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Created: 2026-03-12 06:25

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/src/assimp/code/PostProcessing/SplitByBoneCountProcess.h
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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  copyright notice, this list of conditions and the
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  following disclaimer.
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* Redistributions in binary form must reproduce the above
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  copyright notice, this list of conditions and the
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  following disclaimer in the documentation and/or other
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  materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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  contributors may be used to endorse or promote products
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  derived from this software without specific prior
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  written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/// @file SplitByBoneCountProcess.h
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/// Defines a post processing step to split meshes with many bones into submeshes
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#ifndef AI_SPLITBYBONECOUNTPROCESS_H_INC
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#define AI_SPLITBYBONECOUNTPROCESS_H_INC
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#include <vector>
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#include "Common/BaseProcess.h"
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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namespace Assimp {
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/** Postprocessing filter to split meshes with many bones into submeshes
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 * so that each submesh has a certain max bone count.
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 *
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 * Applied BEFORE the JoinVertices-Step occurs.
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 * Returns NON-UNIQUE vertices, splits by bone count.
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*/
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class SplitByBoneCountProcess : public BaseProcess {
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public:
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    // -------------------------------------------------------------------
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    /// The default class constructor / destructor.
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    SplitByBoneCountProcess();
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    ~SplitByBoneCountProcess() override = default;
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    /// @brief Returns whether the processing step is present in the given flag.
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    /// @param pFlags The processing flags the importer was called with. A
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    ///        bitwise combination of #aiPostProcessSteps.
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    /// @return true if the process is present in this flag fields, false if not.
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    bool IsActive( unsigned int pFlags) const override;
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    /// @brief Called prior to ExecuteOnScene().
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    /// The function is a request to the process to update its configuration
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    /// basing on the Importer's configuration property list.
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    void SetupProperties(const Importer* pImp) override;
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    /// @brief Will return the maximal number of bones.
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    /// @return The maximal number of bones.
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    size_t getMaxNumberOfBones() const;
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protected:
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    /// Executes the post processing step on the given imported data.
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    /// At the moment a process is not supposed to fail.
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    /// @param pScene The imported data to work at.
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    void Execute( aiScene* pScene) override;
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    /// Splits the given mesh by bone count.
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    /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
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    /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
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    void SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const;
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    /// Recursively updates the node's mesh list to account for the changed mesh list
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    void UpdateNode( aiNode* pNode) const;
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private:
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    /// Max bone count. Splitting occurs if a mesh has more than that number of bones.
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    size_t mMaxBoneCount;
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    /// Per mesh index: Array of indices of the new submeshes.
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    using IndexArray = std::vector<unsigned int>;
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    std::vector<IndexArray> mSubMeshIndices;
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};
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inline size_t SplitByBoneCountProcess::getMaxNumberOfBones() const {
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    return mMaxBoneCount;
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}
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} // end of namespace Assimp
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#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC