1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
4 
5 Copyright (c) 2006-2017, assimp team
6 
7 All rights reserved.
8 
9 Redistribution and use of this software in source and binary forms,
10 with or without modification, are permitted provided that the
11 following conditions are met:
12 
13 * Redistributions of source code must retain the above
14   copyright notice, this list of conditions and the
15   following disclaimer.
16 
17 * Redistributions in binary form must reproduce the above
18   copyright notice, this list of conditions and the
19   following disclaimer in the documentation and/or other
20   materials provided with the distribution.
21 
22 * Neither the name of the assimp team, nor the names of its
23   contributors may be used to endorse or promote products
24   derived from this software without specific prior
25   written permission of the assimp team.
26 
27 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
29 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
30 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
31 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
32 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
33 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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35 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
36 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
37 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38 
39 ----------------------------------------------------------------------
40 */
41 
42 /** @file PretransformVertices.h
43  *  @brief Defines a post processing step to pretransform all
44  *    vertices in the scenegraph
45  */
46 #ifndef AI_PRETRANSFORMVERTICES_H_INC
47 #define AI_PRETRANSFORMVERTICES_H_INC
48 
49 #include "BaseProcess.h"
50 #include <assimp/mesh.h>
51 #include <list>
52 #include <vector>
53 
54 struct aiNode;
55 class PretransformVerticesTest;
56 namespace Assimp    {
57 
58 // ---------------------------------------------------------------------------
59 /** The PretransformVertices pre-transforms all vertices in the node tree
60  *  and removes the whole graph. The output is a list of meshes, one for
61  *  each material.
62 */
63 class ASSIMP_API PretransformVertices : public BaseProcess
64 {
65 public:
66 
67     PretransformVertices ();
68     ~PretransformVertices ();
69 
70 public:
71 
72     // -------------------------------------------------------------------
73     // Check whether step is active
74     bool IsActive( unsigned int pFlags) const;
75 
76     // -------------------------------------------------------------------
77     // Execute step on a given scene
78     void Execute( aiScene* pScene);
79 
80     // -------------------------------------------------------------------
81     // Setup import settings
82     void SetupProperties(const Importer* pImp);
83 
84 
85     // -------------------------------------------------------------------
86     /** @brief Toggle the 'keep hierarchy' option
87      *  @param d hm ... difficult to guess what this means, hu!?
88      */
KeepHierarchy(bool d)89     void KeepHierarchy(bool d) {
90         configKeepHierarchy = d;
91     }
92 
93     // -------------------------------------------------------------------
94     /** @brief Check whether 'keep hierarchy' is currently enabled.
95      *  @return ...
96      */
IsHierarchyKept()97     bool IsHierarchyKept() const {
98         return configKeepHierarchy;
99     }
100 
101 private:
102 
103     // -------------------------------------------------------------------
104     // Count the number of nodes
105     unsigned int CountNodes( aiNode* pcNode );
106 
107     // -------------------------------------------------------------------
108     // Get a bitwise combination identifying the vertex format of a mesh
109     unsigned int GetMeshVFormat(aiMesh* pcMesh);
110 
111     // -------------------------------------------------------------------
112     // Count the number of vertices in the whole scene and a given
113     // material index
114     void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
115         unsigned int iMat,
116         unsigned int iVFormat,
117         unsigned int* piFaces,
118         unsigned int* piVertices);
119 
120     // -------------------------------------------------------------------
121     // Collect vertex/face data
122     void CollectData( aiScene* pcScene, aiNode* pcNode,
123         unsigned int iMat,
124         unsigned int iVFormat,
125         aiMesh* pcMeshOut,
126         unsigned int aiCurrent[2],
127         unsigned int* num_refs);
128 
129     // -------------------------------------------------------------------
130     // Get a list of all vertex formats that occur for a given material
131     // The output list contains duplicate elements
132     void GetVFormatList( aiScene* pcScene, unsigned int iMat,
133         std::list<unsigned int>& aiOut);
134 
135     // -------------------------------------------------------------------
136     // Compute the absolute transformation matrices of each node
137     void ComputeAbsoluteTransform( aiNode* pcNode );
138 
139     // -------------------------------------------------------------------
140     // Simple routine to build meshes in worldspace, no further optimization
141     void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
142         unsigned int numIn, aiNode* node);
143 
144     // -------------------------------------------------------------------
145     // Apply the node transformation to a mesh
146     void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
147 
148     // -------------------------------------------------------------------
149     // Reset transformation matrices to identity
150     void MakeIdentityTransform(aiNode* nd);
151 
152     // -------------------------------------------------------------------
153     // Build reference counters for all meshes
154     void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
155 
156 
157 
158     //! Configuration option: keep scene hierarchy as long as possible
159     bool configKeepHierarchy;
160     bool configNormalize;
161     bool configTransform;
162     aiMatrix4x4 configTransformation;
163 };
164 
165 } // end of namespace Assimp
166 
167 #endif // !!AI_GENFACENORMALPROCESS_H_INC
168