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authorAndy Maloney <asmaloney@gmail.com>2016-12-07 19:33:08 -0500
committerSean Harmer <sean.harmer@kdab.com>2017-03-14 11:26:18 +0000
commit3cd55c54dbf66a320438d743fbd223952043cd39 (patch)
treeaecda25c473f481695619102a907249a47823190 /src/3rdparty/assimp/code/PretransformVertices.h
parent9675579a6d7955b0b278a54050f6f503e2b10b1a (diff)
Update assimp lib to 3.3.1
The currently included assimp lib is v3.0 from 2012. This updates assimp lib to the latest released version (3.3.1). Change-Id: I15a60e3150c0b268422f23137107b34e4c5c4342 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/3rdparty/assimp/code/PretransformVertices.h')
-rw-r--r--src/3rdparty/assimp/code/PretransformVertices.h201
1 files changed, 102 insertions, 99 deletions
diff --git a/src/3rdparty/assimp/code/PretransformVertices.h b/src/3rdparty/assimp/code/PretransformVertices.h
index 3738810ff..28bd95a67 100644
--- a/src/3rdparty/assimp/code/PretransformVertices.h
+++ b/src/3rdparty/assimp/code/PretransformVertices.h
@@ -2,11 +2,11 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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
+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
@@ -23,33 +23,36 @@ following conditions are met:
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
+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
+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
+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
+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.
----------------------------------------------------------------------
*/
/** @file PretransformVertices.h
- * @brief Defines a post processing step to pretransform all
- * vertices in the scenegraph
+ * @brief Defines a post processing step to pretransform all
+ * vertices in the scenegraph
*/
#ifndef AI_PRETRANSFORMVERTICES_H_INC
#define AI_PRETRANSFORMVERTICES_H_INC
#include "BaseProcess.h"
-#include "../include/assimp/mesh.h"
+#include <assimp/mesh.h>
+#include <list>
+#include <vector>
+struct aiNode;
class PretransformVerticesTest;
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** The PretransformVertices pre-transforms all vertices in the node tree
@@ -60,102 +63,102 @@ class ASSIMP_API PretransformVertices : public BaseProcess
{
public:
- PretransformVertices ();
- ~PretransformVertices ();
+ PretransformVertices ();
+ ~PretransformVertices ();
public:
- // -------------------------------------------------------------------
- // Check whether step is active
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ // Check whether step is active
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- // Execute step on a given scene
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ // Execute step on a given scene
+ void Execute( aiScene* pScene);
- // -------------------------------------------------------------------
- // Setup import settings
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ // Setup import settings
+ void SetupProperties(const Importer* pImp);
- // -------------------------------------------------------------------
- /** @brief Toggle the 'keep hierarchy' option
- * @param d hm ... difficult to guess what this means, hu!?
- */
- void KeepHierarchy(bool d) {
- configKeepHierarchy = d;
- }
+ // -------------------------------------------------------------------
+ /** @brief Toggle the 'keep hierarchy' option
+ * @param d hm ... difficult to guess what this means, hu!?
+ */
+ void KeepHierarchy(bool d) {
+ configKeepHierarchy = d;
+ }
- // -------------------------------------------------------------------
- /** @brief Check whether 'keep hierarchy' is currently enabled.
- * @return ...
- */
- bool IsHierarchyKept() const {
- return configKeepHierarchy;
- }
+ // -------------------------------------------------------------------
+ /** @brief Check whether 'keep hierarchy' is currently enabled.
+ * @return ...
+ */
+ bool IsHierarchyKept() const {
+ return configKeepHierarchy;
+ }
private:
- // -------------------------------------------------------------------
- // Count the number of nodes
- unsigned int CountNodes( aiNode* pcNode );
-
- // -------------------------------------------------------------------
- // Get a bitwise combination identifying the vertex format of a mesh
- unsigned int GetMeshVFormat(aiMesh* pcMesh);
-
- // -------------------------------------------------------------------
- // Count the number of vertices in the whole scene and a given
- // material index
- void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
- unsigned int iMat,
- unsigned int iVFormat,
- unsigned int* piFaces,
- unsigned int* piVertices);
-
- // -------------------------------------------------------------------
- // Collect vertex/face data
- void CollectData( aiScene* pcScene, aiNode* pcNode,
- unsigned int iMat,
- unsigned int iVFormat,
- aiMesh* pcMeshOut,
- unsigned int aiCurrent[2],
- unsigned int* num_refs);
-
- // -------------------------------------------------------------------
- // Get a list of all vertex formats that occur for a given material
- // The output list contains duplicate elements
- void GetVFormatList( aiScene* pcScene, unsigned int iMat,
- std::list<unsigned int>& aiOut);
-
- // -------------------------------------------------------------------
- // Compute the absolute transformation matrices of each node
- void ComputeAbsoluteTransform( aiNode* pcNode );
-
- // -------------------------------------------------------------------
- // Simple routine to build meshes in worldspace, no further optimization
- void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
- unsigned int numIn, aiNode* node);
-
- // -------------------------------------------------------------------
- // Apply the node transformation to a mesh
- void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
-
- // -------------------------------------------------------------------
- // Reset transformation matrices to identity
- void MakeIdentityTransform(aiNode* nd);
-
- // -------------------------------------------------------------------
- // Build reference counters for all meshes
- void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
-
-
-
- //! Configuration option: keep scene hierarchy as long as possible
- bool configKeepHierarchy;
- bool configNormalize;
- bool configTransform;
- aiMatrix4x4 configTransformation;
+ // -------------------------------------------------------------------
+ // Count the number of nodes
+ unsigned int CountNodes( aiNode* pcNode );
+
+ // -------------------------------------------------------------------
+ // Get a bitwise combination identifying the vertex format of a mesh
+ unsigned int GetMeshVFormat(aiMesh* pcMesh);
+
+ // -------------------------------------------------------------------
+ // Count the number of vertices in the whole scene and a given
+ // material index
+ void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
+ unsigned int iMat,
+ unsigned int iVFormat,
+ unsigned int* piFaces,
+ unsigned int* piVertices);
+
+ // -------------------------------------------------------------------
+ // Collect vertex/face data
+ void CollectData( aiScene* pcScene, aiNode* pcNode,
+ unsigned int iMat,
+ unsigned int iVFormat,
+ aiMesh* pcMeshOut,
+ unsigned int aiCurrent[2],
+ unsigned int* num_refs);
+
+ // -------------------------------------------------------------------
+ // Get a list of all vertex formats that occur for a given material
+ // The output list contains duplicate elements
+ void GetVFormatList( aiScene* pcScene, unsigned int iMat,
+ std::list<unsigned int>& aiOut);
+
+ // -------------------------------------------------------------------
+ // Compute the absolute transformation matrices of each node
+ void ComputeAbsoluteTransform( aiNode* pcNode );
+
+ // -------------------------------------------------------------------
+ // Simple routine to build meshes in worldspace, no further optimization
+ void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
+ unsigned int numIn, aiNode* node);
+
+ // -------------------------------------------------------------------
+ // Apply the node transformation to a mesh
+ void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
+
+ // -------------------------------------------------------------------
+ // Reset transformation matrices to identity
+ void MakeIdentityTransform(aiNode* nd);
+
+ // -------------------------------------------------------------------
+ // Build reference counters for all meshes
+ void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
+
+
+
+ //! Configuration option: keep scene hierarchy as long as possible
+ bool configKeepHierarchy;
+ bool configNormalize;
+ bool configTransform;
+ aiMatrix4x4 configTransformation;
};
} // end of namespace Assimp