diff options
author | Sean Harmer <sean.harmer@kdab.com> | 2017-05-24 12:09:44 +0100 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2017-05-24 12:10:02 +0100 |
commit | 77d294db076dac19e8b549b445ffede9f7260c84 (patch) | |
tree | 828ee7a6862ec5c0bd24f97cb540625a2c647376 /src/3rdparty/assimp/include/assimp/mesh.h | |
parent | 59f8fec8a41606b3185fe3a4e276978e3e1ed5ef (diff) | |
parent | 939b9b4b7591e8a421cf048a0a84ed3e75d81d21 (diff) |
Merge branch 'dev' into wip/animationwip/animation
Change-Id: I6e770609c90a7745d08fa4e2f424e865678c5d6f
Diffstat (limited to 'src/3rdparty/assimp/include/assimp/mesh.h')
-rw-r--r-- | src/3rdparty/assimp/include/assimp/mesh.h | 1055 |
1 files changed, 527 insertions, 528 deletions
diff --git a/src/3rdparty/assimp/include/assimp/mesh.h b/src/3rdparty/assimp/include/assimp/mesh.h index 7e2ecc179..5fd30bb02 100644 --- a/src/3rdparty/assimp/include/assimp/mesh.h +++ b/src/3rdparty/assimp/include/assimp/mesh.h @@ -3,12 +3,12 @@ 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 following +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 @@ -25,22 +25,22 @@ 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 mesh.h - * @brief Declares the data structures in which the imported geometry is + * @brief Declares the data structures in which the imported geometry is returned by ASSIMP: aiMesh, aiFace and aiBone data structures. */ #ifndef INCLUDED_AI_MESH_H @@ -53,144 +53,144 @@ extern "C" { #endif // --------------------------------------------------------------------------- -// Limits. These values are required to match the settings Assimp was -// compiled against. Therfore, do not redefine them unless you build the +// Limits. These values are required to match the settings Assimp was +// compiled against. Therfore, do not redefine them unless you build the // library from source using the same definitions. // --------------------------------------------------------------------------- /** @def AI_MAX_FACE_INDICES * Maximum number of indices per face (polygon). */ -#ifndef AI_MAX_FACE_INDICES -# define AI_MAX_FACE_INDICES 0x7fff +#ifndef AI_MAX_FACE_INDICES +# define AI_MAX_FACE_INDICES 0x7fff #endif /** @def AI_MAX_BONE_WEIGHTS * Maximum number of indices per face (polygon). */ #ifndef AI_MAX_BONE_WEIGHTS -# define AI_MAX_BONE_WEIGHTS 0x7fffffff +# define AI_MAX_BONE_WEIGHTS 0x7fffffff #endif /** @def AI_MAX_VERTICES * Maximum number of vertices per mesh. */ #ifndef AI_MAX_VERTICES -# define AI_MAX_VERTICES 0x7fffffff +# define AI_MAX_VERTICES 0x7fffffff #endif /** @def AI_MAX_FACES * Maximum number of faces per mesh. */ #ifndef AI_MAX_FACES -# define AI_MAX_FACES 0x7fffffff +# define AI_MAX_FACES 0x7fffffff #endif /** @def AI_MAX_NUMBER_OF_COLOR_SETS * Supported number of vertex color sets per mesh. */ #ifndef AI_MAX_NUMBER_OF_COLOR_SETS -# define AI_MAX_NUMBER_OF_COLOR_SETS 0x8 +# define AI_MAX_NUMBER_OF_COLOR_SETS 0x8 #endif // !! AI_MAX_NUMBER_OF_COLOR_SETS /** @def AI_MAX_NUMBER_OF_TEXTURECOORDS * Supported number of texture coord sets (UV(W) channels) per mesh */ #ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS -# define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8 +# define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8 #endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS // --------------------------------------------------------------------------- -/** @brief A single face in a mesh, referring to multiple vertices. +/** @brief A single face in a mesh, referring to multiple vertices. * - * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3 + * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3 * it's called 'polygon' (hey, that's just a definition!). * <br> * aiMesh::mPrimitiveTypes can be queried to quickly examine which types of - * primitive are actually present in a mesh. The #aiProcess_SortByPType flag + * primitive are actually present in a mesh. The #aiProcess_SortByPType flag * executes a special post-processing algorithm which splits meshes with * *different* primitive types mixed up (e.g. lines and triangles) in several * 'clean' submeshes. Furthermore there is a configuration option ( - * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove + * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove * specific kinds of primitives from the imported scene, completely and forever. - * In many cases you'll probably want to set this setting to - * @code + * In many cases you'll probably want to set this setting to + * @code * aiPrimitiveType_LINE|aiPrimitiveType_POINT * @endcode * Together with the #aiProcess_Triangulate flag you can then be sure that - * #aiFace::mNumIndices is always 3. + * #aiFace::mNumIndices is always 3. * @note Take a look at the @link data Data Structures page @endlink for * more information on the layout and winding order of a face. */ struct aiFace { - //! Number of indices defining this face. - //! The maximum value for this member is #AI_MAX_FACE_INDICES. - unsigned int mNumIndices; + //! Number of indices defining this face. + //! The maximum value for this member is #AI_MAX_FACE_INDICES. + unsigned int mNumIndices; - //! Pointer to the indices array. Size of the array is given in numIndices. - unsigned int* mIndices; + //! Pointer to the indices array. Size of the array is given in numIndices. + unsigned int* mIndices; #ifdef __cplusplus - //! Default constructor - aiFace() + //! Default constructor + aiFace() : mNumIndices( 0 ) , mIndices( NULL ) - { - } + { + } - //! Default destructor. Delete the index array - ~aiFace() - { - delete [] mIndices; - } + //! Default destructor. Delete the index array + ~aiFace() + { + delete [] mIndices; + } - //! Copy constructor. Copy the index array - aiFace( const aiFace& o) + //! Copy constructor. Copy the index array + aiFace( const aiFace& o) : mIndices( NULL ) - { - *this = o; - } - - //! Assignment operator. Copy the index array - aiFace& operator = ( const aiFace& o) - { - if (&o == this) - return *this; - - delete[] mIndices; - mNumIndices = o.mNumIndices; - if (mNumIndices) { - mIndices = new unsigned int[mNumIndices]; - ::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int)); - } - else { - mIndices = NULL; - } - return *this; - } - - //! Comparison operator. Checks whether the index array - //! of two faces is identical - bool operator== (const aiFace& o) const - { - if (mIndices == o.mIndices)return true; - else if (mIndices && mNumIndices == o.mNumIndices) - { - for (unsigned int i = 0;i < this->mNumIndices;++i) - if (mIndices[i] != o.mIndices[i])return false; - return true; - } - return false; - } - - //! Inverse comparison operator. Checks whether the index - //! array of two faces is NOT identical - bool operator != (const aiFace& o) const - { - return !(*this == o); - } + { + *this = o; + } + + //! Assignment operator. Copy the index array + aiFace& operator = ( const aiFace& o) + { + if (&o == this) + return *this; + + delete[] mIndices; + mNumIndices = o.mNumIndices; + if (mNumIndices) { + mIndices = new unsigned int[mNumIndices]; + ::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int)); + } + else { + mIndices = NULL; + } + return *this; + } + + //! Comparison operator. Checks whether the index array + //! of two faces is identical + bool operator== (const aiFace& o) const + { + if (mIndices == o.mIndices)return true; + else if (mIndices && mNumIndices == o.mNumIndices) + { + for (unsigned int i = 0;i < this->mNumIndices;++i) + if (mIndices[i] != o.mIndices[i])return false; + return true; + } + return false; + } + + //! Inverse comparison operator. Checks whether the index + //! array of two faces is NOT identical + bool operator != (const aiFace& o) const + { + return !(*this == o); + } #endif // __cplusplus }; // struct aiFace @@ -200,24 +200,24 @@ struct aiFace */ struct aiVertexWeight { - //! Index of the vertex which is influenced by the bone. - unsigned int mVertexId; + //! Index of the vertex which is influenced by the bone. + unsigned int mVertexId; - //! The strength of the influence in the range (0...1). - //! The influence from all bones at one vertex amounts to 1. - float mWeight; + //! The strength of the influence in the range (0...1). + //! The influence from all bones at one vertex amounts to 1. + float mWeight; #ifdef __cplusplus - //! Default constructor - aiVertexWeight() { } + //! Default constructor + aiVertexWeight() { } - //! Initialisation from a given index and vertex weight factor - //! \param pID ID - //! \param pWeight Vertex weight factor - aiVertexWeight( unsigned int pID, float pWeight) - : mVertexId( pID), mWeight( pWeight) - { /* nothing to do here */ } + //! Initialisation from a given index and vertex weight factor + //! \param pID ID + //! \param pWeight Vertex weight factor + aiVertexWeight( unsigned int pID, float pWeight) + : mVertexId( pID), mWeight( pWeight) + { /* nothing to do here */ } #endif // __cplusplus }; @@ -227,58 +227,59 @@ struct aiVertexWeight /** @brief A single bone of a mesh. * * A bone has a name by which it can be found in the frame hierarchy and by - * which it can be addressed by animations. In addition it has a number of + * which it can be addressed by animations. In addition it has a number of * influences on vertices. */ struct aiBone { - //! The name of the bone. - C_STRUCT aiString mName; + //! The name of the bone. + C_STRUCT aiString mName; - //! The number of vertices affected by this bone - //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS. - unsigned int mNumWeights; + //! The number of vertices affected by this bone + //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS. + unsigned int mNumWeights; - //! The vertices affected by this bone - C_STRUCT aiVertexWeight* mWeights; + //! The vertices affected by this bone + C_STRUCT aiVertexWeight* mWeights; - //! Matrix that transforms from mesh space to bone space in bind pose - C_STRUCT aiMatrix4x4 mOffsetMatrix; + //! Matrix that transforms from mesh space to bone space in bind pose + C_STRUCT aiMatrix4x4 mOffsetMatrix; #ifdef __cplusplus - //! Default constructor - aiBone() - : mNumWeights( 0 ) + //! Default constructor + aiBone() + : mName() + , mNumWeights( 0 ) , mWeights( NULL ) - { - } + { + } - //! Copy constructor - aiBone(const aiBone& other) + //! Copy constructor + aiBone(const aiBone& other) : mName( other.mName ) , mNumWeights( other.mNumWeights ) , mOffsetMatrix( other.mOffsetMatrix ) - { - if (other.mWeights && other.mNumWeights) - { - mWeights = new aiVertexWeight[mNumWeights]; - ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight)); - } - } - - //! Destructor - deletes the array of vertex weights - ~aiBone() - { - delete [] mWeights; - } + { + if (other.mWeights && other.mNumWeights) + { + mWeights = new aiVertexWeight[mNumWeights]; + ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight)); + } + } + + //! Destructor - deletes the array of vertex weights + ~aiBone() + { + delete [] mWeights; + } #endif // __cplusplus }; // --------------------------------------------------------------------------- /** @brief Enumerates the types of geometric primitives supported by Assimp. - * + * * @see aiFace Face data structure * @see aiProcess_SortByPType Per-primitive sorting of meshes * @see aiProcess_Triangulate Automatic triangulation @@ -286,163 +287,163 @@ struct aiBone */ enum aiPrimitiveType { - /** A point primitive. - * - * This is just a single vertex in the virtual world, - * #aiFace contains just one index for such a primitive. - */ - aiPrimitiveType_POINT = 0x1, - - /** A line primitive. - * - * This is a line defined through a start and an end position. - * #aiFace contains exactly two indices for such a primitive. - */ - aiPrimitiveType_LINE = 0x2, - - /** A triangular primitive. - * - * A triangle consists of three indices. - */ - aiPrimitiveType_TRIANGLE = 0x4, - - /** A higher-level polygon with more than 3 edges. - * - * A triangle is a polygon, but polygon in this context means - * "all polygons that are not triangles". The "Triangulate"-Step - * is provided for your convenience, it splits all polygons in - * triangles (which are much easier to handle). - */ - aiPrimitiveType_POLYGON = 0x8, - - - /** This value is not used. It is just here to force the - * compiler to map this enum to a 32 Bit integer. - */ + /** A point primitive. + * + * This is just a single vertex in the virtual world, + * #aiFace contains just one index for such a primitive. + */ + aiPrimitiveType_POINT = 0x1, + + /** A line primitive. + * + * This is a line defined through a start and an end position. + * #aiFace contains exactly two indices for such a primitive. + */ + aiPrimitiveType_LINE = 0x2, + + /** A triangular primitive. + * + * A triangle consists of three indices. + */ + aiPrimitiveType_TRIANGLE = 0x4, + + /** A higher-level polygon with more than 3 edges. + * + * A triangle is a polygon, but polygon in this context means + * "all polygons that are not triangles". The "Triangulate"-Step + * is provided for your convenience, it splits all polygons in + * triangles (which are much easier to handle). + */ + aiPrimitiveType_POLYGON = 0x8, + + + /** This value is not used. It is just here to force the + * compiler to map this enum to a 32 Bit integer. + */ #ifndef SWIG - _aiPrimitiveType_Force32Bit = INT_MAX + _aiPrimitiveType_Force32Bit = INT_MAX #endif }; //! enum aiPrimitiveType // Get the #aiPrimitiveType flag for a specific number of face indices #define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \ - ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1))) + ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1))) // --------------------------------------------------------------------------- -/** @brief NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores per-vertex +/** @brief NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores per-vertex * animations for a particular frame. - * + * * You may think of an #aiAnimMesh as a `patch` for the host mesh, which - * replaces only certain vertex data streams at a particular time. + * replaces only certain vertex data streams at a particular time. * Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes). - * The actual relationship between the time line and anim meshes is + * The actual relationship between the time line and anim meshes is * established by #aiMeshAnim, which references singular mesh attachments * by their ID and binds them to a time offset. */ struct aiAnimMesh { - /** Replacement for aiMesh::mVertices. If this array is non-NULL, - * it *must* contain mNumVertices entries. The corresponding - * array in the host mesh must be non-NULL as well - animation - * meshes may neither add or nor remove vertex components (if - * a replacement array is NULL and the corresponding source - * array is not, the source data is taken instead)*/ - C_STRUCT aiVector3D* mVertices; - - /** Replacement for aiMesh::mNormals. */ - C_STRUCT aiVector3D* mNormals; - - /** Replacement for aiMesh::mTangents. */ - C_STRUCT aiVector3D* mTangents; - - /** Replacement for aiMesh::mBitangents. */ - C_STRUCT aiVector3D* mBitangents; - - /** Replacement for aiMesh::mColors */ - C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS]; - - /** Replacement for aiMesh::mTextureCoords */ - C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; - - /** The number of vertices in the aiAnimMesh, and thus the length of all - * the member arrays. - * - * This has always the same value as the mNumVertices property in the - * corresponding aiMesh. It is duplicated here merely to make the length - * of the member arrays accessible even if the aiMesh is not known, e.g. - * from language bindings. - */ - unsigned int mNumVertices; + /** Replacement for aiMesh::mVertices. If this array is non-NULL, + * it *must* contain mNumVertices entries. The corresponding + * array in the host mesh must be non-NULL as well - animation + * meshes may neither add or nor remove vertex components (if + * a replacement array is NULL and the corresponding source + * array is not, the source data is taken instead)*/ + C_STRUCT aiVector3D* mVertices; + + /** Replacement for aiMesh::mNormals. */ + C_STRUCT aiVector3D* mNormals; + + /** Replacement for aiMesh::mTangents. */ + C_STRUCT aiVector3D* mTangents; + + /** Replacement for aiMesh::mBitangents. */ + C_STRUCT aiVector3D* mBitangents; + + /** Replacement for aiMesh::mColors */ + C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS]; + + /** Replacement for aiMesh::mTextureCoords */ + C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + + /** The number of vertices in the aiAnimMesh, and thus the length of all + * the member arrays. + * + * This has always the same value as the mNumVertices property in the + * corresponding aiMesh. It is duplicated here merely to make the length + * of the member arrays accessible even if the aiMesh is not known, e.g. + * from language bindings. + */ + unsigned int mNumVertices; /** Weight of the AnimMesh. */ float mWeight; #ifdef __cplusplus - aiAnimMesh() - : mVertices( NULL ) - , mNormals( NULL ) - , mTangents( NULL ) - , mBitangents( NULL ) - , mNumVertices( 0 ) - { - // fixme consider moving this to the ctor initializer list as well - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){ - mTextureCoords[a] = NULL; - } - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) { - mColors[a] = NULL; - } - } - - ~aiAnimMesh() - { - delete [] mVertices; - delete [] mNormals; - delete [] mTangents; - delete [] mBitangents; - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { - delete [] mTextureCoords[a]; - } - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) { - delete [] mColors[a]; - } - } - - /** Check whether the anim mesh overrides the vertex positions - * of its host mesh*/ - bool HasPositions() const { - return mVertices != NULL; - } - - /** Check whether the anim mesh overrides the vertex normals - * of its host mesh*/ - bool HasNormals() const { - return mNormals != NULL; - } - - /** Check whether the anim mesh overrides the vertex tangents - * and bitangents of its host mesh. As for aiMesh, - * tangents and bitangents always go together. */ - bool HasTangentsAndBitangents() const { - return mTangents != NULL; - } - - /** Check whether the anim mesh overrides a particular - * set of vertex colors on his host mesh. - * @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */ - bool HasVertexColors( unsigned int pIndex) const { - return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL; - } - - /** Check whether the anim mesh overrides a particular - * set of texture coordinates on his host mesh. - * @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */ - bool HasTextureCoords( unsigned int pIndex) const { - return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL; - } + aiAnimMesh() + : mVertices( NULL ) + , mNormals( NULL ) + , mTangents( NULL ) + , mBitangents( NULL ) + , mNumVertices( 0 ) + { + // fixme consider moving this to the ctor initializer list as well + for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){ + mTextureCoords[a] = NULL; + } + for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) { + mColors[a] = NULL; + } + } + + ~aiAnimMesh() + { + delete [] mVertices; + delete [] mNormals; + delete [] mTangents; + delete [] mBitangents; + for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { + delete [] mTextureCoords[a]; + } + for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) { + delete [] mColors[a]; + } + } + + /** Check whether the anim mesh overrides the vertex positions + * of its host mesh*/ + bool HasPositions() const { + return mVertices != NULL; + } + + /** Check whether the anim mesh overrides the vertex normals + * of its host mesh*/ + bool HasNormals() const { + return mNormals != NULL; + } + + /** Check whether the anim mesh overrides the vertex tangents + * and bitangents of its host mesh. As for aiMesh, + * tangents and bitangents always go together. */ + bool HasTangentsAndBitangents() const { + return mTangents != NULL; + } + + /** Check whether the anim mesh overrides a particular + * set of vertex colors on his host mesh. + * @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */ + bool HasVertexColors( unsigned int pIndex) const { + return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL; + } + + /** Check whether the anim mesh overrides a particular + * set of texture coordinates on his host mesh. + * @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */ + bool HasTextureCoords( unsigned int pIndex) const { + return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL; + } #endif }; @@ -470,291 +471,289 @@ enum aiMorphingMethod }; //! enum aiMorphingMethod // --------------------------------------------------------------------------- -/** @brief A mesh represents a geometry or model with a single material. +/** @brief A mesh represents a geometry or model with a single material. * -* It usually consists of a number of vertices and a series of primitives/faces -* referencing the vertices. In addition there might be a series of bones, each -* of them addressing a number of vertices with a certain weight. Vertex data -* is presented in channels with each channel containing a single per-vertex +* It usually consists of a number of vertices and a series of primitives/faces +* referencing the vertices. In addition there might be a series of bones, each +* of them addressing a number of vertices with a certain weight. Vertex data +* is presented in channels with each channel containing a single per-vertex * information such as a set of texture coords or a normal vector. * If a data pointer is non-null, the corresponding data stream is present. * From C++-programs you can also use the comfort functions Has*() to * test for the presence of various data streams. * * A Mesh uses only a single material which is referenced by a material ID. -* @note The mPositions member is usually not optional. However, vertex positions -* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in +* @note The mPositions member is usually not optional. However, vertex positions +* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in * @code * aiScene::mFlags * @endcode */ struct aiMesh { - /** Bitwise combination of the members of the #aiPrimitiveType enum. - * This specifies which types of primitives are present in the mesh. - * The "SortByPrimitiveType"-Step can be used to make sure the - * output meshes consist of one primitive type each. - */ - unsigned int mPrimitiveTypes; - - /** The number of vertices in this mesh. - * This is also the size of all of the per-vertex data arrays. - * The maximum value for this member is #AI_MAX_VERTICES. - */ - unsigned int mNumVertices; - - /** The number of primitives (triangles, polygons, lines) in this mesh. - * This is also the size of the mFaces array. - * The maximum value for this member is #AI_MAX_FACES. - */ - unsigned int mNumFaces; - - /** Vertex positions. - * This array is always present in a mesh. The array is - * mNumVertices in size. - */ - C_STRUCT aiVector3D* mVertices; - - /** Vertex normals. - * The array contains normalized vectors, NULL if not present. - * The array is mNumVertices in size. Normals are undefined for - * point and line primitives. A mesh consisting of points and - * lines only may not have normal vectors. Meshes with mixed - * primitive types (i.e. lines and triangles) may have normals, - * but the normals for vertices that are only referenced by - * point or line primitives are undefined and set to QNaN (WARN: - * qNaN compares to inequal to *everything*, even to qNaN itself. - * Using code like this to check whether a field is qnan is: - * @code - * #define IS_QNAN(f) (f != f) - * @endcode - * still dangerous because even 1.f == 1.f could evaluate to false! ( - * remember the subtleties of IEEE754 artithmetics). Use stuff like - * @c fpclassify instead. - * @note Normal vectors computed by Assimp are always unit-length. - * However, this needn't apply for normals that have been taken - * directly from the model file. - */ - C_STRUCT aiVector3D* mNormals; - - /** Vertex tangents. - * The tangent of a vertex points in the direction of the positive - * X texture axis. The array contains normalized vectors, NULL if - * not present. The array is mNumVertices in size. A mesh consisting - * of points and lines only may not have normal vectors. Meshes with - * mixed primitive types (i.e. lines and triangles) may have - * normals, but the normals for vertices that are only referenced by - * point or line primitives are undefined and set to qNaN. See - * the #mNormals member for a detailled discussion of qNaNs. - * @note If the mesh contains tangents, it automatically also - * contains bitangents. - */ - C_STRUCT aiVector3D* mTangents; - - /** Vertex bitangents. - * The bitangent of a vertex points in the direction of the positive - * Y texture axis. The array contains normalized vectors, NULL if not - * present. The array is mNumVertices in size. - * @note If the mesh contains tangents, it automatically also contains - * bitangents. - */ - C_STRUCT aiVector3D* mBitangents; - - /** Vertex color sets. - * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex - * colors per vertex. NULL if not present. Each array is - * mNumVertices in size if present. - */ - C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS]; - - /** Vertex texture coords, also known as UV channels. - * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per - * vertex. NULL if not present. The array is mNumVertices in size. - */ - C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; - - /** Specifies the number of components for a given UV channel. - * Up to three channels are supported (UVW, for accessing volume - * or cube maps). If the value is 2 for a given channel n, the - * component p.z of mTextureCoords[n][p] is set to 0.0f. - * If the value is 1 for a given channel, p.y is set to 0.0f, too. - * @note 4D coords are not supported - */ - unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS]; - - /** The faces the mesh is constructed from. - * Each face refers to a number of vertices by their indices. - * This array is always present in a mesh, its size is given - * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT - * is NOT set each face references an unique set of vertices. - */ - C_STRUCT aiFace* mFaces; - - /** The number of bones this mesh contains. - * Can be 0, in which case the mBones array is NULL. - */ - unsigned int mNumBones; - - /** The bones of this mesh. - * A bone consists of a name by which it can be found in the - * frame hierarchy and a set of vertex weights. - */ - C_STRUCT aiBone** mBones; - - /** The material used by this mesh. - * A mesh does use only a single material. If an imported model uses - * multiple materials, the import splits up the mesh. Use this value - * as index into the scene's material list. - */ - unsigned int mMaterialIndex; - - /** Name of the mesh. Meshes can be named, but this is not a - * requirement and leaving this field empty is totally fine. - * There are mainly three uses for mesh names: - * - some formats name nodes and meshes independently. - * - importers tend to split meshes up to meet the - * one-material-per-mesh requirement. Assigning - * the same (dummy) name to each of the result meshes - * aids the caller at recovering the original mesh - * partitioning. - * - Vertex animations refer to meshes by their names. - **/ - C_STRUCT aiString mName; - - - /** The number of attachment meshes. Note! Currently only works with Collada loader. */ - unsigned int mNumAnimMeshes; - - /** Attachment meshes for this mesh, for vertex-based animation. - * Attachment meshes carry replacement data for some of the - * mesh'es vertex components (usually positions, normals). - * Note! Currently only works with Collada loader.*/ - C_STRUCT aiAnimMesh** mAnimMeshes; + /** Bitwise combination of the members of the #aiPrimitiveType enum. + * This specifies which types of primitives are present in the mesh. + * The "SortByPrimitiveType"-Step can be used to make sure the + * output meshes consist of one primitive type each. + */ + unsigned int mPrimitiveTypes; + + /** The number of vertices in this mesh. + * This is also the size of all of the per-vertex data arrays. + * The maximum value for this member is #AI_MAX_VERTICES. + */ + unsigned int mNumVertices; + + /** The number of primitives (triangles, polygons, lines) in this mesh. + * This is also the size of the mFaces array. + * The maximum value for this member is #AI_MAX_FACES. + */ + unsigned int mNumFaces; + + /** Vertex positions. + * This array is always present in a mesh. The array is + * mNumVertices in size. + */ + C_STRUCT aiVector3D* mVertices; + + /** Vertex normals. + * The array contains normalized vectors, NULL if not present. + * The array is mNumVertices in size. Normals are undefined for + * point and line primitives. A mesh consisting of points and + * lines only may not have normal vectors. Meshes with mixed + * primitive types (i.e. lines and triangles) may have normals, + * but the normals for vertices that are only referenced by + * point or line primitives are undefined and set to QNaN (WARN: + * qNaN compares to inequal to *everything*, even to qNaN itself. + * Using code like this to check whether a field is qnan is: + * @code + * #define IS_QNAN(f) (f != f) + * @endcode + * still dangerous because even 1.f == 1.f could evaluate to false! ( + * remember the subtleties of IEEE754 artithmetics). Use stuff like + * @c fpclassify instead. + * @note Normal vectors computed by Assimp are always unit-length. + * However, this needn't apply for normals that have been taken + * directly from the model file. + */ + C_STRUCT aiVector3D* mNormals; + + /** Vertex tangents. + * The tangent of a vertex points in the direction of the positive + * X texture axis. The array contains normalized vectors, NULL if + * not present. The array is mNumVertices in size. A mesh consisting + * of points and lines only may not have normal vectors. Meshes with + * mixed primitive types (i.e. lines and triangles) may have + * normals, but the normals for vertices that are only referenced by + * point or line primitives are undefined and set to qNaN. See + * the #mNormals member for a detailed discussion of qNaNs. + * @note If the mesh contains tangents, it automatically also + * contains bitangents. + */ + C_STRUCT aiVector3D* mTangents; + + /** Vertex bitangents. + * The bitangent of a vertex points in the direction of the positive + * Y texture axis. The array contains normalized vectors, NULL if not + * present. The array is mNumVertices in size. + * @note If the mesh contains tangents, it automatically also contains + * bitangents. + */ + C_STRUCT aiVector3D* mBitangents; + + /** Vertex color sets. + * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex + * colors per vertex. NULL if not present. Each array is + * mNumVertices in size if present. + */ + C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS]; + + /** Vertex texture coords, also known as UV channels. + * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per + * vertex. NULL if not present. The array is mNumVertices in size. + */ + C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + + /** Specifies the number of components for a given UV channel. + * Up to three channels are supported (UVW, for accessing volume + * or cube maps). If the value is 2 for a given channel n, the + * component p.z of mTextureCoords[n][p] is set to 0.0f. + * If the value is 1 for a given channel, p.y is set to 0.0f, too. + * @note 4D coords are not supported + */ + unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + + /** The faces the mesh is constructed from. + * Each face refers to a number of vertices by their indices. + * This array is always present in a mesh, its size is given + * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT + * is NOT set each face references an unique set of vertices. + */ + C_STRUCT aiFace* mFaces; + + /** The number of bones this mesh contains. + * Can be 0, in which case the mBones array is NULL. + */ + unsigned int mNumBones; + + /** The bones of this mesh. + * A bone consists of a name by which it can be found in the + * frame hierarchy and a set of vertex weights. + */ + C_STRUCT aiBone** mBones; + + /** The material used by this mesh. + * A mesh uses only a single material. If an imported model uses + * multiple materials, the import splits up the mesh. Use this value + * as index into the scene's material list. + */ + unsigned int mMaterialIndex; + + /** Name of the mesh. Meshes can be named, but this is not a + * requirement and leaving this field empty is totally fine. + * There are mainly three uses for mesh names: + * - some formats name nodes and meshes independently. + * - importers tend to split meshes up to meet the + * one-material-per-mesh requirement. Assigning + * the same (dummy) name to each of the result meshes + * aids the caller at recovering the original mesh + * partitioning. + * - Vertex animations refer to meshes by their names. + **/ + C_STRUCT aiString mName; + + + /** NOT CURRENTLY IN USE. The number of attachment meshes */ + unsigned int mNumAnimMeshes; + + /** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation. + * Attachment meshes carry replacement data for some of the + * mesh'es vertex components (usually positions, normals). */ + C_STRUCT aiAnimMesh** mAnimMeshes; /** Method of morphing when animeshes are specified. */ unsigned int mMethod; #ifdef __cplusplus - //! Default constructor. Initializes all members to 0 - aiMesh() - : mPrimitiveTypes( 0 ) - , mNumVertices( 0 ) - , mNumFaces( 0 ) - , mVertices( NULL ) - , mNormals( NULL ) - , mTangents( NULL ) - , mBitangents( NULL ) - , mFaces( NULL ) - , mNumBones( 0 ) - , mBones( NULL ) - , mMaterialIndex( 0 ) - , mNumAnimMeshes( 0 ) - , mAnimMeshes( NULL ) - { - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) - { - mNumUVComponents[a] = 0; - mTextureCoords[a] = NULL; - } - - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) - mColors[a] = NULL; - } - - //! Deletes all storage allocated for the mesh - ~aiMesh() - { - delete [] mVertices; - delete [] mNormals; - delete [] mTangents; - delete [] mBitangents; - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { - delete [] mTextureCoords[a]; - } - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) { - delete [] mColors[a]; - } - - // DO NOT REMOVE THIS ADDITIONAL CHECK - if (mNumBones && mBones) { - for( unsigned int a = 0; a < mNumBones; a++) { - delete mBones[a]; - } - delete [] mBones; - } - - if (mNumAnimMeshes && mAnimMeshes) { - for( unsigned int a = 0; a < mNumAnimMeshes; a++) { - delete mAnimMeshes[a]; - } - delete [] mAnimMeshes; - } - - delete [] mFaces; - } - - //! Check whether the mesh contains positions. Provided no special - //! scene flags are set (such as #AI_SCENE_FLAGS_ANIM_SKELETON_ONLY), - //! this will always be true - bool HasPositions() const - { return mVertices != NULL && mNumVertices > 0; } - - //! Check whether the mesh contains faces. If no special scene flags - //! are set this should always return true - bool HasFaces() const - { return mFaces != NULL && mNumFaces > 0; } - - //! Check whether the mesh contains normal vectors - bool HasNormals() const - { return mNormals != NULL && mNumVertices > 0; } - - //! Check whether the mesh contains tangent and bitangent vectors - //! It is not possible that it contains tangents and no bitangents - //! (or the other way round). The existence of one of them - //! implies that the second is there, too. - bool HasTangentsAndBitangents() const - { return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; } - - //! Check whether the mesh contains a vertex color set - //! \param pIndex Index of the vertex color set - bool HasVertexColors( unsigned int pIndex) const - { - if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS) - return false; - else - return mColors[pIndex] != NULL && mNumVertices > 0; - } - - //! Check whether the mesh contains a texture coordinate set - //! \param pIndex Index of the texture coordinates set - bool HasTextureCoords( unsigned int pIndex) const - { - if( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) - return false; - else - return mTextureCoords[pIndex] != NULL && mNumVertices > 0; - } - - //! Get the number of UV channels the mesh contains - unsigned int GetNumUVChannels() const - { - unsigned int n = 0; - while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n])++n; - return n; - } - - //! Get the number of vertex color channels the mesh contains - unsigned int GetNumColorChannels() const - { - unsigned int n = 0; - while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n])++n; - return n; - } - - //! Check whether the mesh contains bones - inline bool HasBones() const - { return mBones != NULL && mNumBones > 0; } + //! Default constructor. Initializes all members to 0 + aiMesh() + : mPrimitiveTypes( 0 ) + , mNumVertices( 0 ) + , mNumFaces( 0 ) + , mVertices( NULL ) + , mNormals( NULL ) + , mTangents( NULL ) + , mBitangents( NULL ) + , mFaces( NULL ) + , mNumBones( 0 ) + , mBones( NULL ) + , mMaterialIndex( 0 ) + , mNumAnimMeshes( 0 ) + , mAnimMeshes( NULL ) + { + for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) + { + mNumUVComponents[a] = 0; + mTextureCoords[a] = NULL; + } + + for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) + mColors[a] = NULL; + } + + //! Deletes all storage allocated for the mesh + ~aiMesh() + { + delete [] mVertices; + delete [] mNormals; + delete [] mTangents; + delete [] mBitangents; + for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { + delete [] mTextureCoords[a]; + } + for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) { + delete [] mColors[a]; + } + + // DO NOT REMOVE THIS ADDITIONAL CHECK + if (mNumBones && mBones) { + for( unsigned int a = 0; a < mNumBones; a++) { + delete mBones[a]; + } + delete [] mBones; + } + + if (mNumAnimMeshes && mAnimMeshes) { + for( unsigned int a = 0; a < mNumAnimMeshes; a++) { + delete mAnimMeshes[a]; + } + delete [] mAnimMeshes; + } + + delete [] mFaces; + } + + //! Check whether the mesh contains positions. Provided no special + //! scene flags are set, this will always be true + bool HasPositions() const + { return mVertices != NULL && mNumVertices > 0; } + + //! Check whether the mesh contains faces. If no special scene flags + //! are set this should always return true + bool HasFaces() const + { return mFaces != NULL && mNumFaces > 0; } + + //! Check whether the mesh contains normal vectors + bool HasNormals() const + { return mNormals != NULL && mNumVertices > 0; } + + //! Check whether the mesh contains tangent and bitangent vectors + //! It is not possible that it contains tangents and no bitangents + //! (or the other way round). The existence of one of them + //! implies that the second is there, too. + bool HasTangentsAndBitangents() const + { return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; } + + //! Check whether the mesh contains a vertex color set + //! \param pIndex Index of the vertex color set + bool HasVertexColors( unsigned int pIndex) const + { + if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS) + return false; + else + return mColors[pIndex] != NULL && mNumVertices > 0; + } + + //! Check whether the mesh contains a texture coordinate set + //! \param pIndex Index of the texture coordinates set + bool HasTextureCoords( unsigned int pIndex) const + { + if( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) + return false; + else + return mTextureCoords[pIndex] != NULL && mNumVertices > 0; + } + + //! Get the number of UV channels the mesh contains + unsigned int GetNumUVChannels() const + { + unsigned int n = 0; + while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n])++n; + return n; + } + + //! Get the number of vertex color channels the mesh contains + unsigned int GetNumColorChannels() const + { + unsigned int n = 0; + while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n])++n; + return n; + } + + //! Check whether the mesh contains bones + inline bool HasBones() const + { return mBones != NULL && mNumBones > 0; } #endif // __cplusplus }; |