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-/*
-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 SplitByBoneCountProcess.h
-/// Defines a post processing step to split meshes with many bones into submeshes
-#ifndef AI_SPLITBYBONECOUNTPROCESS_H_INC
-#define AI_SPLITBYBONECOUNTPROCESS_H_INC
-
-#include <vector>
-#include "BaseProcess.h"
-
-#include <assimp/mesh.h>
-#include <assimp/scene.h>
-
-namespace Assimp
-{
-
-
-/** Postprocessing filter to split meshes with many bones into submeshes
- * so that each submesh has a certain max bone count.
- *
- * Applied BEFORE the JoinVertices-Step occurs.
- * Returns NON-UNIQUE vertices, splits by bone count.
-*/
-class SplitByBoneCountProcess : public BaseProcess
-{
-public:
-
- SplitByBoneCountProcess();
- ~SplitByBoneCountProcess();
-
-public:
- /** Returns whether the processing step is present in the given flag.
- * @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;
-
- /** Called prior to ExecuteOnScene().
- * The function is a request to the process to update its configuration
- * basing on the Importer's configuration property list.
- */
- virtual void SetupProperties(const Importer* pImp);
-
-protected:
- /** 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);
-
- /// Splits the given mesh by bone count.
- /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
- /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
- void SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const;
-
- /// Recursively updates the node's mesh list to account for the changed mesh list
- void UpdateNode( aiNode* pNode) const;
-
-public:
- /// Max bone count. Splitting occurs if a mesh has more than that number of bones.
- size_t mMaxBoneCount;
-
- /// Per mesh index: Array of indices of the new submeshes.
- std::vector< std::vector<unsigned int> > mSubMeshIndices;
-};
-
-} // end of namespace Assimp
-
-#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC