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3 Open Asset Import Library (assimp)
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41 
42 /** @file mesh.h
43  *  @brief Declares the data structures in which the imported geometry is
44     returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
45  */
46 #ifndef INCLUDED_AI_MESH_H
47 #define INCLUDED_AI_MESH_H
48 
49 #include "types.h"
50 
51 #ifdef __cplusplus
52 extern "C" {
53 #endif
54 
55 // ---------------------------------------------------------------------------
56 // Limits. These values are required to match the settings Assimp was
57 // compiled against. Therfore, do not redefine them unless you build the
58 // library from source using the same definitions.
59 // ---------------------------------------------------------------------------
60 
61 /** @def AI_MAX_FACE_INDICES
62  *  Maximum number of indices per face (polygon). */
63 
64 #ifndef AI_MAX_FACE_INDICES
65 #   define AI_MAX_FACE_INDICES 0x7fff
66 #endif
67 
68 /** @def AI_MAX_BONE_WEIGHTS
69  *  Maximum number of indices per face (polygon). */
70 
71 #ifndef AI_MAX_BONE_WEIGHTS
72 #   define AI_MAX_BONE_WEIGHTS 0x7fffffff
73 #endif
74 
75 /** @def AI_MAX_VERTICES
76  *  Maximum number of vertices per mesh.  */
77 
78 #ifndef AI_MAX_VERTICES
79 #   define AI_MAX_VERTICES 0x7fffffff
80 #endif
81 
82 /** @def AI_MAX_FACES
83  *  Maximum number of faces per mesh. */
84 
85 #ifndef AI_MAX_FACES
86 #   define AI_MAX_FACES 0x7fffffff
87 #endif
88 
89 /** @def AI_MAX_NUMBER_OF_COLOR_SETS
90  *  Supported number of vertex color sets per mesh. */
91 
92 #ifndef AI_MAX_NUMBER_OF_COLOR_SETS
93 #   define AI_MAX_NUMBER_OF_COLOR_SETS 0x8
94 #endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
95 
96 /** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
97  *  Supported number of texture coord sets (UV(W) channels) per mesh */
98 
99 #ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
100 #   define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8
101 #endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
102 
103 // ---------------------------------------------------------------------------
104 /** @brief A single face in a mesh, referring to multiple vertices.
105  *
106  * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
107  * it's called 'polygon' (hey, that's just a definition!).
108  * <br>
109  * aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
110  * primitive are actually present in a mesh. The #aiProcess_SortByPType flag
111  * executes a special post-processing algorithm which splits meshes with
112  * *different* primitive types mixed up (e.g. lines and triangles) in several
113  * 'clean' submeshes. Furthermore there is a configuration option (
114  * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
115  * specific kinds of primitives from the imported scene, completely and forever.
116  * In many cases you'll probably want to set this setting to
117  * @code
118  * aiPrimitiveType_LINE|aiPrimitiveType_POINT
119  * @endcode
120  * Together with the #aiProcess_Triangulate flag you can then be sure that
121  * #aiFace::mNumIndices is always 3.
122  * @note Take a look at the @link data Data Structures page @endlink for
123  * more information on the layout and winding order of a face.
124  */
125 struct aiFace
126 {
127     //! Number of indices defining this face.
128     //! The maximum value for this member is #AI_MAX_FACE_INDICES.
129     unsigned int mNumIndices;
130 
131     //! Pointer to the indices array. Size of the array is given in numIndices.
132     unsigned int* mIndices;
133 
134 #ifdef __cplusplus
135 
136     //! Default constructor
aiFaceaiFace137     aiFace()
138       : mNumIndices( 0 )
139       , mIndices( NULL )
140     {
141     }
142 
143     //! Default destructor. Delete the index array
~aiFaceaiFace144     ~aiFace()
145     {
146         delete [] mIndices;
147     }
148 
149     //! Copy constructor. Copy the index array
aiFaceaiFace150     aiFace( const aiFace& o)
151       : mIndices( NULL )
152     {
153         *this = o;
154     }
155 
156     //! Assignment operator. Copy the index array
157     aiFace& operator = ( const aiFace& o)
158     {
159         if (&o == this)
160             return *this;
161 
162         delete[] mIndices;
163         mNumIndices = o.mNumIndices;
164         if (mNumIndices) {
165             mIndices = new unsigned int[mNumIndices];
166             ::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
167         }
168         else {
169             mIndices = NULL;
170         }
171         return *this;
172     }
173 
174     //! Comparison operator. Checks whether the index array
175     //! of two faces is identical
176     bool operator== (const aiFace& o) const
177     {
178         if (mIndices == o.mIndices)return true;
179         else if (mIndices && mNumIndices == o.mNumIndices)
180         {
181             for (unsigned int i = 0;i < this->mNumIndices;++i)
182                 if (mIndices[i] != o.mIndices[i])return false;
183             return true;
184         }
185         return false;
186     }
187 
188     //! Inverse comparison operator. Checks whether the index
189     //! array of two faces is NOT identical
190     bool operator != (const aiFace& o) const
191     {
192         return !(*this == o);
193     }
194 #endif // __cplusplus
195 }; // struct aiFace
196 
197 
198 // ---------------------------------------------------------------------------
199 /** @brief A single influence of a bone on a vertex.
200  */
201 struct aiVertexWeight
202 {
203     //! Index of the vertex which is influenced by the bone.
204     unsigned int mVertexId;
205 
206     //! The strength of the influence in the range (0...1).
207     //! The influence from all bones at one vertex amounts to 1.
208     float mWeight;
209 
210 #ifdef __cplusplus
211 
212     //! Default constructor
aiVertexWeightaiVertexWeight213     aiVertexWeight() { }
214 
215     //! Initialisation from a given index and vertex weight factor
216     //! \param pID ID
217     //! \param pWeight Vertex weight factor
aiVertexWeightaiVertexWeight218     aiVertexWeight( unsigned int pID, float pWeight)
219         : mVertexId( pID), mWeight( pWeight)
220     { /* nothing to do here */ }
221 
222 #endif // __cplusplus
223 };
224 
225 
226 // ---------------------------------------------------------------------------
227 /** @brief A single bone of a mesh.
228  *
229  *  A bone has a name by which it can be found in the frame hierarchy and by
230  *  which it can be addressed by animations. In addition it has a number of
231  *  influences on vertices.
232  */
233 struct aiBone
234 {
235     //! The name of the bone.
236     C_STRUCT aiString mName;
237 
238     //! The number of vertices affected by this bone
239     //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
240     unsigned int mNumWeights;
241 
242     //! The vertices affected by this bone
243     C_STRUCT aiVertexWeight* mWeights;
244 
245     //! Matrix that transforms from mesh space to bone space in bind pose
246     C_STRUCT aiMatrix4x4 mOffsetMatrix;
247 
248 #ifdef __cplusplus
249 
250     //! Default constructor
aiBoneaiBone251     aiBone()
252       : mNumWeights( 0 )
253       , mWeights( NULL )
254     {
255     }
256 
257     //! Copy constructor
aiBoneaiBone258     aiBone(const aiBone& other)
259       : mName( other.mName )
260       , mNumWeights( other.mNumWeights )
261       , mOffsetMatrix( other.mOffsetMatrix )
262     {
263         if (other.mWeights && other.mNumWeights)
264         {
265             mWeights = new aiVertexWeight[mNumWeights];
266             ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
267         }
268     }
269 
270     //! Destructor - deletes the array of vertex weights
~aiBoneaiBone271     ~aiBone()
272     {
273         delete [] mWeights;
274     }
275 #endif // __cplusplus
276 };
277 
278 
279 // ---------------------------------------------------------------------------
280 /** @brief Enumerates the types of geometric primitives supported by Assimp.
281  *
282  *  @see aiFace Face data structure
283  *  @see aiProcess_SortByPType Per-primitive sorting of meshes
284  *  @see aiProcess_Triangulate Automatic triangulation
285  *  @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
286  */
287 enum aiPrimitiveType
288 {
289     /** A point primitive.
290      *
291      * This is just a single vertex in the virtual world,
292      * #aiFace contains just one index for such a primitive.
293      */
294     aiPrimitiveType_POINT       = 0x1,
295 
296     /** A line primitive.
297      *
298      * This is a line defined through a start and an end position.
299      * #aiFace contains exactly two indices for such a primitive.
300      */
301     aiPrimitiveType_LINE        = 0x2,
302 
303     /** A triangular primitive.
304      *
305      * A triangle consists of three indices.
306      */
307     aiPrimitiveType_TRIANGLE    = 0x4,
308 
309     /** A higher-level polygon with more than 3 edges.
310      *
311      * A triangle is a polygon, but polygon in this context means
312      * "all polygons that are not triangles". The "Triangulate"-Step
313      * is provided for your convenience, it splits all polygons in
314      * triangles (which are much easier to handle).
315      */
316     aiPrimitiveType_POLYGON     = 0x8,
317 
318 
319     /** This value is not used. It is just here to force the
320      *  compiler to map this enum to a 32 Bit integer.
321      */
322 #ifndef SWIG
323     _aiPrimitiveType_Force32Bit = INT_MAX
324 #endif
325 }; //! enum aiPrimitiveType
326 
327 // Get the #aiPrimitiveType flag for a specific number of face indices
328 #define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
329     ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
330 
331 
332 
333 // ---------------------------------------------------------------------------
334 /** @brief NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores per-vertex
335  *  animations for a particular frame.
336  *
337  *  You may think of an #aiAnimMesh as a `patch` for the host mesh, which
338  *  replaces only certain vertex data streams at a particular time.
339  *  Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
340  *  The actual relationship between the time line and anim meshes is
341  *  established by #aiMeshAnim, which references singular mesh attachments
342  *  by their ID and binds them to a time offset.
343 */
344 struct aiAnimMesh
345 {
346     /** Replacement for aiMesh::mVertices. If this array is non-NULL,
347      *  it *must* contain mNumVertices entries. The corresponding
348      *  array in the host mesh must be non-NULL as well - animation
349      *  meshes may neither add or nor remove vertex components (if
350      *  a replacement array is NULL and the corresponding source
351      *  array is not, the source data is taken instead)*/
352     C_STRUCT aiVector3D* mVertices;
353 
354     /** Replacement for aiMesh::mNormals.  */
355     C_STRUCT aiVector3D* mNormals;
356 
357     /** Replacement for aiMesh::mTangents. */
358     C_STRUCT aiVector3D* mTangents;
359 
360     /** Replacement for aiMesh::mBitangents. */
361     C_STRUCT aiVector3D* mBitangents;
362 
363     /** Replacement for aiMesh::mColors */
364     C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
365 
366     /** Replacement for aiMesh::mTextureCoords */
367     C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
368 
369     /** The number of vertices in the aiAnimMesh, and thus the length of all
370      * the member arrays.
371      *
372      * This has always the same value as the mNumVertices property in the
373      * corresponding aiMesh. It is duplicated here merely to make the length
374      * of the member arrays accessible even if the aiMesh is not known, e.g.
375      * from language bindings.
376      */
377     unsigned int mNumVertices;
378 
379 #ifdef __cplusplus
380 
aiAnimMeshaiAnimMesh381     aiAnimMesh()
382         : mVertices( NULL )
383         , mNormals( NULL )
384         , mTangents( NULL )
385         , mBitangents( NULL )
386         , mNumVertices( 0 )
387     {
388         // fixme consider moving this to the ctor initializer list as well
389         for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){
390             mTextureCoords[a] = NULL;
391         }
392         for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
393             mColors[a] = NULL;
394         }
395     }
396 
~aiAnimMeshaiAnimMesh397     ~aiAnimMesh()
398     {
399         delete [] mVertices;
400         delete [] mNormals;
401         delete [] mTangents;
402         delete [] mBitangents;
403         for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
404             delete [] mTextureCoords[a];
405         }
406         for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
407             delete [] mColors[a];
408         }
409     }
410 
411     /** Check whether the anim mesh overrides the vertex positions
412      *  of its host mesh*/
HasPositionsaiAnimMesh413     bool HasPositions() const {
414         return mVertices != NULL;
415     }
416 
417     /** Check whether the anim mesh overrides the vertex normals
418      *  of its host mesh*/
HasNormalsaiAnimMesh419     bool HasNormals() const {
420         return mNormals != NULL;
421     }
422 
423     /** Check whether the anim mesh overrides the vertex tangents
424      *  and bitangents of its host mesh. As for aiMesh,
425      *  tangents and bitangents always go together. */
HasTangentsAndBitangentsaiAnimMesh426     bool HasTangentsAndBitangents() const {
427         return mTangents != NULL;
428     }
429 
430     /** Check whether the anim mesh overrides a particular
431      * set of vertex colors on his host mesh.
432      *  @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
HasVertexColorsaiAnimMesh433     bool HasVertexColors( unsigned int pIndex) const    {
434         return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL;
435     }
436 
437     /** Check whether the anim mesh overrides a particular
438      * set of texture coordinates on his host mesh.
439      *  @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
HasTextureCoordsaiAnimMesh440     bool HasTextureCoords( unsigned int pIndex) const   {
441         return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL;
442     }
443 
444 #endif
445 };
446 
447 
448 // ---------------------------------------------------------------------------
449 /** @brief A mesh represents a geometry or model with a single material.
450 *
451 * It usually consists of a number of vertices and a series of primitives/faces
452 * referencing the vertices. In addition there might be a series of bones, each
453 * of them addressing a number of vertices with a certain weight. Vertex data
454 * is presented in channels with each channel containing a single per-vertex
455 * information such as a set of texture coords or a normal vector.
456 * If a data pointer is non-null, the corresponding data stream is present.
457 * From C++-programs you can also use the comfort functions Has*() to
458 * test for the presence of various data streams.
459 *
460 * A Mesh uses only a single material which is referenced by a material ID.
461 * @note The mPositions member is usually not optional. However, vertex positions
462 * *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
463 * @code
464 * aiScene::mFlags
465 * @endcode
466 */
467 struct aiMesh
468 {
469     /** Bitwise combination of the members of the #aiPrimitiveType enum.
470      * This specifies which types of primitives are present in the mesh.
471      * The "SortByPrimitiveType"-Step can be used to make sure the
472      * output meshes consist of one primitive type each.
473      */
474     unsigned int mPrimitiveTypes;
475 
476     /** The number of vertices in this mesh.
477     * This is also the size of all of the per-vertex data arrays.
478     * The maximum value for this member is #AI_MAX_VERTICES.
479     */
480     unsigned int mNumVertices;
481 
482     /** The number of primitives (triangles, polygons, lines) in this  mesh.
483     * This is also the size of the mFaces array.
484     * The maximum value for this member is #AI_MAX_FACES.
485     */
486     unsigned int mNumFaces;
487 
488     /** Vertex positions.
489     * This array is always present in a mesh. The array is
490     * mNumVertices in size.
491     */
492     C_STRUCT aiVector3D* mVertices;
493 
494     /** Vertex normals.
495     * The array contains normalized vectors, NULL if not present.
496     * The array is mNumVertices in size. Normals are undefined for
497     * point and line primitives. A mesh consisting of points and
498     * lines only may not have normal vectors. Meshes with mixed
499     * primitive types (i.e. lines and triangles) may have normals,
500     * but the normals for vertices that are only referenced by
501     * point or line primitives are undefined and set to QNaN (WARN:
502     * qNaN compares to inequal to *everything*, even to qNaN itself.
503     * Using code like this to check whether a field is qnan is:
504     * @code
505     * #define IS_QNAN(f) (f != f)
506     * @endcode
507     * still dangerous because even 1.f == 1.f could evaluate to false! (
508     * remember the subtleties of IEEE754 artithmetics). Use stuff like
509     * @c fpclassify instead.
510     * @note Normal vectors computed by Assimp are always unit-length.
511     * However, this needn't apply for normals that have been taken
512     *   directly from the model file.
513     */
514     C_STRUCT aiVector3D* mNormals;
515 
516     /** Vertex tangents.
517     * The tangent of a vertex points in the direction of the positive
518     * X texture axis. The array contains normalized vectors, NULL if
519     * not present. The array is mNumVertices in size. A mesh consisting
520     * of points and lines only may not have normal vectors. Meshes with
521     * mixed primitive types (i.e. lines and triangles) may have
522     * normals, but the normals for vertices that are only referenced by
523     * point or line primitives are undefined and set to qNaN.  See
524     * the #mNormals member for a detailled discussion of qNaNs.
525     * @note If the mesh contains tangents, it automatically also
526     * contains bitangents.
527     */
528     C_STRUCT aiVector3D* mTangents;
529 
530     /** Vertex bitangents.
531     * The bitangent of a vertex points in the direction of the positive
532     * Y texture axis. The array contains normalized vectors, NULL if not
533     * present. The array is mNumVertices in size.
534     * @note If the mesh contains tangents, it automatically also contains
535     * bitangents.
536     */
537     C_STRUCT aiVector3D* mBitangents;
538 
539     /** Vertex color sets.
540     * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
541     * colors per vertex. NULL if not present. Each array is
542     * mNumVertices in size if present.
543     */
544     C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
545 
546     /** Vertex texture coords, also known as UV channels.
547     * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
548     * vertex. NULL if not present. The array is mNumVertices in size.
549     */
550     C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
551 
552     /** Specifies the number of components for a given UV channel.
553     * Up to three channels are supported (UVW, for accessing volume
554     * or cube maps). If the value is 2 for a given channel n, the
555     * component p.z of mTextureCoords[n][p] is set to 0.0f.
556     * If the value is 1 for a given channel, p.y is set to 0.0f, too.
557     * @note 4D coords are not supported
558     */
559     unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
560 
561     /** The faces the mesh is constructed from.
562     * Each face refers to a number of vertices by their indices.
563     * This array is always present in a mesh, its size is given
564     * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
565     * is NOT set each face references an unique set of vertices.
566     */
567     C_STRUCT aiFace* mFaces;
568 
569     /** The number of bones this mesh contains.
570     * Can be 0, in which case the mBones array is NULL.
571     */
572     unsigned int mNumBones;
573 
574     /** The bones of this mesh.
575     * A bone consists of a name by which it can be found in the
576     * frame hierarchy and a set of vertex weights.
577     */
578     C_STRUCT aiBone** mBones;
579 
580     /** The material used by this mesh.
581      * A mesh does use only a single material. If an imported model uses
582      * multiple materials, the import splits up the mesh. Use this value
583      * as index into the scene's material list.
584      */
585     unsigned int mMaterialIndex;
586 
587     /** Name of the mesh. Meshes can be named, but this is not a
588      *  requirement and leaving this field empty is totally fine.
589      *  There are mainly three uses for mesh names:
590      *   - some formats name nodes and meshes independently.
591      *   - importers tend to split meshes up to meet the
592      *      one-material-per-mesh requirement. Assigning
593      *      the same (dummy) name to each of the result meshes
594      *      aids the caller at recovering the original mesh
595      *      partitioning.
596      *   - Vertex animations refer to meshes by their names.
597      **/
598     C_STRUCT aiString mName;
599 
600 
601     /** NOT CURRENTLY IN USE. The number of attachment meshes */
602     unsigned int mNumAnimMeshes;
603 
604     /** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
605      *  Attachment meshes carry replacement data for some of the
606      *  mesh'es vertex components (usually positions, normals). */
607     C_STRUCT aiAnimMesh** mAnimMeshes;
608 
609 
610 #ifdef __cplusplus
611 
612     //! Default constructor. Initializes all members to 0
aiMeshaiMesh613     aiMesh()
614         : mPrimitiveTypes( 0 )
615         , mNumVertices( 0 )
616         , mNumFaces( 0 )
617         , mVertices( NULL )
618         , mNormals( NULL )
619         , mTangents( NULL )
620         , mBitangents( NULL )
621         , mFaces( NULL )
622         , mNumBones( 0 )
623         , mBones( NULL )
624         , mMaterialIndex( 0 )
625         , mNumAnimMeshes( 0 )
626         , mAnimMeshes( NULL )
627     {
628         for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
629         {
630             mNumUVComponents[a] = 0;
631             mTextureCoords[a] = NULL;
632         }
633 
634         for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
635             mColors[a] = NULL;
636     }
637 
638     //! Deletes all storage allocated for the mesh
~aiMeshaiMesh639     ~aiMesh()
640     {
641         delete [] mVertices;
642         delete [] mNormals;
643         delete [] mTangents;
644         delete [] mBitangents;
645         for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
646             delete [] mTextureCoords[a];
647         }
648         for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
649             delete [] mColors[a];
650         }
651 
652         // DO NOT REMOVE THIS ADDITIONAL CHECK
653         if (mNumBones && mBones)    {
654             for( unsigned int a = 0; a < mNumBones; a++) {
655                 delete mBones[a];
656             }
657             delete [] mBones;
658         }
659 
660         if (mNumAnimMeshes && mAnimMeshes)  {
661             for( unsigned int a = 0; a < mNumAnimMeshes; a++) {
662                 delete mAnimMeshes[a];
663             }
664             delete [] mAnimMeshes;
665         }
666 
667         delete [] mFaces;
668     }
669 
670     //! Check whether the mesh contains positions. Provided no special
671     //! scene flags are set, this will always be true
HasPositionsaiMesh672     bool HasPositions() const
673         { return mVertices != NULL && mNumVertices > 0; }
674 
675     //! Check whether the mesh contains faces. If no special scene flags
676     //! are set this should always return true
HasFacesaiMesh677     bool HasFaces() const
678         { return mFaces != NULL && mNumFaces > 0; }
679 
680     //! Check whether the mesh contains normal vectors
HasNormalsaiMesh681     bool HasNormals() const
682         { return mNormals != NULL && mNumVertices > 0; }
683 
684     //! Check whether the mesh contains tangent and bitangent vectors
685     //! It is not possible that it contains tangents and no bitangents
686     //! (or the other way round). The existence of one of them
687     //! implies that the second is there, too.
HasTangentsAndBitangentsaiMesh688     bool HasTangentsAndBitangents() const
689         { return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; }
690 
691     //! Check whether the mesh contains a vertex color set
692     //! \param pIndex Index of the vertex color set
HasVertexColorsaiMesh693     bool HasVertexColors( unsigned int pIndex) const
694     {
695         if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
696             return false;
697         else
698             return mColors[pIndex] != NULL && mNumVertices > 0;
699     }
700 
701     //! Check whether the mesh contains a texture coordinate set
702     //! \param pIndex Index of the texture coordinates set
HasTextureCoordsaiMesh703     bool HasTextureCoords( unsigned int pIndex) const
704     {
705         if( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS)
706             return false;
707         else
708             return mTextureCoords[pIndex] != NULL && mNumVertices > 0;
709     }
710 
711     //! Get the number of UV channels the mesh contains
GetNumUVChannelsaiMesh712     unsigned int GetNumUVChannels() const
713     {
714         unsigned int n = 0;
715         while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n])++n;
716         return n;
717     }
718 
719     //! Get the number of vertex color channels the mesh contains
GetNumColorChannelsaiMesh720     unsigned int GetNumColorChannels() const
721     {
722         unsigned int n = 0;
723         while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n])++n;
724         return n;
725     }
726 
727     //! Check whether the mesh contains bones
HasBonesaiMesh728     inline bool HasBones() const
729         { return mBones != NULL && mNumBones > 0; }
730 
731 #endif // __cplusplus
732 };
733 
734 
735 #ifdef __cplusplus
736 }
737 #endif //! extern "C"
738 #endif // __AI_MESH_H_INC
739 
740