2019-11-05 17:06:06 +00:00
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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2020-03-09 09:42:18 +00:00
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Copyright (c) 2006-2019, assimp team
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2019-11-05 17:06:06 +00:00
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef ARMATURE_POPULATE_H_
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#define ARMATURE_POPULATE_H_
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#include "Common/BaseProcess.h"
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#include <assimp/BaseImporter.h>
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#include <vector>
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#include <map>
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struct aiNode;
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struct aiBone;
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** Armature Populate: This is a post process designed
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* To save you time when importing models into your game engines
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* This was originally designed only for fbx but will work with other formats
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* it is intended to auto populate aiBone data with armature and the aiNode
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* This is very useful when dealing with skinned meshes
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* or when dealing with many different skeletons
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* It's off by default but recommend that you try it and use it
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* It should reduce down any glue code you have in your
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* importers
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* You can contact RevoluPowered <gordon@gordonite.tech>
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* For more info about this
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*/
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class ASSIMP_API ArmaturePopulate : public BaseProcess {
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public:
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/// The default class constructor.
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ArmaturePopulate();
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/// The class destructor.
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virtual ~ArmaturePopulate();
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/// Overwritten, @see BaseProcess
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virtual bool IsActive( unsigned int pFlags ) const;
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/// Overwritten, @see BaseProcess
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virtual void SetupProperties( const Importer* pImp );
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/// Overwritten, @see BaseProcess
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virtual void Execute( aiScene* pScene );
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static aiNode *GetArmatureRoot(aiNode *bone_node,
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std::vector<aiBone *> &bone_list);
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static bool IsBoneNode(const aiString &bone_name,
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std::vector<aiBone *> &bones);
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static aiNode *GetNodeFromStack(const aiString &node_name,
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std::vector<aiNode *> &nodes);
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static void BuildNodeList(const aiNode *current_node,
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std::vector<aiNode *> &nodes);
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static void BuildBoneList(aiNode *current_node, const aiNode *root_node,
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const aiScene *scene,
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std::vector<aiBone *> &bones);
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static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
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const aiScene *scene,
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const std::vector<aiBone *> &bones,
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std::map<aiBone *, aiNode *> &bone_stack,
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std::vector<aiNode *> &node_stack);
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};
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} // Namespace Assimp
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#endif // SCALE_PROCESS_H_
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