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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