/src/assimp/code/PostProcessing/PretransformVertices.h
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1 | | /* |
2 | | Open Asset Import Library (assimp) |
3 | | ---------------------------------------------------------------------- |
4 | | |
5 | | Copyright (c) 2006-2025, 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, |
34 | | DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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 "Common/BaseProcess.h" |
50 | | |
51 | | #include <assimp/mesh.h> |
52 | | |
53 | | #include <list> |
54 | | #include <vector> |
55 | | |
56 | | // Forward declarations |
57 | | struct aiNode; |
58 | | |
59 | | class PretransformVerticesTest; |
60 | | |
61 | | namespace Assimp { |
62 | | |
63 | | // --------------------------------------------------------------------------- |
64 | | /** The PretransformVertices pre-transforms all vertices in the node tree |
65 | | * and removes the whole graph. The output is a list of meshes, one for |
66 | | * each material. |
67 | | */ |
68 | | class ASSIMP_API PretransformVertices : public BaseProcess { |
69 | | public: |
70 | | // ------------------------------------------------------------------- |
71 | | /// The default class constructor / destructor. |
72 | | PretransformVertices(); |
73 | | ~PretransformVertices() override = default; |
74 | | |
75 | | // ------------------------------------------------------------------- |
76 | | // Check whether step is active |
77 | | bool IsActive(unsigned int pFlags) const override; |
78 | | |
79 | | // ------------------------------------------------------------------- |
80 | | // Execute step on a given scene |
81 | | void Execute(aiScene *pScene) override; |
82 | | |
83 | | // ------------------------------------------------------------------- |
84 | | // Setup import settings |
85 | | void SetupProperties(const Importer *pImp) override; |
86 | | |
87 | | // ------------------------------------------------------------------- |
88 | | /** @brief Toggle the 'keep hierarchy' option |
89 | | * @param keep true for keep configuration. |
90 | | */ |
91 | 0 | void KeepHierarchy(bool keep) { |
92 | 0 | mConfigKeepHierarchy = keep; |
93 | 0 | } |
94 | | |
95 | | // ------------------------------------------------------------------- |
96 | | /** @brief Check whether 'keep hierarchy' is currently enabled. |
97 | | * @return ... |
98 | | */ |
99 | 0 | bool IsHierarchyKept() const { |
100 | 0 | return mConfigKeepHierarchy; |
101 | 0 | } |
102 | | |
103 | | private: |
104 | | // ------------------------------------------------------------------- |
105 | | // Count the number of nodes |
106 | | unsigned int CountNodes(const aiNode *pcNode) const; |
107 | | |
108 | | // ------------------------------------------------------------------- |
109 | | // Get a bitwise combination identifying the vertex format of a mesh |
110 | | //unsigned int GetMeshVFormat(aiMesh *pcMesh) const; |
111 | | |
112 | | // ------------------------------------------------------------------- |
113 | | // Count the number of vertices in the whole scene and a given |
114 | | // material index |
115 | | void CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode, |
116 | | unsigned int iMat, |
117 | | unsigned int iVFormat, |
118 | | unsigned int *piFaces, |
119 | | unsigned int *piVertices) const; |
120 | | |
121 | | // ------------------------------------------------------------------- |
122 | | // Collect vertex/face data |
123 | | void CollectData(const aiScene *pcScene, const aiNode *pcNode, |
124 | | unsigned int iMat, |
125 | | unsigned int iVFormat, |
126 | | aiMesh *pcMeshOut, |
127 | | unsigned int aiCurrent[2], |
128 | | unsigned int *num_refs) const; |
129 | | |
130 | | // ------------------------------------------------------------------- |
131 | | // Get a list of all vertex formats that occur for a given material |
132 | | // The output list contains duplicate elements |
133 | | /*void GetVFormatList(const aiScene *pcScene, unsigned int iMat, |
134 | | std::list<unsigned int> &aiOut) const;*/ |
135 | | |
136 | | // ------------------------------------------------------------------- |
137 | | // Compute the absolute transformation matrices of each node |
138 | | void ComputeAbsoluteTransform(aiNode *pcNode); |
139 | | |
140 | | // ------------------------------------------------------------------- |
141 | | // Simple routine to build meshes in worldspace, no further optimization |
142 | | void BuildWCSMeshes(MeshArray &out, aiMesh **in, |
143 | | unsigned int numIn, aiNode *node) const; |
144 | | |
145 | | // ------------------------------------------------------------------- |
146 | | // Apply the node transformation to a mesh |
147 | | void ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const; |
148 | | |
149 | | // ------------------------------------------------------------------- |
150 | | // Reset transformation matrices to identity |
151 | | void MakeIdentityTransform(aiNode *nd) const; |
152 | | |
153 | | // ------------------------------------------------------------------- |
154 | | // Build reference counters for all meshes |
155 | | void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const; |
156 | | |
157 | | //! Configuration option: keep scene hierarchy as long as possible |
158 | | bool mConfigKeepHierarchy; |
159 | | bool mConfigNormalize; |
160 | | bool mConfigTransform; |
161 | | aiMatrix4x4 mConfigTransformation; |
162 | | bool mConfigPointCloud; |
163 | | }; |
164 | | |
165 | | } // end of namespace Assimp |
166 | | |
167 | | #endif // !!AI_GENFACENORMALPROCESS_H_INC |