PlanetEditor/grk/dependencies/assimp/include/assimp/SceneCombiner.h
2023-12-18 16:13:05 +01:00

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14 KiB
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/*
Open Asset Import Library (assimp)
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*/
/** @file Declares a helper class, "SceneCombiner" providing various
* utilities to merge scenes.
*/
#ifndef AI_SCENE_COMBINER_H_INC
#define AI_SCENE_COMBINER_H_INC
#include <assimp/ai_assert.h>
#include <assimp/types.h>
#include <assimp/Defines.h>
#include <stddef.h>
#include <set>
#include <list>
#include <stdint.h>
#include <vector>
struct aiScene;
struct aiNode;
struct aiMaterial;
struct aiTexture;
struct aiCamera;
struct aiLight;
struct aiMetadata;
struct aiBone;
struct aiMesh;
struct aiAnimMesh;
struct aiAnimation;
struct aiNodeAnim;
namespace Assimp {
// ---------------------------------------------------------------------------
/** \brief Helper data structure for SceneCombiner.
*
* Describes to which node a scene must be attached to.
*/
struct AttachmentInfo
{
AttachmentInfo()
: scene (NULL)
, attachToNode (NULL)
{}
AttachmentInfo(aiScene* _scene, aiNode* _attachToNode)
: scene (_scene)
, attachToNode (_attachToNode)
{}
aiScene* scene;
aiNode* attachToNode;
};
// ---------------------------------------------------------------------------
struct NodeAttachmentInfo
{
NodeAttachmentInfo()
: node (NULL)
, attachToNode (NULL)
, resolved (false)
, src_idx (SIZE_MAX)
{}
NodeAttachmentInfo(aiNode* _scene, aiNode* _attachToNode,size_t idx)
: node (_scene)
, attachToNode (_attachToNode)
, resolved (false)
, src_idx (idx)
{}
aiNode* node;
aiNode* attachToNode;
bool resolved;
size_t src_idx;
};
// ---------------------------------------------------------------------------
/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES
* Generate unique names for all named scene items
*/
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES 0x1
/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES
* Generate unique names for materials, too.
* This is not absolutely required to pass the validation.
*/
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES 0x2
/** @def AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY
* Use deep copies of duplicate scenes
*/
#define AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY 0x4
/** @def AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS
* If attachment nodes are not found in the given master scene,
* search the other imported scenes for them in an any order.
*/
#define AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS 0x8
/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY
* Can be combined with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES.
* Unique names are generated, but only if this is absolutely
* required to avoid name conflicts.
*/
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY 0x10
typedef std::pair<aiBone*,unsigned int> BoneSrcIndex;
// ---------------------------------------------------------------------------
/** @brief Helper data structure for SceneCombiner::MergeBones.
*/
struct BoneWithHash : public std::pair<uint32_t,aiString*> {
std::vector<BoneSrcIndex> pSrcBones;
};
// ---------------------------------------------------------------------------
/** @brief Utility for SceneCombiner
*/
struct SceneHelper
{
SceneHelper ()
: scene (NULL)
, idlen (0)
{
id[0] = 0;
}
explicit SceneHelper (aiScene* _scene)
: scene (_scene)
, idlen (0)
{
id[0] = 0;
}
AI_FORCE_INLINE aiScene* operator-> () const
{
return scene;
}
// scene we're working on
aiScene* scene;
// prefix to be added to all identifiers in the scene ...
char id [32];
// and its strlen()
unsigned int idlen;
// hash table to quickly check whether a name is contained in the scene
std::set<unsigned int> hashes;
};
// ---------------------------------------------------------------------------
/** \brief Static helper class providing various utilities to merge two
* scenes. It is intended as internal utility and NOT for use by
* applications.
*
* The class is currently being used by various postprocessing steps
* and loaders (ie. LWS).
*/
class ASSIMP_API SceneCombiner {
// class cannot be instanced
SceneCombiner() {
// empty
}
~SceneCombiner() {
// empty
}
public:
// -------------------------------------------------------------------
/** Merges two or more scenes.
*
* @param dest Receives a pointer to the destination scene. If the
* pointer doesn't point to NULL when the function is called, the
* existing scene is cleared and refilled.
* @param src Non-empty list of scenes to be merged. The function
* deletes the input scenes afterwards. There may be duplicate scenes.
* @param flags Combination of the AI_INT_MERGE_SCENE flags defined above
*/
static void MergeScenes(aiScene** dest,std::vector<aiScene*>& src,
unsigned int flags = 0);
// -------------------------------------------------------------------
/** Merges two or more scenes and attaches all scenes to a specific
* position in the node graph of the master scene.
*
* @param dest Receives a pointer to the destination scene. If the
* pointer doesn't point to NULL when the function is called, the
* existing scene is cleared and refilled.
* @param master Master scene. It will be deleted afterwards. All
* other scenes will be inserted in its node graph.
* @param src Non-empty list of scenes to be merged along with their
* corresponding attachment points in the master scene. The function
* deletes the input scenes afterwards. There may be duplicate scenes.
* @param flags Combination of the AI_INT_MERGE_SCENE flags defined above
*/
static void MergeScenes(aiScene** dest, aiScene* master,
std::vector<AttachmentInfo>& src,
unsigned int flags = 0);
// -------------------------------------------------------------------
/** Merges two or more meshes
*
* The meshes should have equal vertex formats. Only components
* that are provided by ALL meshes will be present in the output mesh.
* An exception is made for VColors - they are set to black. The
* meshes should have the same material indices, too. The output
* material index is always the material index of the first mesh.
*
* @param dest Destination mesh. Must be empty.
* @param flags Currently no parameters
* @param begin First mesh to be processed
* @param end Points to the mesh after the last mesh to be processed
*/
static void MergeMeshes(aiMesh** dest,unsigned int flags,
std::vector<aiMesh*>::const_iterator begin,
std::vector<aiMesh*>::const_iterator end);
// -------------------------------------------------------------------
/** Merges two or more bones
*
* @param out Mesh to receive the output bone list
* @param flags Currently no parameters
* @param begin First mesh to be processed
* @param end Points to the mesh after the last mesh to be processed
*/
static void MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator it,
std::vector<aiMesh*>::const_iterator end);
// -------------------------------------------------------------------
/** Merges two or more materials
*
* The materials should be complementary as much as possible. In case
* of a property present in different materials, the first occurrence
* is used.
*
* @param dest Destination material. Must be empty.
* @param begin First material to be processed
* @param end Points to the material after the last material to be processed
*/
static void MergeMaterials(aiMaterial** dest,
std::vector<aiMaterial*>::const_iterator begin,
std::vector<aiMaterial*>::const_iterator end);
// -------------------------------------------------------------------
/** Builds a list of uniquely named bones in a mesh list
*
* @param asBones Receives the output list
* @param it First mesh to be processed
* @param end Last mesh to be processed
*/
static void BuildUniqueBoneList(std::list<BoneWithHash>& asBones,
std::vector<aiMesh*>::const_iterator it,
std::vector<aiMesh*>::const_iterator end);
// -------------------------------------------------------------------
/** Add a name prefix to all nodes in a scene.
*
* @param Current node. This function is called recursively.
* @param prefix Prefix to be added to all nodes
* @param len STring length
*/
static void AddNodePrefixes(aiNode* node, const char* prefix,
unsigned int len);
// -------------------------------------------------------------------
/** Add an offset to all mesh indices in a node graph
*
* @param Current node. This function is called recursively.
* @param offset Offset to be added to all mesh indices
*/
static void OffsetNodeMeshIndices (aiNode* node, unsigned int offset);
// -------------------------------------------------------------------
/** Attach a list of node graphs to well-defined nodes in a master
* graph. This is a helper for MergeScenes()
*
* @param master Master scene
* @param srcList List of source scenes along with their attachment
* points. If an attachment point is NULL (or does not exist in
* the master graph), a scene is attached to the root of the master
* graph (as an additional child node)
* @duplicates List of duplicates. If elem[n] == n the scene is not
* a duplicate. Otherwise elem[n] links scene n to its first occurrence.
*/
static void AttachToGraph ( aiScene* master,
std::vector<NodeAttachmentInfo>& srcList);
static void AttachToGraph (aiNode* attach,
std::vector<NodeAttachmentInfo>& srcList);
// -------------------------------------------------------------------
/** Get a deep copy of a scene
*
* @param dest Receives a pointer to the destination scene
* @param src Source scene - remains unmodified.
*/
static void CopyScene(aiScene** dest,const aiScene* source,bool allocate = true);
// -------------------------------------------------------------------
/** Get a flat copy of a scene
*
* Only the first hierarchy layer is copied. All pointer members of
* aiScene are shared by source and destination scene. If the
* pointer doesn't point to NULL when the function is called, the
* existing scene is cleared and refilled.
* @param dest Receives a pointer to the destination scene
* @param src Source scene - remains unmodified.
*/
static void CopySceneFlat(aiScene** dest,const aiScene* source);
// -------------------------------------------------------------------
/** Get a deep copy of a mesh
*
* @param dest Receives a pointer to the destination mesh
* @param src Source mesh - remains unmodified.
*/
static void Copy (aiMesh** dest, const aiMesh* src);
// similar to Copy():
static void Copy (aiAnimMesh** dest, const aiAnimMesh* src);
static void Copy (aiMaterial** dest, const aiMaterial* src);
static void Copy (aiTexture** dest, const aiTexture* src);
static void Copy (aiAnimation** dest, const aiAnimation* src);
static void Copy (aiCamera** dest, const aiCamera* src);
static void Copy (aiBone** dest, const aiBone* src);
static void Copy (aiLight** dest, const aiLight* src);
static void Copy (aiNodeAnim** dest, const aiNodeAnim* src);
static void Copy (aiMetadata** dest, const aiMetadata* src);
// recursive, of course
static void Copy (aiNode** dest, const aiNode* src);
private:
// -------------------------------------------------------------------
// Same as AddNodePrefixes, but with an additional check
static void AddNodePrefixesChecked(aiNode* node, const char* prefix,
unsigned int len,
std::vector<SceneHelper>& input,
unsigned int cur);
// -------------------------------------------------------------------
// Add node identifiers to a hashing set
static void AddNodeHashes(aiNode* node, std::set<unsigned int>& hashes);
// -------------------------------------------------------------------
// Search for duplicate names
static bool FindNameMatch(const aiString& name,
std::vector<SceneHelper>& input, unsigned int cur);
};
}
#endif // !! AI_SCENE_COMBINER_H_INC