assimp-fez/include/assimp/mesh.h

1169 lines
38 KiB
C

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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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.
*/
#pragma once
#ifndef AI_MESH_H_INC
#define AI_MESH_H_INC
#ifdef __GNUC__
#pragma GCC system_header
#endif
#ifdef _MSC_VER
#pragma warning(disable : 4351)
#endif // _MSC_VER
#include <assimp/aabb.h>
#include <assimp/types.h>
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
// Limits. These values are required to match the settings Assimp was
// compiled against. Therefore, 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' sub-meshes. 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
//! @brief Default constructor.
aiFace() AI_NO_EXCEPT
: mNumIndices(0),
mIndices(nullptr) {
// empty
}
//! @brief Default destructor. Delete the index array
~aiFace() {
delete[] mIndices;
}
//! @brief Copy constructor. Copy the index array
aiFace(const aiFace &o) :
mNumIndices(0), mIndices(nullptr) {
*this = o;
}
//! @brief 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 = nullptr;
}
return *this;
}
//! @brief Comparison operator. Checks whether the index array of two faces is identical.
bool operator==(const aiFace &o) const {
if (mIndices == o.mIndices) {
return true;
}
if (nullptr != mIndices && mNumIndices != o.mNumIndices) {
return false;
}
if (nullptr == mIndices) {
return false;
}
for (unsigned int i = 0; i < this->mNumIndices; ++i) {
if (mIndices[i] != o.mIndices[i]) {
return false;
}
}
return true;
}
//! @brief 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.
ai_real mWeight;
#ifdef __cplusplus
//! @brief Default constructor
aiVertexWeight() AI_NO_EXCEPT
: mVertexId(0),
mWeight(0.0f) {
// empty
}
//! @brief Initialization 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) {
// empty
}
bool operator==(const aiVertexWeight &rhs) const {
return (mVertexId == rhs.mVertexId && mWeight == rhs.mWeight);
}
bool operator!=(const aiVertexWeight &rhs) const {
return (*this == rhs);
}
#endif // __cplusplus
};
// Forward declare aiNode (pointer use only)
struct aiNode;
// ---------------------------------------------------------------------------
/** @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, and a matrix relating the mesh position to the
* position of the bone at the time of binding.
*/
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;
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
/**
* The bone armature node - used for skeleton conversion
* you must enable aiProcess_PopulateArmatureData to populate this
*/
C_STRUCT aiNode *mArmature;
/**
* The bone node in the scene - used for skeleton conversion
* you must enable aiProcess_PopulateArmatureData to populate this
*/
C_STRUCT aiNode *mNode;
#endif
/**
* The influence weights of this bone, by vertex index.
*/
C_STRUCT aiVertexWeight *mWeights;
/**
* Matrix that transforms from mesh space to bone space in bind pose.
*
* This matrix describes the position of the mesh
* in the local space of this bone when the skeleton was bound.
* Thus it can be used directly to determine a desired vertex position,
* given the world-space transform of the bone when animated,
* and the position of the vertex in mesh space.
*
* It is sometimes called an inverse-bind matrix,
* or inverse bind pose matrix.
*/
C_STRUCT aiMatrix4x4 mOffsetMatrix;
#ifdef __cplusplus
/// @brief Default constructor
aiBone() AI_NO_EXCEPT
: mName(),
mNumWeights(0),
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
mArmature(nullptr),
mNode(nullptr),
#endif
mWeights(nullptr),
mOffsetMatrix() {
// empty
}
/// @brief Copy constructor
aiBone(const aiBone &other) :
mName(other.mName),
mNumWeights(other.mNumWeights),
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
mArmature(nullptr),
mNode(nullptr),
#endif
mWeights(nullptr),
mOffsetMatrix(other.mOffsetMatrix) {
copyVertexWeights(other);
}
void copyVertexWeights( const aiBone &other ) {
if (other.mWeights == nullptr || other.mNumWeights == 0) {
mWeights = nullptr;
mNumWeights = 0;
return;
}
mNumWeights = other.mNumWeights;
if (mWeights) {
delete[] mWeights;
}
mWeights = new aiVertexWeight[mNumWeights];
::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight));
}
//! @brief Assignment operator
aiBone &operator = (const aiBone &other) {
if (this == &other) {
return *this;
}
mName = other.mName;
mNumWeights = other.mNumWeights;
mOffsetMatrix = other.mOffsetMatrix;
copyVertexWeights(other);
return *this;
}
/// @brief Compare operator.
bool operator==(const aiBone &rhs) const {
if (mName != rhs.mName || mNumWeights != rhs.mNumWeights ) {
return false;
}
for (size_t i = 0; i < mNumWeights; ++i) {
if (mWeights[i] != rhs.mWeights[i]) {
return false;
}
}
return true;
}
//! @brief 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 {
/**
* @brief 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,
/**
* @brief 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,
/**
* @brief A triangular primitive.
*
* A triangle consists of three indices.
*/
aiPrimitiveType_TRIANGLE = 0x4,
/**
* @brief 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,
/**
* @brief A flag to determine whether this triangles only mesh is NGON encoded.
*
* NGON encoding is a special encoding that tells whether 2 or more consecutive triangles
* should be considered as a triangle fan. This is identified by looking at the first vertex index.
* 2 consecutive triangles with the same 1st vertex index are part of the same
* NGON.
*
* At the moment, only quads (concave or convex) are supported, meaning that polygons are 'seen' as
* triangles, as usual after a triangulation pass.
*
* To get an NGON encoded mesh, please use the aiProcess_Triangulate post process.
*
* @see aiProcess_Triangulate
* @link https://github.com/KhronosGroup/glTF/pull/1620
*/
aiPrimitiveType_NGONEncodingFlag = 0x10,
/**
* 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 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 {
/**Anim Mesh name */
C_STRUCT aiString mName;
/** Replacement for aiMesh::mVertices. If this array is non-nullptr,
* it *must* contain mNumVertices entries. The corresponding
* array in the host mesh must be non-nullptr as well - animation
* meshes may neither add or nor remove vertex components (if
* a replacement array is nullptr 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
/// @brief The class constructor.
aiAnimMesh() AI_NO_EXCEPT :
mVertices(nullptr),
mNormals(nullptr),
mTangents(nullptr),
mBitangents(nullptr),
mColors {nullptr},
mTextureCoords{nullptr},
mNumVertices(0),
mWeight(0.0f) {
// empty
}
/// @brief The class destructor.
~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];
}
}
/**
* @brief Check whether the anim-mesh overrides the vertex positions
* of its host mesh.
* @return true if positions are stored, false if not.
*/
bool HasPositions() const {
return mVertices != nullptr;
}
/**
* @brief Check whether the anim-mesh overrides the vertex normals
* of its host mesh
* @return true if normals are stored, false if not.
*/
bool HasNormals() const {
return mNormals != nullptr;
}
/**
* @brief Check whether the anim-mesh overrides the vertex tangents
* and bitangents of its host mesh. As for aiMesh,
* tangents and bitangents always go together.
* @return true if tangents and bi-tangents are stored, false if not.
*/
bool HasTangentsAndBitangents() const {
return mTangents != nullptr;
}
/**
* @brief 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
* @return true if vertex colors are stored, false if not.
*/
bool HasVertexColors(unsigned int pIndex) const {
return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != nullptr;
}
/**
* @brief 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
* @return true if texture coordinates are stored, false if not.
*/
bool HasTextureCoords(unsigned int pIndex) const {
return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != nullptr;
}
#endif
};
// ---------------------------------------------------------------------------
/** @brief Enumerates the methods of mesh morphing supported by Assimp.
*/
enum aiMorphingMethod {
/** Morphing method to be determined */
aiMorphingMethod_UNKNOWN = 0x0,
/** Interpolation between morph targets */
aiMorphingMethod_VERTEX_BLEND = 0x1,
/** Normalized morphing between morph targets */
aiMorphingMethod_MORPH_NORMALIZED = 0x2,
/** Relative morphing between morph targets */
aiMorphingMethod_MORPH_RELATIVE = 0x3,
/** This value is not used. It is just here to force the
* compiler to map this enum to a 32 Bit integer.
*/
#ifndef SWIG
_aiMorphingMethod_Force32Bit = INT_MAX
#endif
}; //! enum aiMorphingMethod
// ---------------------------------------------------------------------------
/** @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 coordinates 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;
/**
* @brief Vertex positions.
*
* This array is always present in a mesh. The array is
* mNumVertices in size.
*/
C_STRUCT aiVector3D *mVertices;
/**
* @brief Vertex normals.
*
* The array contains normalized vectors, nullptr 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;
/**
* @brief Vertex tangents.
*
* The tangent of a vertex points in the direction of the positive
* X texture axis. The array contains normalized vectors, nullptr 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;
/**
* @brief Vertex bitangents.
*
* The bitangent of a vertex points in the direction of the positive
* Y texture axis. The array contains normalized vectors, nullptr if not
* present. The array is mNumVertices in size.
* @note If the mesh contains tangents, it automatically also contains
* bitangents.
*/
C_STRUCT aiVector3D *mBitangents;
/**
* @brief Vertex color sets.
*
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
* colors per vertex. nullptr if not present. Each array is
* mNumVertices in size if present.
*/
C_STRUCT aiColor4D *mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
/**
* @brief Vertex texture coordinates, also known as UV channels.
*
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
* vertex. nullptr if not present. The array is mNumVertices in size.
*/
C_STRUCT aiVector3D *mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/**
* @brief 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 coordinates are not supported
*/
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/**
* @brief 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 nullptr.
*/
unsigned int mNumBones;
/**
* @brief 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;
/**
* @brief 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;
/**
* The number of attachment meshes.
* Currently known to work with loaders:
* - Collada
* - gltf
*/
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).
* Currently known to work with loaders:
* - Collada
* - gltf
*/
C_STRUCT aiAnimMesh **mAnimMeshes;
/**
* Method of morphing when anim-meshes are specified.
* @see aiMorphingMethod to learn more about the provided morphing targets.
*/
enum aiMorphingMethod mMethod;
/**
* The bounding box.
*/
C_STRUCT aiAABB mAABB;
/**
* Vertex UV stream names. Pointer to array of size AI_MAX_NUMBER_OF_TEXTURECOORDS
*/
C_STRUCT aiString **mTextureCoordsNames;
#ifdef __cplusplus
//! The default class constructor.
aiMesh() AI_NO_EXCEPT
: mPrimitiveTypes(0),
mNumVertices(0),
mNumFaces(0),
mVertices(nullptr),
mNormals(nullptr),
mTangents(nullptr),
mBitangents(nullptr),
mColors{nullptr},
mTextureCoords{nullptr},
mNumUVComponents{0},
mFaces(nullptr),
mNumBones(0),
mBones(nullptr),
mMaterialIndex(0),
mNumAnimMeshes(0),
mAnimMeshes(nullptr),
mMethod(aiMorphingMethod_UNKNOWN),
mAABB(),
mTextureCoordsNames(nullptr) {
// empty
}
//! @brief The class destructor.
~aiMesh() {
delete[] mVertices;
delete[] mNormals;
delete[] mTangents;
delete[] mBitangents;
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
delete[] mTextureCoords[a];
}
if (mTextureCoordsNames) {
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
delete mTextureCoordsNames[a];
}
delete[] mTextureCoordsNames;
}
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++) {
if (mBones[a]) {
delete mBones[a];
}
}
delete[] mBones;
}
if (mNumAnimMeshes && mAnimMeshes) {
for (unsigned int a = 0; a < mNumAnimMeshes; a++) {
delete mAnimMeshes[a];
}
delete[] mAnimMeshes;
}
delete[] mFaces;
}
//! @brief Check whether the mesh contains positions. Provided no special
//! scene flags are set, this will always be true
//! @return true, if positions are stored, false if not.
bool HasPositions() const {
return mVertices != nullptr && mNumVertices > 0;
}
//! @brief Check whether the mesh contains faces. If no special scene flags
//! are set this should always return true
//! @return true, if faces are stored, false if not.
bool HasFaces() const {
return mFaces != nullptr && mNumFaces > 0;
}
//! @brief Check whether the mesh contains normal vectors
//! @return true, if normals are stored, false if not.
bool HasNormals() const {
return mNormals != nullptr && mNumVertices > 0;
}
//! @brief 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.
//! @return true, if tangents and bi-tangents are stored, false if not.
bool HasTangentsAndBitangents() const {
return mTangents != nullptr && mBitangents != nullptr && mNumVertices > 0;
}
//! @brief Check whether the mesh contains a vertex color set
//! @param index Index of the vertex color set
//! @return true, if vertex colors are stored, false if not.
bool HasVertexColors(unsigned int index) const {
if (index >= AI_MAX_NUMBER_OF_COLOR_SETS) {
return false;
}
return mColors[index] != nullptr && mNumVertices > 0;
}
//! @brief Check whether the mesh contains a texture coordinate set
//! @param index Index of the texture coordinates set
//! @return true, if texture coordinates are stored, false if not.
bool HasTextureCoords(unsigned int index) const {
if (index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
return false;
}
return (mTextureCoords[index] != nullptr && mNumVertices > 0);
}
//! @brief Get the number of UV channels the mesh contains.
//! @return the number of stored uv-channels.
unsigned int GetNumUVChannels() const {
unsigned int n(0);
while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n]) {
++n;
}
return n;
}
//! @brief Get the number of vertex color channels the mesh contains.
//! @return The number of stored color channels.
unsigned int GetNumColorChannels() const {
unsigned int n(0);
while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n]) {
++n;
}
return n;
}
//! @brief Check whether the mesh contains bones.
//! @return true, if bones are stored.
bool HasBones() const {
return mBones != nullptr && mNumBones > 0;
}
//! @brief Check whether the mesh contains a texture coordinate set name
//! @param pIndex Index of the texture coordinates set
//! @return true, if texture coordinates for the index exists.
bool HasTextureCoordsName(unsigned int pIndex) const {
if (mTextureCoordsNames == nullptr || pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
return false;
}
return mTextureCoordsNames[pIndex] != nullptr;
}
//! @brief Set a texture coordinate set name
//! @param pIndex Index of the texture coordinates set
//! @param texCoordsName name of the texture coordinate set
void SetTextureCoordsName(unsigned int pIndex, const aiString &texCoordsName) {
if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
return;
}
if (mTextureCoordsNames == nullptr) {
// Construct and null-init array
mTextureCoordsNames = new aiString *[AI_MAX_NUMBER_OF_TEXTURECOORDS];
for (size_t i=0; i<AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
mTextureCoordsNames[i] = nullptr;
}
}
if (texCoordsName.length == 0) {
delete mTextureCoordsNames[pIndex];
mTextureCoordsNames[pIndex] = nullptr;
return;
}
if (mTextureCoordsNames[pIndex] == nullptr) {
mTextureCoordsNames[pIndex] = new aiString(texCoordsName);
return;
}
*mTextureCoordsNames[pIndex] = texCoordsName;
}
//! @brief Get a texture coordinate set name
//! @param pIndex Index of the texture coordinates set
//! @return The texture coordinate name.
const aiString *GetTextureCoordsName(unsigned int index) const {
if (mTextureCoordsNames == nullptr || index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
return nullptr;
}
return mTextureCoordsNames[index];
}
#endif // __cplusplus
};
/**
* @brief A skeleton bone represents a single bone is a skeleton structure.
*
* Skeleton-Animations can be represented via a skeleton struct, which describes
* a hierarchical tree assembled from skeleton bones. A bone is linked to a mesh.
* The bone knows its parent bone. If there is no parent bone the parent id is
* marked with -1.
* The skeleton-bone stores a pointer to its used armature. If there is no
* armature this value if set to nullptr.
* A skeleton bone stores its offset-matrix, which is the absolute transformation
* for the bone. The bone stores the locale transformation to its parent as well.
* You can compute the offset matrix by multiplying the hierarchy like:
* Tree: s1 -> s2 -> s3
* Offset-Matrix s3 = locale-s3 * locale-s2 * locale-s1
*/
struct aiSkeletonBone {
/// The parent bone index, is -1 one if this bone represents the root bone.
int mParent;
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
/// @brief The bone armature node - used for skeleton conversion
/// you must enable aiProcess_PopulateArmatureData to populate this
C_STRUCT aiNode *mArmature;
/// @brief The bone node in the scene - used for skeleton conversion
/// you must enable aiProcess_PopulateArmatureData to populate this
C_STRUCT aiNode *mNode;
#endif
/// @brief The number of weights
unsigned int mNumnWeights;
/// The mesh index, which will get influenced by the weight.
C_STRUCT aiMesh *mMeshId;
/// The influence weights of this bone, by vertex index.
C_STRUCT aiVertexWeight *mWeights;
/** Matrix that transforms from bone space to mesh space in bind pose.
*
* This matrix describes the position of the mesh
* in the local space of this bone when the skeleton was bound.
* Thus it can be used directly to determine a desired vertex position,
* given the world-space transform of the bone when animated,
* and the position of the vertex in mesh space.
*
* It is sometimes called an inverse-bind matrix,
* or inverse bind pose matrix.
*/
C_STRUCT aiMatrix4x4 mOffsetMatrix;
/// Matrix that transforms the locale bone in bind pose.
C_STRUCT aiMatrix4x4 mLocalMatrix;
#ifdef __cplusplus
/// @brief The class constructor.
aiSkeletonBone() :
mParent(-1),
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
mArmature(nullptr),
mNode(nullptr),
#endif
mNumnWeights(0),
mMeshId(nullptr),
mWeights(nullptr),
mOffsetMatrix(),
mLocalMatrix() {
// empty
}
/// @brief The class constructor with its parent
/// @param parent The parent node index.
aiSkeletonBone(unsigned int parent) :
mParent(parent),
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
mArmature(nullptr),
mNode(nullptr),
#endif
mNumnWeights(0),
mMeshId(nullptr),
mWeights(nullptr),
mOffsetMatrix(),
mLocalMatrix() {
// empty
}
/// @brief The class destructor.
~aiSkeletonBone() {
delete[] mWeights;
mWeights = nullptr;
}
#endif // __cplusplus
};
/**
* @brief A skeleton represents the bone hierarchy of an animation.
*
* Skeleton animations can be described as a tree of bones:
* root
* |
* node1
* / \
* node3 node4
* If you want to calculate the transformation of node three you need to compute the
* transformation hierarchy for the transformation chain of node3:
* root->node1->node3
* Each node is represented as a skeleton instance.
*/
struct aiSkeleton {
/**
* @brief The name of the skeleton instance.
*/
C_STRUCT aiString mName;
/**
* @brief The number of bones in the skeleton.
*/
unsigned int mNumBones;
/**
* @brief The bone instance in the skeleton.
*/
C_STRUCT aiSkeletonBone **mBones;
#ifdef __cplusplus
/**
* @brief The class constructor.
*/
aiSkeleton() AI_NO_EXCEPT : mName(), mNumBones(0), mBones(nullptr) {
// empty
}
/**
* @brief The class destructor.
*/
~aiSkeleton() {
delete[] mBones;
}
#endif // __cplusplus
};
#ifdef __cplusplus
}
#endif //! extern "C"
#endif // AI_MESH_H_INC