|
- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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.
-
- ----------------------------------------------------------------------
- */
-
- /** Defines a post processing step to limit the number of bones affecting a single vertex. */
- #ifndef AI_DEBONEPROCESS_H_INC
- #define AI_DEBONEPROCESS_H_INC
-
- #include <vector>
- #include <utility>
- #include "BaseProcess.h"
-
- #include "../include/assimp/mesh.h"
- #include "../include/assimp/scene.h"
-
- class DeboneTest;
-
- namespace Assimp
- {
-
- #if (!defined AI_DEBONE_THRESHOLD)
- # define AI_DEBONE_THRESHOLD 1.0f
- #endif // !! AI_DEBONE_THRESHOLD
-
- // ---------------------------------------------------------------------------
- /** This post processing step removes bones nearly losslessly or according to
- * a configured threshold. In order to remove the bone, the primitives affected by
- * the bone are split from the mesh. The split off (new) mesh is boneless. At any
- * point in time, bones without affect upon a given mesh are to be removed.
- */
- class DeboneProcess : public BaseProcess
- {
- public:
-
- DeboneProcess();
- ~DeboneProcess();
-
- public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag.
- * @param pFlags The processing flags the importer was called with.
- * A bitwise combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields,
- * false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Called prior to ExecuteOnScene().
- * The function is a request to the process to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
-
- protected:
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
-
- // -------------------------------------------------------------------
- /** Counts bones total/removable in a given mesh.
- * @param pMesh The mesh to process.
- */
- bool ConsiderMesh( const aiMesh* pMesh);
-
- /// Splits the given mesh by bone count.
- /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
- /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
- void SplitMesh(const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const;
-
- /// Recursively updates the node's mesh list to account for the changed mesh list
- void UpdateNode(aiNode* pNode) const;
-
- // -------------------------------------------------------------------
- // Apply transformation to a mesh
- void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const;
-
- public:
- /** Number of bones present in the scene. */
- unsigned int mNumBones;
- unsigned int mNumBonesCanDoWithout;
-
- float mThreshold;
- bool mAllOrNone;
-
- /// Per mesh index: Array of indices of the new submeshes.
- std::vector< std::vector< std::pair< unsigned int,aiNode* > > > mSubMeshIndices;
- };
-
- } // end of namespace Assimp
-
- #endif // AI_DEBONEPROCESS_H_INC
|