dummy) name to each of the result meshes + * aids the caller at recovering the original mesh + * partitioning. + * - Vertex animations refer to meshes by their names. + **/ + C_STRUCT aiString mName; + + /** The number of attachment meshes. Note! Currently only works with Collada loader. */ + unsigned int mNumAnimMeshes; + + /** Attachment meshes for this mesh, for vertex-based animation. + * Attachment meshes carry replacement data for some of the + * mesh'es vertex components (usually positions, normals). + * Note! Currently only works with Collada loader.*/ + C_STRUCT aiAnimMesh **mAnimMeshes; + + /** + * Method of morphing when anim-meshes are specified. + * @see aiMorphingMethod to learn more about the provided morphing targets. + */ + unsigned int mMethod; + + /** + * The bounding box. + */ + C_STRUCT aiAABB mAABB; + + /** Vertex UV stream names. Pointer to array of size AI_MAX_NUMBER_OF_TEXTURECOORDS + */ + C_STRUCT aiString **mTextureCoordsNames; + +#ifdef __cplusplus + + //! Default constructor. Initializes all members to 0 + aiMesh() AI_NO_EXCEPT + : mPrimitiveTypes(0), + mNumVertices(0), + mNumFaces(0), + mVertices(nullptr), + mNormals(nullptr), + mTangents(nullptr), + mBitangents(nullptr), + mColors(), + mTextureCoords(), + mNumUVComponents(), + mFaces(nullptr), + mNumBones(0), + mBones(nullptr), + mMaterialIndex(0), + mNumAnimMeshes(0), + mAnimMeshes(nullptr), + mMethod(0), + mAABB(), + mTextureCoordsNames(nullptr) { + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { + mNumUVComponents[a] = 0; + mTextureCoords[a] = nullptr; + } + + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) { + mColors[a] = nullptr; + } + } + + //! Deletes all storage allocated for the mesh + ~aiMesh() { + delete[] mVertices; + delete[] mNormals; + delete[] mTangents; + delete[] mBitangents; + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { + delete[] mTextureCoords[a]; + } + + if (mTextureCoordsNames) { + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { + delete mTextureCoordsNames[a]; + } + delete[] mTextureCoordsNames; + } + + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) { + delete[] mColors[a]; + } + + // DO NOT REMOVE THIS ADDITIONAL CHECK + if (mNumBones && mBones) { + for (unsigned int a = 0; a < mNumBones; a++) { + if (mBones[a]) { + delete mBones[a]; + } + } + delete[] mBones; + } + + if (mNumAnimMeshes && mAnimMeshes) { + for (unsigned int a = 0; a < mNumAnimMeshes; a++) { + delete mAnimMeshes[a]; + } + delete[] mAnimMeshes; + } + + delete[] mFaces; + } + + //! Check whether the mesh contains positions. Provided no special + //! scene flags are set, this will always be true + bool HasPositions() const { return mVertices != nullptr && mNumVertices > 0; } + + //! Check whether the mesh contains faces. If no special scene flags + //! are set this should always return true + bool HasFaces() const { return mFaces != nullptr && mNumFaces > 0; } + + //! Check whether the mesh contains normal vectors + bool HasNormals() const { return mNormals != nullptr && mNumVertices > 0; } + + //! Check whether the mesh contains tangent and bitangent vectors + //! It is not possible that it contains tangents and no bitangents + //! (or the other way round). The existence of one of them + //! implies that the second is there, too. + bool HasTangentsAndBitangents() const { return mTangents != nullptr && mBitangents != nullptr && mNumVertices > 0; } + + //! Check whether the mesh contains a vertex color set + //! \param pIndex Index of the vertex color set + bool HasVertexColors(unsigned int pIndex) const { + if (pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS) { + return false; + } else { + return mColors[pIndex] != nullptr && mNumVertices > 0; + } + } + + //! Check whether the mesh contains a texture coordinate set + //! \param pIndex Index of the texture coordinates set + bool HasTextureCoords(unsigned int pIndex) const { + if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) { + return false; + } else { + return mTextureCoords[pIndex] != nullptr && mNumVertices > 0; + } + } + + //! Get the number of UV channels the mesh contains + unsigned int GetNumUVChannels() const { + unsigned int n(0); + while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n]) { + ++n; + } + + return n; + } + + //! Get the number of vertex color channels the mesh contains + unsigned int GetNumColorChannels() const { + unsigned int n(0); + while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n]) { + ++n; + } + return n; + } + + //! Check whether the mesh contains bones + bool HasBones() const { + return mBones != nullptr && mNumBones > 0; + } + + //! Check whether the mesh contains a texture coordinate set name + //! \param pIndex Index of the texture coordinates set + bool HasTextureCoordsName(unsigned int pIndex) const { + if (mTextureCoordsNames == nullptr || pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) { + return false; + } + return mTextureCoordsNames[pIndex] != nullptr; + } + + //! Set a texture coordinate set name + //! \param pIndex Index of the texture coordinates set + //! \param texCoordsName name of the texture coordinate set + void SetTextureCoordsName(unsigned int pIndex, const aiString &texCoordsName) { + if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) { + return; + } + + if (mTextureCoordsNames == nullptr) { + // Construct and null-init array + mTextureCoordsNames = new aiString *[AI_MAX_NUMBER_OF_TEXTURECOORDS] {}; + } + + if (texCoordsName.length == 0) { + delete mTextureCoordsNames[pIndex]; + mTextureCoordsNames[pIndex] = nullptr; + return; + } + + if (mTextureCoordsNames[pIndex] == nullptr) { + mTextureCoordsNames[pIndex] = new aiString(texCoordsName); + return; + } + + *mTextureCoordsNames[pIndex] = texCoordsName; + } + + //! Get a texture coordinate set name + //! \param pIndex Index of the texture coordinates set + const aiString *GetTextureCoordsName(unsigned int pIndex) const { + if (mTextureCoordsNames == nullptr || pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) { + return nullptr; + } + + return mTextureCoordsNames[pIndex]; + } + +#endif // __cplusplus +}; + +#ifdef __cplusplus +} +#endif //! extern "C" +#endif // AI_MESH_H_INC |