godot/thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.h

114 lines
4.3 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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All rights reserved.
Redistribution and use of this software in source and binary forms,
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following disclaimer.
* Redistributions in binary form must reproduce the above
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* Neither the name of the assimp team, nor the names of its
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derived from this software without specific prior
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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
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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
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*/
/** @file Defines a post processing step to bring a given scene
into the verbose format that is expected by most postprocess steps.
This is the inverse of the "JoinIdenticalVertices" step. */
#ifndef AI_MAKEVERBOSEFORMAT_H_INC
#define AI_MAKEVERBOSEFORMAT_H_INC
#include "Common/BaseProcess.h"
struct aiMesh;
namespace Assimp {
// ---------------------------------------------------------------------------
/** MakeVerboseFormatProcess: Class to convert an asset to the verbose
* format which is expected by most postprocess steps.
*
* This is the inverse of what the "JoinIdenticalVertices" step is doing.
* This step has no official flag (since it wouldn't make sense to run it
* during import). It is intended for applications intending to modify the
* returned aiScene. After this step has been executed, they can execute
* other postprocess steps on the data. The code might also be useful to
* quickly adapt code that doesn't result in a verbose representation of
* the scene data.
* The step has been added because it was required by the viewer, however
* it has been moved to the main library since others might find it
* useful, too. */
class ASSIMP_API_WINONLY MakeVerboseFormatProcess : public BaseProcess
{
public:
MakeVerboseFormatProcess();
~MakeVerboseFormatProcess();
public:
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.
* @param pFlags The processing flags the importer was called with. A bitwise
* combination of #aiPostProcessSteps.
* @return true if the process is present in this flag fields, false if not */
bool IsActive( unsigned int /*pFlags*/ ) const
{
// NOTE: There is no direct flag that corresponds to
// this postprocess step.
return false;
}
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.
* At the moment a process is not supposed to fail.
* @param pScene The imported data to work at. */
void Execute( aiScene* pScene);
public:
// -------------------------------------------------------------------
/** Checks whether the scene is already in verbose format.
* @param pScene The data to check.
* @return true if the scene is already in verbose format. */
static bool IsVerboseFormat(const aiScene* pScene);
private:
//! Apply the postprocess step to a given submesh
bool MakeVerboseFormat (aiMesh* pcMesh);
};
} // end of namespace Assimp
#endif // !!AI_KILLNORMALPROCESS_H_INC