gl-rocket/assimp/mesh.h
Artur Tamborski 0189b137f7 i d
2021-01-02 17:01:54 +01:00

741 lines
25 KiB
C

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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All rights reserved.
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*/
/** @file mesh.h
* @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
#define INCLUDED_AI_MESH_H
#include "types.h"
#ifdef __cplusplus
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
// 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
#endif
/** @def AI_MAX_BONE_WEIGHTS
* Maximum number of indices per face (polygon). */
#ifndef AI_MAX_BONE_WEIGHTS
# 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
#endif
/** @def AI_MAX_FACES
* Maximum number of faces per mesh. */
#ifndef AI_MAX_FACES
# 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
#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
#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
// ---------------------------------------------------------------------------
/** @brief A single face in a mesh, referring to multiple vertices.
*
* 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
* 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
* specific kinds of primitives from the imported scene, completely and forever.
* 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.
* @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;
//! Pointer to the indices array. Size of the array is given in numIndices.
unsigned int* mIndices;
#ifdef __cplusplus
//! Default constructor
aiFace()
: mNumIndices( 0 )
, mIndices( NULL )
{
}
//! Default destructor. Delete the index array
~aiFace()
{
delete [] mIndices;
}
//! 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);
}
#endif // __cplusplus
}; // struct aiFace
// ---------------------------------------------------------------------------
/** @brief A single influence of a bone on a vertex.
*/
struct aiVertexWeight
{
//! 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;
#ifdef __cplusplus
//! 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 */ }
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** @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
* influences on vertices.
*/
struct aiBone
{
//! 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 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;
#ifdef __cplusplus
//! Default constructor
aiBone()
: mName()
, mNumWeights( 0 )
, mWeights( NULL )
{
}
//! 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;
}
#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
* @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
*/
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.
*/
#ifndef SWIG
_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)))
// ---------------------------------------------------------------------------
/** @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.
* Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
* 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;
#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;
}
#endif
};
// ---------------------------------------------------------------------------
/** @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
* 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
* @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 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;
#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, 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
};
#ifdef __cplusplus
}
#endif //! extern "C"
#endif // __AI_MESH_H_INC