text: /** Helper class to construct a dummy mesh for file formats containing only motion data */
  
  /*
  Open Asset Import Library (assimp)
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  All rights reserved.
  
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  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.
  
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  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
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  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 SkeletonMeshBuilder.h
   *  Declares SkeletonMeshBuilder, a tiny utility to build dummy meshes
   *  for animation skeletons.
   */
  
  #ifndef AI_SKELETONMESHBUILDER_H_INC
  #define AI_SKELETONMESHBUILDER_H_INC
  
  #include <assimp/mesh.h>
  
  struct aiMaterial;
  struct aiScene;
  struct aiNode;
  
  namespace Assimp    {
  
  // ---------------------------------------------------------------------------
  /**
   * This little helper class constructs a dummy mesh for a given scene
   * the resembles the node hierarchy. This is useful for file formats
   * that don't carry any mesh data but only animation data.
   */
  class SkeletonMeshBuilder
  {
  public:
  
      // -------------------------------------------------------------------
      /** The constructor processes the given scene and adds a mesh there.
       *
       * Does nothing if the scene already has mesh data.
       * @param pScene The scene for which a skeleton mesh should be constructed.
       * @param root The node to start with. NULL is the scene root
       * @param bKnobsOnly Set this to true if you don't want the connectors
       *   between the knobs representing the nodes.
       */
      SkeletonMeshBuilder( aiScene* pScene, aiNode* root = NULL,
          bool bKnobsOnly = false);
  
  protected:
  
      // -------------------------------------------------------------------
      /** Recursively builds a simple mesh representation for the given node
       * and also creates a joint for the node that affects this part of
       * the mesh.
       * @param pNode The node to build geometry for.
       */
      void CreateGeometry( const aiNode* pNode);
  
      // -------------------------------------------------------------------
      /** Creates the mesh from the internally accumulated stuff and returns it.
       */
      aiMesh* CreateMesh();
  
      // -------------------------------------------------------------------
      /** Creates a dummy material and returns it. */
      aiMaterial* CreateMaterial();
  
  protected:
      /** space to assemble the mesh data: points */
      std::vector<aiVector3D> mVertices;
  
      /** faces */
      struct Face
      {
          unsigned int mIndices[3];
          Face();
          Face( unsigned int p0, unsigned int p1, unsigned int p2)
          { mIndices[0] = p0; mIndices[1] = p1; mIndices[2] = p2; }
      };
      std::vector<Face> mFaces;
  
      /** bones */
      std::vector<aiBone*> mBones;
  
      bool mKnobsOnly;
  };
  
  } // end of namespace Assimp
  
  #endif // AI_SKELETONMESHBUILDER_H_INC
  