summaryrefslogtreecommitdiff
path: root/src/mesh/assimp-master/include/assimp/mesh.h
blob: 5704e7ca0e32f6bfe4bd06a85c2807ec55ec849a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
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