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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 Declares a helper class, "SceneCombiner" providing various
+ * utilities to merge scenes.
+ */
+#ifndef AI_SCENE_COMBINER_H_INC
+#define AI_SCENE_COMBINER_H_INC
+
+#include <assimp/ai_assert.h>
+#include <assimp/types.h>
+#include <assimp/Defines.h>
+#include <stddef.h>
+#include <set>
+#include <list>
+#include <stdint.h>
+
+#include <vector>
+
+struct aiScene;
+struct aiNode;
+struct aiMaterial;
+struct aiTexture;
+struct aiCamera;
+struct aiLight;
+struct aiMetadata;
+struct aiBone;
+struct aiMesh;
+struct aiAnimation;
+struct aiNodeAnim;
+
+namespace Assimp {
+
+// ---------------------------------------------------------------------------
+/** \brief Helper data structure for SceneCombiner.
+ *
+ * Describes to which node a scene must be attached to.
+ */
+struct AttachmentInfo
+{
+ AttachmentInfo()
+ : scene (NULL)
+ , attachToNode (NULL)
+ {}
+
+ AttachmentInfo(aiScene* _scene, aiNode* _attachToNode)
+ : scene (_scene)
+ , attachToNode (_attachToNode)
+ {}
+
+ aiScene* scene;
+ aiNode* attachToNode;
+};
+
+// ---------------------------------------------------------------------------
+struct NodeAttachmentInfo
+{
+ NodeAttachmentInfo()
+ : node (NULL)
+ , attachToNode (NULL)
+ , resolved (false)
+ , src_idx (SIZE_MAX)
+ {}
+
+ NodeAttachmentInfo(aiNode* _scene, aiNode* _attachToNode,size_t idx)
+ : node (_scene)
+ , attachToNode (_attachToNode)
+ , resolved (false)
+ , src_idx (idx)
+ {}
+
+ aiNode* node;
+ aiNode* attachToNode;
+ bool resolved;
+ size_t src_idx;
+};
+
+// ---------------------------------------------------------------------------
+/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES
+ * Generate unique names for all named scene items
+ */
+#define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES 0x1
+
+/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES
+ * Generate unique names for materials, too.
+ * This is not absolutely required to pass the validation.
+ */
+#define AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES 0x2
+
+/** @def AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY
+ * Use deep copies of duplicate scenes
+ */
+#define AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY 0x4
+
+/** @def AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS
+ * If attachment nodes are not found in the given master scene,
+ * search the other imported scenes for them in an any order.
+ */
+#define AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS 0x8
+
+/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY
+ * Can be combined with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES.
+ * Unique names are generated, but only if this is absolutely
+ * required to avoid name conflicts.
+ */
+#define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY 0x10
+
+typedef std::pair<aiBone*,unsigned int> BoneSrcIndex;
+
+// ---------------------------------------------------------------------------
+/** @brief Helper data structure for SceneCombiner::MergeBones.
+ */
+struct BoneWithHash : public std::pair<uint32_t,aiString*> {
+ std::vector<BoneSrcIndex> pSrcBones;
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Utility for SceneCombiner
+ */
+struct SceneHelper
+{
+ SceneHelper ()
+ : scene (NULL)
+ , idlen (0)
+ {
+ id[0] = 0;
+ }
+
+ explicit SceneHelper (aiScene* _scene)
+ : scene (_scene)
+ , idlen (0)
+ {
+ id[0] = 0;
+ }
+
+ AI_FORCE_INLINE aiScene* operator-> () const
+ {
+ return scene;
+ }
+
+ // scene we're working on
+ aiScene* scene;
+
+ // prefix to be added to all identifiers in the scene ...
+ char id [32];
+
+ // and its strlen()
+ unsigned int idlen;
+
+ // hash table to quickly check whether a name is contained in the scene
+ std::set<unsigned int> hashes;
+};
+
+// ---------------------------------------------------------------------------
+/** \brief Static helper class providing various utilities to merge two
+ * scenes. It is intended as internal utility and NOT for use by
+ * applications.
+ *
+ * The class is currently being used by various postprocessing steps
+ * and loaders (ie. LWS).
+ */
+class ASSIMP_API SceneCombiner {
+ // class cannot be instanced
+ SceneCombiner() {
+ // empty
+ }
+
+ ~SceneCombiner() {
+ // empty
+ }
+
+public:
+ // -------------------------------------------------------------------
+ /** Merges two or more scenes.
+ *
+ * @param dest Receives a pointer to the destination scene. If the
+ * pointer doesn't point to NULL when the function is called, the
+ * existing scene is cleared and refilled.
+ * @param src Non-empty list of scenes to be merged. The function
+ * deletes the input scenes afterwards. There may be duplicate scenes.
+ * @param flags Combination of the AI_INT_MERGE_SCENE flags defined above
+ */
+ static void MergeScenes(aiScene** dest,std::vector<aiScene*>& src,
+ unsigned int flags = 0);
+
+ // -------------------------------------------------------------------
+ /** Merges two or more scenes and attaches all scenes to a specific
+ * position in the node graph of the master scene.
+ *
+ * @param dest Receives a pointer to the destination scene. If the
+ * pointer doesn't point to NULL when the function is called, the
+ * existing scene is cleared and refilled.
+ * @param master Master scene. It will be deleted afterwards. All
+ * other scenes will be inserted in its node graph.
+ * @param src Non-empty list of scenes to be merged along with their
+ * corresponding attachment points in the master scene. The function
+ * deletes the input scenes afterwards. There may be duplicate scenes.
+ * @param flags Combination of the AI_INT_MERGE_SCENE flags defined above
+ */
+ static void MergeScenes(aiScene** dest, aiScene* master,
+ std::vector<AttachmentInfo>& src,
+ unsigned int flags = 0);
+
+ // -------------------------------------------------------------------
+ /** Merges two or more meshes
+ *
+ * The meshes should have equal vertex formats. Only components
+ * that are provided by ALL meshes will be present in the output mesh.
+ * An exception is made for VColors - they are set to black. The
+ * meshes should have the same material indices, too. The output
+ * material index is always the material index of the first mesh.
+ *
+ * @param dest Destination mesh. Must be empty.
+ * @param flags Currently no parameters
+ * @param begin First mesh to be processed
+ * @param end Points to the mesh after the last mesh to be processed
+ */
+ static void MergeMeshes(aiMesh** dest,unsigned int flags,
+ std::vector<aiMesh*>::const_iterator begin,
+ std::vector<aiMesh*>::const_iterator end);
+
+ // -------------------------------------------------------------------
+ /** Merges two or more bones
+ *
+ * @param out Mesh to receive the output bone list
+ * @param flags Currently no parameters
+ * @param begin First mesh to be processed
+ * @param end Points to the mesh after the last mesh to be processed
+ */
+ static void MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator it,
+ std::vector<aiMesh*>::const_iterator end);
+
+ // -------------------------------------------------------------------
+ /** Merges two or more materials
+ *
+ * The materials should be complementary as much as possible. In case
+ * of a property present in different materials, the first occurrence
+ * is used.
+ *
+ * @param dest Destination material. Must be empty.
+ * @param begin First material to be processed
+ * @param end Points to the material after the last material to be processed
+ */
+ static void MergeMaterials(aiMaterial** dest,
+ std::vector<aiMaterial*>::const_iterator begin,
+ std::vector<aiMaterial*>::const_iterator end);
+
+ // -------------------------------------------------------------------
+ /** Builds a list of uniquely named bones in a mesh list
+ *
+ * @param asBones Receives the output list
+ * @param it First mesh to be processed
+ * @param end Last mesh to be processed
+ */
+ static void BuildUniqueBoneList(std::list<BoneWithHash>& asBones,
+ std::vector<aiMesh*>::const_iterator it,
+ std::vector<aiMesh*>::const_iterator end);
+
+ // -------------------------------------------------------------------
+ /** Add a name prefix to all nodes in a scene.
+ *
+ * @param Current node. This function is called recursively.
+ * @param prefix Prefix to be added to all nodes
+ * @param len STring length
+ */
+ static void AddNodePrefixes(aiNode* node, const char* prefix,
+ unsigned int len);
+
+ // -------------------------------------------------------------------
+ /** Add an offset to all mesh indices in a node graph
+ *
+ * @param Current node. This function is called recursively.
+ * @param offset Offset to be added to all mesh indices
+ */
+ static void OffsetNodeMeshIndices (aiNode* node, unsigned int offset);
+
+ // -------------------------------------------------------------------
+ /** Attach a list of node graphs to well-defined nodes in a master
+ * graph. This is a helper for MergeScenes()
+ *
+ * @param master Master scene
+ * @param srcList List of source scenes along with their attachment
+ * points. If an attachment point is NULL (or does not exist in
+ * the master graph), a scene is attached to the root of the master
+ * graph (as an additional child node)
+ * @duplicates List of duplicates. If elem[n] == n the scene is not
+ * a duplicate. Otherwise elem[n] links scene n to its first occurrence.
+ */
+ static void AttachToGraph ( aiScene* master,
+ std::vector<NodeAttachmentInfo>& srcList);
+
+ static void AttachToGraph (aiNode* attach,
+ std::vector<NodeAttachmentInfo>& srcList);
+
+
+ // -------------------------------------------------------------------
+ /** Get a deep copy of a scene
+ *
+ * @param dest Receives a pointer to the destination scene
+ * @param src Source scene - remains unmodified.
+ */
+ static void CopyScene(aiScene** dest,const aiScene* source,bool allocate = true);
+
+
+ // -------------------------------------------------------------------
+ /** Get a flat copy of a scene
+ *
+ * Only the first hierarchy layer is copied. All pointer members of
+ * aiScene are shared by source and destination scene. If the
+ * pointer doesn't point to NULL when the function is called, the
+ * existing scene is cleared and refilled.
+ * @param dest Receives a pointer to the destination scene
+ * @param src Source scene - remains unmodified.
+ */
+ static void CopySceneFlat(aiScene** dest,const aiScene* source);
+
+
+ // -------------------------------------------------------------------
+ /** Get a deep copy of a mesh
+ *
+ * @param dest Receives a pointer to the destination mesh
+ * @param src Source mesh - remains unmodified.
+ */
+ static void Copy (aiMesh** dest, const aiMesh* src);
+
+ // similar to Copy():
+ static void Copy (aiMaterial** dest, const aiMaterial* src);
+ static void Copy (aiTexture** dest, const aiTexture* src);
+ static void Copy (aiAnimation** dest, const aiAnimation* src);
+ static void Copy (aiCamera** dest, const aiCamera* src);
+ static void Copy (aiBone** dest, const aiBone* src);
+ static void Copy (aiLight** dest, const aiLight* src);
+ static void Copy (aiNodeAnim** dest, const aiNodeAnim* src);
+ static void Copy (aiMetadata** dest, const aiMetadata* src);
+
+ // recursive, of course
+ static void Copy (aiNode** dest, const aiNode* src);
+
+
+private:
+
+ // -------------------------------------------------------------------
+ // Same as AddNodePrefixes, but with an additional check
+ static void AddNodePrefixesChecked(aiNode* node, const char* prefix,
+ unsigned int len,
+ std::vector<SceneHelper>& input,
+ unsigned int cur);
+
+ // -------------------------------------------------------------------
+ // Add node identifiers to a hashing set
+ static void AddNodeHashes(aiNode* node, std::set<unsigned int>& hashes);
+
+
+ // -------------------------------------------------------------------
+ // Search for duplicate names
+ static bool FindNameMatch(const aiString& name,
+ std::vector<SceneHelper>& input, unsigned int cur);
+};
+
+}
+
+#endif // !! AI_SCENE_COMBINER_H_INC