diff options
author | Gordon MacPherson <gordon@gordonite.tech> | 2020-12-22 21:31:06 +0000 |
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committer | Gordon MacPherson <gordon@gordonite.tech> | 2020-12-22 21:31:06 +0000 |
commit | 5b5fdb0adf99baab0ebcc872bb3c26bdff707a2a (patch) | |
tree | 5cacda57a8b34083ac7f454fa908bebcf3222256 /thirdparty/assimp/code/PostProcessing/PretransformVertices.h | |
parent | 30d469a5e0f70860f3c4ce4508d6564ca389320b (diff) |
remove assimp pending fbx upgrade
Diffstat (limited to 'thirdparty/assimp/code/PostProcessing/PretransformVertices.h')
-rw-r--r-- | thirdparty/assimp/code/PostProcessing/PretransformVertices.h | 166 |
1 files changed, 0 insertions, 166 deletions
diff --git a/thirdparty/assimp/code/PostProcessing/PretransformVertices.h b/thirdparty/assimp/code/PostProcessing/PretransformVertices.h deleted file mode 100644 index b2982951e0..0000000000 --- a/thirdparty/assimp/code/PostProcessing/PretransformVertices.h +++ /dev/null @@ -1,166 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2019, assimp team - - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -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 -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - ----------------------------------------------------------------------- -*/ - -/** @file PretransformVertices.h - * @brief Defines a post processing step to pretransform all - * vertices in the scenegraph - */ -#ifndef AI_PRETRANSFORMVERTICES_H_INC -#define AI_PRETRANSFORMVERTICES_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> - -#include <list> -#include <vector> - -// Forward declarations -struct aiNode; - -class PretransformVerticesTest; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** The PretransformVertices pre-transforms all vertices in the node tree - * and removes the whole graph. The output is a list of meshes, one for - * each material. -*/ -class ASSIMP_API PretransformVertices : public BaseProcess { -public: - PretransformVertices (); - ~PretransformVertices (); - - // ------------------------------------------------------------------- - // Check whether step is active - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - // Execute step on a given scene - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - // Setup import settings - void SetupProperties(const Importer* pImp); - - // ------------------------------------------------------------------- - /** @brief Toggle the 'keep hierarchy' option - * @param keep true for keep configuration. - */ - void KeepHierarchy(bool keep) { - configKeepHierarchy = keep; - } - - // ------------------------------------------------------------------- - /** @brief Check whether 'keep hierarchy' is currently enabled. - * @return ... - */ - bool IsHierarchyKept() const { - return configKeepHierarchy; - } - -private: - // ------------------------------------------------------------------- - // Count the number of nodes - unsigned int CountNodes( aiNode* pcNode ); - - // ------------------------------------------------------------------- - // Get a bitwise combination identifying the vertex format of a mesh - unsigned int GetMeshVFormat(aiMesh* pcMesh); - - // ------------------------------------------------------------------- - // Count the number of vertices in the whole scene and a given - // material index - void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, - unsigned int iMat, - unsigned int iVFormat, - unsigned int* piFaces, - unsigned int* piVertices); - - // ------------------------------------------------------------------- - // Collect vertex/face data - void CollectData( aiScene* pcScene, aiNode* pcNode, - unsigned int iMat, - unsigned int iVFormat, - aiMesh* pcMeshOut, - unsigned int aiCurrent[2], - unsigned int* num_refs); - - // ------------------------------------------------------------------- - // Get a list of all vertex formats that occur for a given material - // The output list contains duplicate elements - void GetVFormatList( aiScene* pcScene, unsigned int iMat, - std::list<unsigned int>& aiOut); - - // ------------------------------------------------------------------- - // Compute the absolute transformation matrices of each node - void ComputeAbsoluteTransform( aiNode* pcNode ); - - // ------------------------------------------------------------------- - // Simple routine to build meshes in worldspace, no further optimization - void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in, - unsigned int numIn, aiNode* node); - - // ------------------------------------------------------------------- - // Apply the node transformation to a mesh - void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat); - - // ------------------------------------------------------------------- - // Reset transformation matrices to identity - void MakeIdentityTransform(aiNode* nd); - - // ------------------------------------------------------------------- - // Build reference counters for all meshes - void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs); - - //! Configuration option: keep scene hierarchy as long as possible - bool configKeepHierarchy; - bool configNormalize; - bool configTransform; - aiMatrix4x4 configTransformation; - bool mConfigPointCloud; -}; - -} // end of namespace Assimp - -#endif // !!AI_GENFACENORMALPROCESS_H_INC |