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3Open Asset Import Library (assimp)
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41*/
42
43/** @file mesh.h
44 * @brief Declares the data structures in which the imported geometry is
45 returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
46 */
47#pragma once
48#ifndef AI_MESH_H_INC
49#define AI_MESH_H_INC
50
51#include <assimp/types.h>
52#include <assimp/aabb.h>
53
54#ifdef __cplusplus
55extern "C" {
56#endif
57
58// ---------------------------------------------------------------------------
59// Limits. These values are required to match the settings Assimp was
60// compiled against. Therefore, do not redefine them unless you build the
61// library from source using the same definitions.
62// ---------------------------------------------------------------------------
63
64/** @def AI_MAX_FACE_INDICES
65 * Maximum number of indices per face (polygon). */
66
67#ifndef AI_MAX_FACE_INDICES
68# define AI_MAX_FACE_INDICES 0x7fff
69#endif
70
71/** @def AI_MAX_BONE_WEIGHTS
72 * Maximum number of indices per face (polygon). */
73
74#ifndef AI_MAX_BONE_WEIGHTS
75# define AI_MAX_BONE_WEIGHTS 0x7fffffff
76#endif
77
78/** @def AI_MAX_VERTICES
79 * Maximum number of vertices per mesh. */
80
81#ifndef AI_MAX_VERTICES
82# define AI_MAX_VERTICES 0x7fffffff
83#endif
84
85/** @def AI_MAX_FACES
86 * Maximum number of faces per mesh. */
87
88#ifndef AI_MAX_FACES
89# define AI_MAX_FACES 0x7fffffff
90#endif
91
92/** @def AI_MAX_NUMBER_OF_COLOR_SETS
93 * Supported number of vertex color sets per mesh. */
94
95#ifndef AI_MAX_NUMBER_OF_COLOR_SETS
96# define AI_MAX_NUMBER_OF_COLOR_SETS 0x8
97#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
98
99/** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
100 * Supported number of texture coord sets (UV(W) channels) per mesh */
101
102#ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
103# define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8
104#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
105
106// ---------------------------------------------------------------------------
107/** @brief A single face in a mesh, referring to multiple vertices.
108 *
109 * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
110 * it's called 'polygon' (hey, that's just a definition!).
111 * <br>
112 * aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
113 * primitive are actually present in a mesh. The #aiProcess_SortByPType flag
114 * executes a special post-processing algorithm which splits meshes with
115 * *different* primitive types mixed up (e.g. lines and triangles) in several
116 * 'clean' submeshes. Furthermore there is a configuration option (
117 * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
118 * specific kinds of primitives from the imported scene, completely and forever.
119 * In many cases you'll probably want to set this setting to
120 * @code
121 * aiPrimitiveType_LINE|aiPrimitiveType_POINT
122 * @endcode
123 * Together with the #aiProcess_Triangulate flag you can then be sure that
124 * #aiFace::mNumIndices is always 3.
125 * @note Take a look at the @link data Data Structures page @endlink for
126 * more information on the layout and winding order of a face.
127 */
128struct aiFace
129{
130 //! Number of indices defining this face.
131 //! The maximum value for this member is #AI_MAX_FACE_INDICES.
132 unsigned int mNumIndices;
133
134 //! Pointer to the indices array. Size of the array is given in numIndices.
135 unsigned int* mIndices;
136
137#ifdef __cplusplus
138
139 //! Default constructor
140 aiFace() AI_NO_EXCEPT
141 : mNumIndices( 0 )
142 , mIndices( nullptr ) {
143 // empty
144 }
145
146 //! Default destructor. Delete the index array
147 ~aiFace()
148 {
149 delete [] mIndices;
150 }
151
152 //! Copy constructor. Copy the index array
153 aiFace( const aiFace& o)
154 : mNumIndices(0)
155 , mIndices( nullptr ) {
156 *this = o;
157 }
158
159 //! Assignment operator. Copy the index array
160 aiFace& operator = ( const aiFace& o) {
161 if (&o == this) {
162 return *this;
163 }
164
165 delete[] mIndices;
166 mNumIndices = o.mNumIndices;
167 if (mNumIndices) {
168 mIndices = new unsigned int[mNumIndices];
169 ::memcpy( dest: mIndices, src: o.mIndices, n: mNumIndices * sizeof( unsigned int));
170 } else {
171 mIndices = nullptr;
172 }
173
174 return *this;
175 }
176
177 //! Comparison operator. Checks whether the index array
178 //! of two faces is identical
179 bool operator== (const aiFace& o) const {
180 if (mIndices == o.mIndices) {
181 return true;
182 }
183
184 if (nullptr != mIndices && mNumIndices != o.mNumIndices) {
185 return false;
186 }
187
188 if (nullptr == mIndices) {
189 return false;
190 }
191
192 for (unsigned int i = 0; i < this->mNumIndices; ++i) {
193 if (mIndices[i] != o.mIndices[i]) {
194 return false;
195 }
196 }
197
198 return true;
199 }
200
201 //! Inverse comparison operator. Checks whether the index
202 //! array of two faces is NOT identical
203 bool operator != (const aiFace& o) const {
204 return !(*this == o);
205 }
206#endif // __cplusplus
207}; // struct aiFace
208
209
210// ---------------------------------------------------------------------------
211/** @brief A single influence of a bone on a vertex.
212 */
213struct aiVertexWeight {
214 //! Index of the vertex which is influenced by the bone.
215 unsigned int mVertexId;
216
217 //! The strength of the influence in the range (0...1).
218 //! The influence from all bones at one vertex amounts to 1.
219 float mWeight;
220
221#ifdef __cplusplus
222
223 //! Default constructor
224 aiVertexWeight() AI_NO_EXCEPT
225 : mVertexId(0)
226 , mWeight(0.0f) {
227 // empty
228 }
229
230 //! Initialization from a given index and vertex weight factor
231 //! \param pID ID
232 //! \param pWeight Vertex weight factor
233 aiVertexWeight( unsigned int pID, float pWeight )
234 : mVertexId( pID )
235 , mWeight( pWeight ) {
236 // empty
237 }
238
239 bool operator == ( const aiVertexWeight &rhs ) const {
240 return ( mVertexId == rhs.mVertexId && mWeight == rhs.mWeight );
241 }
242
243 bool operator != ( const aiVertexWeight &rhs ) const {
244 return ( *this == rhs );
245 }
246
247#endif // __cplusplus
248};
249
250
251// ---------------------------------------------------------------------------
252/** @brief A single bone of a mesh.
253 *
254 * A bone has a name by which it can be found in the frame hierarchy and by
255 * which it can be addressed by animations. In addition it has a number of
256 * influences on vertices, and a matrix relating the mesh position to the
257 * position of the bone at the time of binding.
258 */
259struct aiBone {
260 //! The name of the bone.
261 C_STRUCT aiString mName;
262
263 //! The number of vertices affected by this bone.
264 //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
265 unsigned int mNumWeights;
266
267 //! The influence weights of this bone, by vertex index.
268 C_STRUCT aiVertexWeight* mWeights;
269
270 /** Matrix that transforms from bone space to mesh space in bind pose.
271 *
272 * This matrix describes the position of the mesh
273 * in the local space of this bone when the skeleton was bound.
274 * Thus it can be used directly to determine a desired vertex position,
275 * given the world-space transform of the bone when animated,
276 * and the position of the vertex in mesh space.
277 *
278 * It is sometimes called an inverse-bind matrix,
279 * or inverse bind pose matrix.
280 */
281 C_STRUCT aiMatrix4x4 mOffsetMatrix;
282
283#ifdef __cplusplus
284
285 //! Default constructor
286 aiBone() AI_NO_EXCEPT
287 : mName()
288 , mNumWeights( 0 )
289 , mWeights( nullptr )
290 , mOffsetMatrix() {
291 // empty
292 }
293
294 //! Copy constructor
295 aiBone(const aiBone& other)
296 : mName( other.mName )
297 , mNumWeights( other.mNumWeights )
298 , mWeights(nullptr)
299 , mOffsetMatrix( other.mOffsetMatrix ) {
300 if (other.mWeights && other.mNumWeights) {
301 mWeights = new aiVertexWeight[mNumWeights];
302 ::memcpy(dest: mWeights,src: other.mWeights,n: mNumWeights * sizeof(aiVertexWeight));
303 }
304 }
305
306
307 //! Assignment operator
308 aiBone &operator=(const aiBone& other) {
309 if (this == &other) {
310 return *this;
311 }
312
313 mName = other.mName;
314 mNumWeights = other.mNumWeights;
315 mOffsetMatrix = other.mOffsetMatrix;
316
317 if (other.mWeights && other.mNumWeights)
318 {
319 if (mWeights) {
320 delete[] mWeights;
321 }
322
323 mWeights = new aiVertexWeight[mNumWeights];
324 ::memcpy(dest: mWeights,src: other.mWeights,n: mNumWeights * sizeof(aiVertexWeight));
325 }
326
327 return *this;
328 }
329
330 bool operator == ( const aiBone &rhs ) const {
331 if ( mName != rhs.mName || mNumWeights != rhs.mNumWeights ) {
332 return false;
333 }
334
335 for ( size_t i = 0; i < mNumWeights; ++i ) {
336 if ( mWeights[ i ] != rhs.mWeights[ i ] ) {
337 return false;
338 }
339 }
340
341 return true;
342 }
343 //! Destructor - deletes the array of vertex weights
344 ~aiBone() {
345 delete [] mWeights;
346 }
347#endif // __cplusplus
348};
349
350
351// ---------------------------------------------------------------------------
352/** @brief Enumerates the types of geometric primitives supported by Assimp.
353 *
354 * @see aiFace Face data structure
355 * @see aiProcess_SortByPType Per-primitive sorting of meshes
356 * @see aiProcess_Triangulate Automatic triangulation
357 * @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
358 */
359enum aiPrimitiveType
360{
361 /** A point primitive.
362 *
363 * This is just a single vertex in the virtual world,
364 * #aiFace contains just one index for such a primitive.
365 */
366 aiPrimitiveType_POINT = 0x1,
367
368 /** A line primitive.
369 *
370 * This is a line defined through a start and an end position.
371 * #aiFace contains exactly two indices for such a primitive.
372 */
373 aiPrimitiveType_LINE = 0x2,
374
375 /** A triangular primitive.
376 *
377 * A triangle consists of three indices.
378 */
379 aiPrimitiveType_TRIANGLE = 0x4,
380
381 /** A higher-level polygon with more than 3 edges.
382 *
383 * A triangle is a polygon, but polygon in this context means
384 * "all polygons that are not triangles". The "Triangulate"-Step
385 * is provided for your convenience, it splits all polygons in
386 * triangles (which are much easier to handle).
387 */
388 aiPrimitiveType_POLYGON = 0x8,
389
390
391 /** This value is not used. It is just here to force the
392 * compiler to map this enum to a 32 Bit integer.
393 */
394#ifndef SWIG
395 _aiPrimitiveType_Force32Bit = INT_MAX
396#endif
397}; //! enum aiPrimitiveType
398
399// Get the #aiPrimitiveType flag for a specific number of face indices
400#define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
401 ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
402
403
404
405// ---------------------------------------------------------------------------
406/** @brief An AnimMesh is an attachment to an #aiMesh stores per-vertex
407 * animations for a particular frame.
408 *
409 * You may think of an #aiAnimMesh as a `patch` for the host mesh, which
410 * replaces only certain vertex data streams at a particular time.
411 * Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
412 * The actual relationship between the time line and anim meshes is
413 * established by #aiMeshAnim, which references singular mesh attachments
414 * by their ID and binds them to a time offset.
415*/
416struct aiAnimMesh
417{
418 /**Anim Mesh name */
419 C_STRUCT aiString mName;
420
421 /** Replacement for aiMesh::mVertices. If this array is non-NULL,
422 * it *must* contain mNumVertices entries. The corresponding
423 * array in the host mesh must be non-NULL as well - animation
424 * meshes may neither add or nor remove vertex components (if
425 * a replacement array is NULL and the corresponding source
426 * array is not, the source data is taken instead)*/
427 C_STRUCT aiVector3D* mVertices;
428
429 /** Replacement for aiMesh::mNormals. */
430 C_STRUCT aiVector3D* mNormals;
431
432 /** Replacement for aiMesh::mTangents. */
433 C_STRUCT aiVector3D* mTangents;
434
435 /** Replacement for aiMesh::mBitangents. */
436 C_STRUCT aiVector3D* mBitangents;
437
438 /** Replacement for aiMesh::mColors */
439 C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
440
441 /** Replacement for aiMesh::mTextureCoords */
442 C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
443
444 /** The number of vertices in the aiAnimMesh, and thus the length of all
445 * the member arrays.
446 *
447 * This has always the same value as the mNumVertices property in the
448 * corresponding aiMesh. It is duplicated here merely to make the length
449 * of the member arrays accessible even if the aiMesh is not known, e.g.
450 * from language bindings.
451 */
452 unsigned int mNumVertices;
453
454 /**
455 * Weight of the AnimMesh.
456 */
457 float mWeight;
458
459#ifdef __cplusplus
460
461 aiAnimMesh() AI_NO_EXCEPT
462 : mVertices( nullptr )
463 , mNormals(nullptr)
464 , mTangents(nullptr)
465 , mBitangents(nullptr)
466 , mColors()
467 , mTextureCoords()
468 , mNumVertices( 0 )
469 , mWeight( 0.0f )
470 {
471 // fixme consider moving this to the ctor initializer list as well
472 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){
473 mTextureCoords[a] = nullptr;
474 }
475 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
476 mColors[a] = nullptr;
477 }
478 }
479
480 ~aiAnimMesh()
481 {
482 delete [] mVertices;
483 delete [] mNormals;
484 delete [] mTangents;
485 delete [] mBitangents;
486 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
487 delete [] mTextureCoords[a];
488 }
489 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
490 delete [] mColors[a];
491 }
492 }
493
494 /** Check whether the anim mesh overrides the vertex positions
495 * of its host mesh*/
496 bool HasPositions() const {
497 return mVertices != nullptr;
498 }
499
500 /** Check whether the anim mesh overrides the vertex normals
501 * of its host mesh*/
502 bool HasNormals() const {
503 return mNormals != nullptr;
504 }
505
506 /** Check whether the anim mesh overrides the vertex tangents
507 * and bitangents of its host mesh. As for aiMesh,
508 * tangents and bitangents always go together. */
509 bool HasTangentsAndBitangents() const {
510 return mTangents != nullptr;
511 }
512
513 /** Check whether the anim mesh overrides a particular
514 * set of vertex colors on his host mesh.
515 * @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
516 bool HasVertexColors( unsigned int pIndex) const {
517 return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != nullptr;
518 }
519
520 /** Check whether the anim mesh overrides a particular
521 * set of texture coordinates on his host mesh.
522 * @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
523 bool HasTextureCoords( unsigned int pIndex) const {
524 return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != nullptr;
525 }
526
527#endif
528};
529
530// ---------------------------------------------------------------------------
531/** @brief Enumerates the methods of mesh morphing supported by Assimp.
532 */
533enum aiMorphingMethod
534{
535 /** Interpolation between morph targets */
536 aiMorphingMethod_VERTEX_BLEND = 0x1,
537
538 /** Normalized morphing between morph targets */
539 aiMorphingMethod_MORPH_NORMALIZED = 0x2,
540
541 /** Relative morphing between morph targets */
542 aiMorphingMethod_MORPH_RELATIVE = 0x3,
543
544 /** This value is not used. It is just here to force the
545 * compiler to map this enum to a 32 Bit integer.
546 */
547#ifndef SWIG
548 _aiMorphingMethod_Force32Bit = INT_MAX
549#endif
550}; //! enum aiMorphingMethod
551
552// ---------------------------------------------------------------------------
553/** @brief A mesh represents a geometry or model with a single material.
554*
555* It usually consists of a number of vertices and a series of primitives/faces
556* referencing the vertices. In addition there might be a series of bones, each
557* of them addressing a number of vertices with a certain weight. Vertex data
558* is presented in channels with each channel containing a single per-vertex
559* information such as a set of texture coords or a normal vector.
560* If a data pointer is non-null, the corresponding data stream is present.
561* From C++-programs you can also use the comfort functions Has*() to
562* test for the presence of various data streams.
563*
564* A Mesh uses only a single material which is referenced by a material ID.
565* @note The mPositions member is usually not optional. However, vertex positions
566* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
567* @code
568* aiScene::mFlags
569* @endcode
570*/
571struct aiMesh
572{
573 /** Bitwise combination of the members of the #aiPrimitiveType enum.
574 * This specifies which types of primitives are present in the mesh.
575 * The "SortByPrimitiveType"-Step can be used to make sure the
576 * output meshes consist of one primitive type each.
577 */
578 unsigned int mPrimitiveTypes;
579
580 /** The number of vertices in this mesh.
581 * This is also the size of all of the per-vertex data arrays.
582 * The maximum value for this member is #AI_MAX_VERTICES.
583 */
584 unsigned int mNumVertices;
585
586 /** The number of primitives (triangles, polygons, lines) in this mesh.
587 * This is also the size of the mFaces array.
588 * The maximum value for this member is #AI_MAX_FACES.
589 */
590 unsigned int mNumFaces;
591
592 /** Vertex positions.
593 * This array is always present in a mesh. The array is
594 * mNumVertices in size.
595 */
596 C_STRUCT aiVector3D* mVertices;
597
598 /** Vertex normals.
599 * The array contains normalized vectors, NULL if not present.
600 * The array is mNumVertices in size. Normals are undefined for
601 * point and line primitives. A mesh consisting of points and
602 * lines only may not have normal vectors. Meshes with mixed
603 * primitive types (i.e. lines and triangles) may have normals,
604 * but the normals for vertices that are only referenced by
605 * point or line primitives are undefined and set to QNaN (WARN:
606 * qNaN compares to inequal to *everything*, even to qNaN itself.
607 * Using code like this to check whether a field is qnan is:
608 * @code
609 * #define IS_QNAN(f) (f != f)
610 * @endcode
611 * still dangerous because even 1.f == 1.f could evaluate to false! (
612 * remember the subtleties of IEEE754 artithmetics). Use stuff like
613 * @c fpclassify instead.
614 * @note Normal vectors computed by Assimp are always unit-length.
615 * However, this needn't apply for normals that have been taken
616 * directly from the model file.
617 */
618 C_STRUCT aiVector3D* mNormals;
619
620 /** Vertex tangents.
621 * The tangent of a vertex points in the direction of the positive
622 * X texture axis. The array contains normalized vectors, NULL if
623 * not present. The array is mNumVertices in size. A mesh consisting
624 * of points and lines only may not have normal vectors. Meshes with
625 * mixed primitive types (i.e. lines and triangles) may have
626 * normals, but the normals for vertices that are only referenced by
627 * point or line primitives are undefined and set to qNaN. See
628 * the #mNormals member for a detailed discussion of qNaNs.
629 * @note If the mesh contains tangents, it automatically also
630 * contains bitangents.
631 */
632 C_STRUCT aiVector3D* mTangents;
633
634 /** Vertex bitangents.
635 * The bitangent of a vertex points in the direction of the positive
636 * Y texture axis. The array contains normalized vectors, NULL if not
637 * present. The array is mNumVertices in size.
638 * @note If the mesh contains tangents, it automatically also contains
639 * bitangents.
640 */
641 C_STRUCT aiVector3D* mBitangents;
642
643 /** Vertex color sets.
644 * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
645 * colors per vertex. NULL if not present. Each array is
646 * mNumVertices in size if present.
647 */
648 C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
649
650 /** Vertex texture coords, also known as UV channels.
651 * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
652 * vertex. NULL if not present. The array is mNumVertices in size.
653 */
654 C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
655
656 /** Specifies the number of components for a given UV channel.
657 * Up to three channels are supported (UVW, for accessing volume
658 * or cube maps). If the value is 2 for a given channel n, the
659 * component p.z of mTextureCoords[n][p] is set to 0.0f.
660 * If the value is 1 for a given channel, p.y is set to 0.0f, too.
661 * @note 4D coords are not supported
662 */
663 unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
664
665 /** The faces the mesh is constructed from.
666 * Each face refers to a number of vertices by their indices.
667 * This array is always present in a mesh, its size is given
668 * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
669 * is NOT set each face references an unique set of vertices.
670 */
671 C_STRUCT aiFace* mFaces;
672
673 /** The number of bones this mesh contains.
674 * Can be 0, in which case the mBones array is NULL.
675 */
676 unsigned int mNumBones;
677
678 /** The bones of this mesh.
679 * A bone consists of a name by which it can be found in the
680 * frame hierarchy and a set of vertex weights.
681 */
682 C_STRUCT aiBone** mBones;
683
684 /** The material used by this mesh.
685 * A mesh uses only a single material. If an imported model uses
686 * multiple materials, the import splits up the mesh. Use this value
687 * as index into the scene's material list.
688 */
689 unsigned int mMaterialIndex;
690
691 /** Name of the mesh. Meshes can be named, but this is not a
692 * requirement and leaving this field empty is totally fine.
693 * There are mainly three uses for mesh names:
694 * - some formats name nodes and meshes independently.
695 * - importers tend to split meshes up to meet the
696 * one-material-per-mesh requirement. Assigning
697 * the same (dummy) name to each of the result meshes
698 * aids the caller at recovering the original mesh
699 * partitioning.
700 * - Vertex animations refer to meshes by their names.
701 **/
702 C_STRUCT aiString mName;
703
704
705 /** The number of attachment meshes. Note! Currently only works with Collada loader. */
706 unsigned int mNumAnimMeshes;
707
708 /** Attachment meshes for this mesh, for vertex-based animation.
709 * Attachment meshes carry replacement data for some of the
710 * mesh'es vertex components (usually positions, normals).
711 * Note! Currently only works with Collada loader.*/
712 C_STRUCT aiAnimMesh** mAnimMeshes;
713
714 /**
715 * Method of morphing when animeshes are specified.
716 */
717 unsigned int mMethod;
718
719 /**
720 *
721 */
722 C_STRUCT aiAABB mAABB;
723
724#ifdef __cplusplus
725
726 //! Default constructor. Initializes all members to 0
727 aiMesh() AI_NO_EXCEPT
728 : mPrimitiveTypes( 0 )
729 , mNumVertices( 0 )
730 , mNumFaces( 0 )
731 , mVertices( nullptr )
732 , mNormals(nullptr)
733 , mTangents(nullptr)
734 , mBitangents(nullptr)
735 , mColors()
736 , mTextureCoords()
737 , mNumUVComponents()
738 , mFaces(nullptr)
739 , mNumBones( 0 )
740 , mBones(nullptr)
741 , mMaterialIndex( 0 )
742 , mNumAnimMeshes( 0 )
743 , mAnimMeshes(nullptr)
744 , mMethod( 0 )
745 , mAABB() {
746 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) {
747 mNumUVComponents[a] = 0;
748 mTextureCoords[a] = nullptr;
749 }
750
751 for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
752 mColors[a] = nullptr;
753 }
754 }
755
756 //! Deletes all storage allocated for the mesh
757 ~aiMesh() {
758 delete [] mVertices;
759 delete [] mNormals;
760 delete [] mTangents;
761 delete [] mBitangents;
762 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
763 delete [] mTextureCoords[a];
764 }
765 for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
766 delete [] mColors[a];
767 }
768
769 // DO NOT REMOVE THIS ADDITIONAL CHECK
770 if (mNumBones && mBones) {
771 for( unsigned int a = 0; a < mNumBones; a++) {
772 delete mBones[a];
773 }
774 delete [] mBones;
775 }
776
777 if (mNumAnimMeshes && mAnimMeshes) {
778 for( unsigned int a = 0; a < mNumAnimMeshes; a++) {
779 delete mAnimMeshes[a];
780 }
781 delete [] mAnimMeshes;
782 }
783
784 delete [] mFaces;
785 }
786
787 //! Check whether the mesh contains positions. Provided no special
788 //! scene flags are set, this will always be true
789 bool HasPositions() const
790 { return mVertices != nullptr && mNumVertices > 0; }
791
792 //! Check whether the mesh contains faces. If no special scene flags
793 //! are set this should always return true
794 bool HasFaces() const
795 { return mFaces != nullptr && mNumFaces > 0; }
796
797 //! Check whether the mesh contains normal vectors
798 bool HasNormals() const
799 { return mNormals != nullptr && mNumVertices > 0; }
800
801 //! Check whether the mesh contains tangent and bitangent vectors
802 //! It is not possible that it contains tangents and no bitangents
803 //! (or the other way round). The existence of one of them
804 //! implies that the second is there, too.
805 bool HasTangentsAndBitangents() const
806 { return mTangents != nullptr && mBitangents != nullptr && mNumVertices > 0; }
807
808 //! Check whether the mesh contains a vertex color set
809 //! \param pIndex Index of the vertex color set
810 bool HasVertexColors( unsigned int pIndex) const {
811 if (pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS) {
812 return false;
813 } else {
814 return mColors[pIndex] != nullptr && mNumVertices > 0;
815 }
816 }
817
818 //! Check whether the mesh contains a texture coordinate set
819 //! \param pIndex Index of the texture coordinates set
820 bool HasTextureCoords( unsigned int pIndex) const {
821 if (pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
822 return false;
823 } else {
824 return mTextureCoords[pIndex] != nullptr && mNumVertices > 0;
825 }
826 }
827
828 //! Get the number of UV channels the mesh contains
829 unsigned int GetNumUVChannels() const {
830 unsigned int n( 0 );
831 while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n]) {
832 ++n;
833 }
834
835 return n;
836 }
837
838 //! Get the number of vertex color channels the mesh contains
839 unsigned int GetNumColorChannels() const {
840 unsigned int n(0);
841 while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n]) {
842 ++n;
843 }
844 return n;
845 }
846
847 //! Check whether the mesh contains bones
848 bool HasBones() const {
849 return mBones != nullptr && mNumBones > 0;
850 }
851
852#endif // __cplusplus
853};
854
855#ifdef __cplusplus
856}
857#endif //! extern "C"
858#endif // AI_MESH_H_INC
859
860

source code of qt3d/src/3rdparty/assimp/src/include/assimp/mesh.h