Model loading and texturing
This commit is contained in:
319
thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp
vendored
Normal file
319
thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp
vendored
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@@ -0,0 +1,319 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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.
|
||||
---------------------------------------------------------------------------
|
||||
*/
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||||
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/** @file Implementation of the post processing step to calculate
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* tangents and bitangents for all imported meshes
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*/
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// internal headers
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#include "CalcTangentsProcess.h"
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#include "ProcessHelper.h"
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#include <assimp/TinyFormatter.h>
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#include <assimp/qnan.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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CalcTangentsProcess::CalcTangentsProcess()
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: configMaxAngle( AI_DEG_TO_RAD(45.f) )
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, configSourceUV( 0 ) {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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CalcTangentsProcess::~CalcTangentsProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool CalcTangentsProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_CalcTangentSpace) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void CalcTangentsProcess::SetupProperties(const Importer* pImp)
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{
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ai_assert( NULL != pImp );
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// get the current value of the property
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configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
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configMaxAngle = std::max(std::min(configMaxAngle,45.0f),0.0f);
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configMaxAngle = AI_DEG_TO_RAD(configMaxAngle);
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configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX,0);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void CalcTangentsProcess::Execute( aiScene* pScene)
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{
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ai_assert( NULL != pScene );
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ASSIMP_LOG_DEBUG("CalcTangentsProcess begin");
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bool bHas = false;
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for ( unsigned int a = 0; a < pScene->mNumMeshes; a++ ) {
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if(ProcessMesh( pScene->mMeshes[a],a))bHas = true;
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}
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if ( bHas ) {
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ASSIMP_LOG_INFO("CalcTangentsProcess finished. Tangents have been calculated");
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} else {
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ASSIMP_LOG_DEBUG("CalcTangentsProcess finished");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Calculates tangents and bi-tangents for the given mesh
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bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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{
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// we assume that the mesh is still in the verbose vertex format where each face has its own set
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// of vertices and no vertices are shared between faces. Sadly I don't know any quick test to
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// assert() it here.
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// assert( must be verbose, dammit);
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if (pMesh->mTangents) // this implies that mBitangents is also there
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return false;
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// If the mesh consists of lines and/or points but not of
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// triangles or higher-order polygons the normal vectors
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// are undefined.
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if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON)))
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{
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ASSIMP_LOG_INFO("Tangents are undefined for line and point meshes");
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return false;
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}
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// what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement
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if( pMesh->mNormals == NULL)
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{
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ASSIMP_LOG_ERROR("Failed to compute tangents; need normals");
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return false;
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}
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if( configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV] )
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{
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ASSIMP_LOG_ERROR((Formatter::format("Failed to compute tangents; need UV data in channel"),configSourceUV));
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return false;
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}
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const float angleEpsilon = 0.9999f;
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std::vector<bool> vertexDone( pMesh->mNumVertices, false);
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const float qnan = get_qnan();
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// create space for the tangents and bitangents
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pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
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pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
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const aiVector3D* meshPos = pMesh->mVertices;
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const aiVector3D* meshNorm = pMesh->mNormals;
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const aiVector3D* meshTex = pMesh->mTextureCoords[configSourceUV];
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aiVector3D* meshTang = pMesh->mTangents;
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aiVector3D* meshBitang = pMesh->mBitangents;
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// calculate the tangent and bitangent for every face
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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const aiFace& face = pMesh->mFaces[a];
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if (face.mNumIndices < 3)
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{
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// There are less than three indices, thus the tangent vector
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// is not defined. We are finished with these vertices now,
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// their tangent vectors are set to qnan.
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for (unsigned int i = 0; i < face.mNumIndices;++i)
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{
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unsigned int idx = face.mIndices[i];
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vertexDone [idx] = true;
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meshTang [idx] = aiVector3D(qnan);
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meshBitang [idx] = aiVector3D(qnan);
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}
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continue;
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}
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// triangle or polygon... we always use only the first three indices. A polygon
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// is supposed to be planar anyways....
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// FIXME: (thom) create correct calculation for multi-vertex polygons maybe?
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const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2];
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// position differences p1->p2 and p1->p3
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aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0];
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// texture offset p1->p2 and p1->p3
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float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y;
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float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y;
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float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;
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// when t1, t2, t3 in same position in UV space, just use default UV direction.
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if ( sx * ty == sy * tx ) {
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sx = 0.0; sy = 1.0;
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tx = 1.0; ty = 0.0;
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}
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// tangent points in the direction where to positive X axis of the texture coord's would point in model space
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// bitangent's points along the positive Y axis of the texture coord's, respectively
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aiVector3D tangent, bitangent;
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tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
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tangent.y = (w.y * sy - v.y * ty) * dirCorrection;
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tangent.z = (w.z * sy - v.z * ty) * dirCorrection;
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bitangent.x = (w.x * sx - v.x * tx) * dirCorrection;
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bitangent.y = (w.y * sx - v.y * tx) * dirCorrection;
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bitangent.z = (w.z * sx - v.z * tx) * dirCorrection;
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// store for every vertex of that face
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for( unsigned int b = 0; b < face.mNumIndices; ++b ) {
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unsigned int p = face.mIndices[b];
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// project tangent and bitangent into the plane formed by the vertex' normal
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aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
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aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
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localTangent.NormalizeSafe(); localBitangent.NormalizeSafe();
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// reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN.
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bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z);
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bool invalid_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_special_float(localBitangent.z);
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if (invalid_tangent != invalid_bitangent) {
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if (invalid_tangent) {
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localTangent = meshNorm[p] ^ localBitangent;
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localTangent.NormalizeSafe();
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} else {
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localBitangent = localTangent ^ meshNorm[p];
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localBitangent.NormalizeSafe();
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}
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}
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// and write it into the mesh.
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meshTang[ p ] = localTangent;
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meshBitang[ p ] = localBitangent;
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}
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}
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// create a helper to quickly find locally close vertices among the vertex array
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// FIX: check whether we can reuse the SpatialSort of a previous step
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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float posEpsilon;
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if (shared)
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{
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std::vector<std::pair<SpatialSort,float> >* avf;
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shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
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if (avf)
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{
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std::pair<SpatialSort,float>& blubb = avf->operator [] (meshIndex);
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vertexFinder = &blubb.first;
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posEpsilon = blubb.second;;
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||||
}
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||||
}
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if (!vertexFinder)
|
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{
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_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
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||||
vertexFinder = &_vertexFinder;
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||||
posEpsilon = ComputePositionEpsilon(pMesh);
|
||||
}
|
||||
std::vector<unsigned int> verticesFound;
|
||||
|
||||
const float fLimit = std::cos(configMaxAngle);
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std::vector<unsigned int> closeVertices;
|
||||
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// in the second pass we now smooth out all tangents and bitangents at the same local position
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// if they are not too far off.
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
||||
{
|
||||
if( vertexDone[a])
|
||||
continue;
|
||||
|
||||
const aiVector3D& origPos = pMesh->mVertices[a];
|
||||
const aiVector3D& origNorm = pMesh->mNormals[a];
|
||||
const aiVector3D& origTang = pMesh->mTangents[a];
|
||||
const aiVector3D& origBitang = pMesh->mBitangents[a];
|
||||
closeVertices.resize( 0 );
|
||||
|
||||
// find all vertices close to that position
|
||||
vertexFinder->FindPositions( origPos, posEpsilon, verticesFound);
|
||||
|
||||
closeVertices.reserve (verticesFound.size()+5);
|
||||
closeVertices.push_back( a);
|
||||
|
||||
// look among them for other vertices sharing the same normal and a close-enough tangent/bitangent
|
||||
for( unsigned int b = 0; b < verticesFound.size(); b++)
|
||||
{
|
||||
unsigned int idx = verticesFound[b];
|
||||
if( vertexDone[idx])
|
||||
continue;
|
||||
if( meshNorm[idx] * origNorm < angleEpsilon)
|
||||
continue;
|
||||
if( meshTang[idx] * origTang < fLimit)
|
||||
continue;
|
||||
if( meshBitang[idx] * origBitang < fLimit)
|
||||
continue;
|
||||
|
||||
// it's similar enough -> add it to the smoothing group
|
||||
closeVertices.push_back( idx);
|
||||
vertexDone[idx] = true;
|
||||
}
|
||||
|
||||
// smooth the tangents and bitangents of all vertices that were found to be close enough
|
||||
aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0);
|
||||
for( unsigned int b = 0; b < closeVertices.size(); ++b)
|
||||
{
|
||||
smoothTangent += meshTang[ closeVertices[b] ];
|
||||
smoothBitangent += meshBitang[ closeVertices[b] ];
|
||||
}
|
||||
smoothTangent.Normalize();
|
||||
smoothBitangent.Normalize();
|
||||
|
||||
// and write it back into all affected tangents
|
||||
for( unsigned int b = 0; b < closeVertices.size(); ++b)
|
||||
{
|
||||
meshTang[ closeVertices[b] ] = smoothTangent;
|
||||
meshBitang[ closeVertices[b] ] = smoothBitangent;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
117
thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.h
vendored
Normal file
117
thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.h
vendored
Normal file
@@ -0,0 +1,117 @@
|
||||
/*
|
||||
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 Defines a post processing step to calculate tangents and
|
||||
bi-tangents on all imported meshes.*/
|
||||
#ifndef AI_CALCTANGENTSPROCESS_H_INC
|
||||
#define AI_CALCTANGENTSPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
struct aiMesh;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The CalcTangentsProcess calculates the tangent and bitangent for any vertex
|
||||
* of all meshes. It is expected to be run before the JoinVerticesProcess runs
|
||||
* because the joining of vertices also considers tangents and bitangents for
|
||||
* uniqueness.
|
||||
*/
|
||||
class ASSIMP_API_WINONLY CalcTangentsProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
CalcTangentsProcess();
|
||||
~CalcTangentsProcess();
|
||||
|
||||
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.
|
||||
*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
|
||||
// setter for configMaxAngle
|
||||
inline void SetMaxSmoothAngle(float f)
|
||||
{
|
||||
configMaxAngle =f;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Calculates tangents and bitangents for a specific mesh.
|
||||
* @param pMesh The mesh to process.
|
||||
* @param meshIndex Index of the mesh
|
||||
*/
|
||||
bool ProcessMesh( aiMesh* pMesh, unsigned int meshIndex);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the post processing step on the given imported data.
|
||||
* @param pScene The imported data to work at.
|
||||
*/
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
private:
|
||||
|
||||
/** Configuration option: maximum smoothing angle, in radians*/
|
||||
float configMaxAngle;
|
||||
unsigned int configSourceUV;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_CALCTANGENTSPROCESS_H_INC
|
||||
506
thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp
vendored
Normal file
506
thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp
vendored
Normal file
@@ -0,0 +1,506 @@
|
||||
/*
|
||||
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 GenUVCoords step */
|
||||
|
||||
|
||||
#include "ComputeUVMappingProcess.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
namespace {
|
||||
|
||||
const static aiVector3D base_axis_y(0.0,1.0,0.0);
|
||||
const static aiVector3D base_axis_x(1.0,0.0,0.0);
|
||||
const static aiVector3D base_axis_z(0.0,0.0,1.0);
|
||||
const static ai_real angle_epsilon = ai_real( 0.95 );
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
ComputeUVMappingProcess::ComputeUVMappingProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
ComputeUVMappingProcess::~ComputeUVMappingProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_GenUVCoords) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Check whether a ray intersects a plane and find the intersection point
|
||||
inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
|
||||
const aiVector3D& planeNormal, aiVector3D& pos)
|
||||
{
|
||||
const ai_real b = planeNormal * (planePos - ray.pos);
|
||||
ai_real h = ray.dir * planeNormal;
|
||||
if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
|
||||
return false;
|
||||
|
||||
pos = ray.pos + (ray.dir * h);
|
||||
return true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Find the first empty UV channel in a mesh
|
||||
inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
|
||||
{
|
||||
for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
|
||||
if (!mesh->mTextureCoords[m])return m;
|
||||
|
||||
ASSIMP_LOG_ERROR("Unable to compute UV coordinates, no free UV slot found");
|
||||
return UINT_MAX;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Try to remove UV seams
|
||||
void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
|
||||
{
|
||||
// TODO: just a very rough algorithm. I think it could be done
|
||||
// much easier, but I don't know how and am currently too tired to
|
||||
// to think about a better solution.
|
||||
|
||||
const static ai_real LOWER_LIMIT = ai_real( 0.1 );
|
||||
const static ai_real UPPER_LIMIT = ai_real( 0.9 );
|
||||
|
||||
const static ai_real LOWER_EPSILON = ai_real( 10e-3 );
|
||||
const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 );
|
||||
|
||||
for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
|
||||
{
|
||||
const aiFace& face = mesh->mFaces[fidx];
|
||||
if (face.mNumIndices < 3) continue; // triangles and polygons only, please
|
||||
|
||||
unsigned int small = face.mNumIndices, large = small;
|
||||
bool zero = false, one = false, round_to_zero = false;
|
||||
|
||||
// Check whether this face lies on a UV seam. We can just guess,
|
||||
// but the assumption that a face with at least one very small
|
||||
// on the one side and one very large U coord on the other side
|
||||
// lies on a UV seam should work for most cases.
|
||||
for (unsigned int n = 0; n < face.mNumIndices;++n)
|
||||
{
|
||||
if (out[face.mIndices[n]].x < LOWER_LIMIT)
|
||||
{
|
||||
small = n;
|
||||
|
||||
// If we have a U value very close to 0 we can't
|
||||
// round the others to 0, too.
|
||||
if (out[face.mIndices[n]].x <= LOWER_EPSILON)
|
||||
zero = true;
|
||||
else round_to_zero = true;
|
||||
}
|
||||
if (out[face.mIndices[n]].x > UPPER_LIMIT)
|
||||
{
|
||||
large = n;
|
||||
|
||||
// If we have a U value very close to 1 we can't
|
||||
// round the others to 1, too.
|
||||
if (out[face.mIndices[n]].x >= UPPER_EPSILON)
|
||||
one = true;
|
||||
}
|
||||
}
|
||||
if (small != face.mNumIndices && large != face.mNumIndices)
|
||||
{
|
||||
for (unsigned int n = 0; n < face.mNumIndices;++n)
|
||||
{
|
||||
// If the u value is over the upper limit and no other u
|
||||
// value of that face is 0, round it to 0
|
||||
if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
|
||||
out[face.mIndices[n]].x = 0.0;
|
||||
|
||||
// If the u value is below the lower limit and no other u
|
||||
// value of that face is 1, round it to 1
|
||||
else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one)
|
||||
out[face.mIndices[n]].x = 1.0;
|
||||
|
||||
// The face contains both 0 and 1 as UV coords. This can occur
|
||||
// for faces which have an edge that lies directly on the seam.
|
||||
// Due to numerical inaccuracies one U coord becomes 0, the
|
||||
// other 1. But we do still have a third UV coord to determine
|
||||
// to which side we must round to.
|
||||
else if (one && zero)
|
||||
{
|
||||
if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
|
||||
out[face.mIndices[n]].x = 0.0;
|
||||
else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
|
||||
out[face.mIndices[n]].x = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
|
||||
{
|
||||
aiVector3D center, min, max;
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
|
||||
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
|
||||
// currently the mapping axis will always be one of x,y,z, except if the
|
||||
// PretransformVertices step is used (it transforms the meshes into worldspace,
|
||||
// thus changing the mapping axis)
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
|
||||
// For each point get a normalized projection vector in the sphere,
|
||||
// get its longitude and latitude and map them to their respective
|
||||
// UV axes. Problems occur around the poles ... unsolvable.
|
||||
//
|
||||
// The spherical coordinate system looks like this:
|
||||
// x = cos(lon)*cos(lat)
|
||||
// y = sin(lon)*cos(lat)
|
||||
// z = sin(lat)
|
||||
//
|
||||
// Thus we can derive:
|
||||
// lat = arcsin (z)
|
||||
// lon = arctan (y/x)
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_y >= angle_epsilon) {
|
||||
// ... just the same again
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_z >= angle_epsilon) {
|
||||
// ... just the same again
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
}
|
||||
}
|
||||
// slower code path in case the mapping axis is not one of the coordinate system axes
|
||||
else {
|
||||
aiMatrix4x4 mTrafo;
|
||||
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
|
||||
|
||||
// again the same, except we're applying a transformation now
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Now find and remove UV seams. A seam occurs if a face has a tcoord
|
||||
// close to zero on the one side, and a tcoord close to one on the
|
||||
// other side.
|
||||
RemoveUVSeams(mesh,out);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
|
||||
{
|
||||
aiVector3D center, min, max;
|
||||
|
||||
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
|
||||
// currently the mapping axis will always be one of x,y,z, except if the
|
||||
// PretransformVertices step is used (it transforms the meshes into worldspace,
|
||||
// thus changing the mapping axis)
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
const ai_real diff = max.x - min.x;
|
||||
|
||||
// If the main axis is 'z', the z coordinate of a point 'p' is mapped
|
||||
// directly to the texture V axis. The other axis is derived from
|
||||
// the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where
|
||||
// 'c' is the center point of the mesh.
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
aiVector3D& uv = out[pnt];
|
||||
|
||||
uv.y = (pos.x - min.x) / diff;
|
||||
uv.x = (std::atan2( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_y >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
const ai_real diff = max.y - min.y;
|
||||
|
||||
// just the same ...
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
aiVector3D& uv = out[pnt];
|
||||
|
||||
uv.y = (pos.y - min.y) / diff;
|
||||
uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_z >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
const ai_real diff = max.z - min.z;
|
||||
|
||||
// just the same ...
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
aiVector3D& uv = out[pnt];
|
||||
|
||||
uv.y = (pos.z - min.z) / diff;
|
||||
uv.x = (std::atan2( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
// slower code path in case the mapping axis is not one of the coordinate system axes
|
||||
else {
|
||||
aiMatrix4x4 mTrafo;
|
||||
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
|
||||
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
|
||||
const ai_real diff = max.y - min.y;
|
||||
|
||||
// again the same, except we're applying a transformation now
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
|
||||
const aiVector3D pos = mTrafo* mesh->mVertices[pnt];
|
||||
aiVector3D& uv = out[pnt];
|
||||
|
||||
uv.y = (pos.y - min.y) / diff;
|
||||
uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
|
||||
// Now find and remove UV seams. A seam occurs if a face has a tcoord
|
||||
// close to zero on the one side, and a tcoord close to one on the
|
||||
// other side.
|
||||
RemoveUVSeams(mesh,out);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
|
||||
{
|
||||
ai_real diffu,diffv;
|
||||
aiVector3D center, min, max;
|
||||
|
||||
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
|
||||
// currently the mapping axis will always be one of x,y,z, except if the
|
||||
// PretransformVertices step is used (it transforms the meshes into worldspace,
|
||||
// thus changing the mapping axis)
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
diffu = max.z - min.z;
|
||||
diffv = max.y - min.y;
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_y >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
diffu = max.x - min.x;
|
||||
diffv = max.z - min.z;
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_z >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
diffu = max.x - min.x;
|
||||
diffv = max.y - min.y;
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.y - min.y) / diffv,0.0);
|
||||
}
|
||||
}
|
||||
// slower code path in case the mapping axis is not one of the coordinate system axes
|
||||
else
|
||||
{
|
||||
aiMatrix4x4 mTrafo;
|
||||
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
|
||||
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
|
||||
diffu = max.x - min.x;
|
||||
diffv = max.z - min.z;
|
||||
|
||||
// again the same, except we're applying a transformation now
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
|
||||
}
|
||||
}
|
||||
|
||||
// shouldn't be necessary to remove UV seams ...
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* )
|
||||
{
|
||||
ASSIMP_LOG_ERROR("Mapping type currently not implemented");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("GenUVCoordsProcess begin");
|
||||
char buffer[1024];
|
||||
|
||||
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
|
||||
throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
|
||||
|
||||
std::list<MappingInfo> mappingStack;
|
||||
|
||||
/* Iterate through all materials and search for non-UV mapped textures
|
||||
*/
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
||||
{
|
||||
mappingStack.clear();
|
||||
aiMaterial* mat = pScene->mMaterials[i];
|
||||
for (unsigned int a = 0; a < mat->mNumProperties;++a)
|
||||
{
|
||||
aiMaterialProperty* prop = mat->mProperties[a];
|
||||
if (!::strcmp( prop->mKey.data, "$tex.mapping"))
|
||||
{
|
||||
aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData);
|
||||
if (aiTextureMapping_UV != mapping)
|
||||
{
|
||||
if (!DefaultLogger::isNullLogger())
|
||||
{
|
||||
ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s",
|
||||
TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
|
||||
MappingTypeToString(mapping));
|
||||
|
||||
ASSIMP_LOG_INFO(buffer);
|
||||
}
|
||||
|
||||
if (aiTextureMapping_OTHER == mapping)
|
||||
continue;
|
||||
|
||||
MappingInfo info (mapping);
|
||||
|
||||
// Get further properties - currently only the major axis
|
||||
for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
|
||||
{
|
||||
aiMaterialProperty* prop2 = mat->mProperties[a2];
|
||||
if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
|
||||
continue;
|
||||
|
||||
if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis")) {
|
||||
info.axis = *((aiVector3D*)prop2->mData);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int idx( 99999999 );
|
||||
|
||||
// Check whether we have this mapping mode already
|
||||
std::list<MappingInfo>::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info);
|
||||
if (mappingStack.end() != it)
|
||||
{
|
||||
idx = (*it).uv;
|
||||
}
|
||||
else
|
||||
{
|
||||
/* We have found a non-UV mapped texture. Now
|
||||
* we need to find all meshes using this material
|
||||
* that we can compute UV channels for them.
|
||||
*/
|
||||
for (unsigned int m = 0; m < pScene->mNumMeshes;++m)
|
||||
{
|
||||
aiMesh* mesh = pScene->mMeshes[m];
|
||||
unsigned int outIdx = 0;
|
||||
if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX ||
|
||||
!mesh->mNumVertices)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Allocate output storage
|
||||
aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];
|
||||
|
||||
switch (mapping)
|
||||
{
|
||||
case aiTextureMapping_SPHERE:
|
||||
ComputeSphereMapping(mesh,info.axis,p);
|
||||
break;
|
||||
case aiTextureMapping_CYLINDER:
|
||||
ComputeCylinderMapping(mesh,info.axis,p);
|
||||
break;
|
||||
case aiTextureMapping_PLANE:
|
||||
ComputePlaneMapping(mesh,info.axis,p);
|
||||
break;
|
||||
case aiTextureMapping_BOX:
|
||||
ComputeBoxMapping(mesh,p);
|
||||
break;
|
||||
default:
|
||||
ai_assert(false);
|
||||
}
|
||||
if (m && idx != outIdx)
|
||||
{
|
||||
ASSIMP_LOG_WARN("UV index mismatch. Not all meshes assigned to "
|
||||
"this material have equal numbers of UV channels. The UV index stored in "
|
||||
"the material structure does therefore not apply for all meshes. ");
|
||||
}
|
||||
idx = outIdx;
|
||||
}
|
||||
info.uv = idx;
|
||||
mappingStack.push_back(info);
|
||||
}
|
||||
|
||||
// Update the material property list
|
||||
mapping = aiTextureMapping_UV;
|
||||
((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ASSIMP_LOG_DEBUG("GenUVCoordsProcess finished");
|
||||
}
|
||||
149
thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.h
vendored
Normal file
149
thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.h
vendored
Normal file
@@ -0,0 +1,149 @@
|
||||
/*
|
||||
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 Defines a post processing step to compute UV coordinates
|
||||
from abstract mappings, such as box or spherical*/
|
||||
#ifndef AI_COMPUTEUVMAPPING_H_INC
|
||||
#define AI_COMPUTEUVMAPPING_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/mesh.h>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/types.h>
|
||||
|
||||
class ComputeUVMappingTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** ComputeUVMappingProcess - converts special mappings, such as spherical,
|
||||
* cylindrical or boxed to proper UV coordinates for rendering.
|
||||
*/
|
||||
class ComputeUVMappingProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
ComputeUVMappingProcess();
|
||||
~ComputeUVMappingProcess();
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
* @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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Computes spherical UV coordinates for a mesh
|
||||
*
|
||||
* @param mesh Mesh to be processed
|
||||
* @param axis Main axis
|
||||
* @param out Receives output UV coordinates
|
||||
*/
|
||||
void ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis,
|
||||
aiVector3D* out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Computes cylindrical UV coordinates for a mesh
|
||||
*
|
||||
* @param mesh Mesh to be processed
|
||||
* @param axis Main axis
|
||||
* @param out Receives output UV coordinates
|
||||
*/
|
||||
void ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis,
|
||||
aiVector3D* out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Computes planar UV coordinates for a mesh
|
||||
*
|
||||
* @param mesh Mesh to be processed
|
||||
* @param axis Main axis
|
||||
* @param out Receives output UV coordinates
|
||||
*/
|
||||
void ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis,
|
||||
aiVector3D* out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Computes cubic UV coordinates for a mesh
|
||||
*
|
||||
* @param mesh Mesh to be processed
|
||||
* @param out Receives output UV coordinates
|
||||
*/
|
||||
void ComputeBoxMapping(aiMesh* mesh, aiVector3D* out);
|
||||
|
||||
private:
|
||||
|
||||
// temporary structure to describe a mapping
|
||||
struct MappingInfo
|
||||
{
|
||||
explicit MappingInfo(aiTextureMapping _type)
|
||||
: type (_type)
|
||||
, axis (0.f,1.f,0.f)
|
||||
, uv (0u)
|
||||
{}
|
||||
|
||||
aiTextureMapping type;
|
||||
aiVector3D axis;
|
||||
unsigned int uv;
|
||||
|
||||
bool operator== (const MappingInfo& other)
|
||||
{
|
||||
return type == other.type && axis == other.axis;
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_COMPUTEUVMAPPING_H_INC
|
||||
414
thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.cpp
vendored
Normal file
414
thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.cpp
vendored
Normal file
@@ -0,0 +1,414 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 MakeLeftHandedProcess.cpp
|
||||
* @brief Implementation of the post processing step to convert all
|
||||
* imported data to a left-handed coordinate system.
|
||||
*
|
||||
* Face order & UV flip are also implemented here, for the sake of a
|
||||
* better location.
|
||||
*/
|
||||
|
||||
|
||||
#include "ConvertToLHProcess.h"
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
|
||||
|
||||
namespace {
|
||||
|
||||
template <typename aiMeshType>
|
||||
void flipUVs(aiMeshType* pMesh) {
|
||||
if (pMesh == nullptr) { return; }
|
||||
// mirror texture y coordinate
|
||||
for (unsigned int tcIdx = 0; tcIdx < AI_MAX_NUMBER_OF_TEXTURECOORDS; tcIdx++) {
|
||||
if (!pMesh->HasTextureCoords(tcIdx)) {
|
||||
break;
|
||||
}
|
||||
|
||||
for (unsigned int vIdx = 0; vIdx < pMesh->mNumVertices; vIdx++) {
|
||||
pMesh->mTextureCoords[tcIdx][vIdx].y = 1.0f - pMesh->mTextureCoords[tcIdx][vIdx].y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
MakeLeftHandedProcess::MakeLeftHandedProcess()
|
||||
: BaseProcess() {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
MakeLeftHandedProcess::~MakeLeftHandedProcess() {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool MakeLeftHandedProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return 0 != (pFlags & aiProcess_MakeLeftHanded);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void MakeLeftHandedProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
// Check for an existent root node to proceed
|
||||
ai_assert(pScene->mRootNode != NULL);
|
||||
ASSIMP_LOG_DEBUG("MakeLeftHandedProcess begin");
|
||||
|
||||
// recursively convert all the nodes
|
||||
ProcessNode( pScene->mRootNode, aiMatrix4x4());
|
||||
|
||||
// process the meshes accordingly
|
||||
for ( unsigned int a = 0; a < pScene->mNumMeshes; ++a ) {
|
||||
ProcessMesh( pScene->mMeshes[ a ] );
|
||||
}
|
||||
|
||||
// process the materials accordingly
|
||||
for ( unsigned int a = 0; a < pScene->mNumMaterials; ++a ) {
|
||||
ProcessMaterial( pScene->mMaterials[ a ] );
|
||||
}
|
||||
|
||||
// transform all animation channels as well
|
||||
for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
|
||||
{
|
||||
aiAnimation* anim = pScene->mAnimations[a];
|
||||
for( unsigned int b = 0; b < anim->mNumChannels; b++)
|
||||
{
|
||||
aiNodeAnim* nodeAnim = anim->mChannels[b];
|
||||
ProcessAnimation( nodeAnim);
|
||||
}
|
||||
}
|
||||
ASSIMP_LOG_DEBUG("MakeLeftHandedProcess finished");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Recursively converts a node, all of its children and all of its meshes
|
||||
void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation)
|
||||
{
|
||||
// mirror all base vectors at the local Z axis
|
||||
pNode->mTransformation.c1 = -pNode->mTransformation.c1;
|
||||
pNode->mTransformation.c2 = -pNode->mTransformation.c2;
|
||||
pNode->mTransformation.c3 = -pNode->mTransformation.c3;
|
||||
pNode->mTransformation.c4 = -pNode->mTransformation.c4;
|
||||
|
||||
// now invert the Z axis again to keep the matrix determinant positive.
|
||||
// The local meshes will be inverted accordingly so that the result should look just fine again.
|
||||
pNode->mTransformation.a3 = -pNode->mTransformation.a3;
|
||||
pNode->mTransformation.b3 = -pNode->mTransformation.b3;
|
||||
pNode->mTransformation.c3 = -pNode->mTransformation.c3;
|
||||
pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways...
|
||||
|
||||
// continue for all children
|
||||
for( size_t a = 0; a < pNode->mNumChildren; ++a ) {
|
||||
ProcessNode( pNode->mChildren[ a ], pParentGlobalRotation * pNode->mTransformation );
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts a single mesh to left handed coordinates.
|
||||
void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh) {
|
||||
if ( nullptr == pMesh ) {
|
||||
ASSIMP_LOG_ERROR( "Nullptr to mesh found." );
|
||||
return;
|
||||
}
|
||||
// mirror positions, normals and stuff along the Z axis
|
||||
for( size_t a = 0; a < pMesh->mNumVertices; ++a)
|
||||
{
|
||||
pMesh->mVertices[a].z *= -1.0f;
|
||||
if (pMesh->HasNormals()) {
|
||||
pMesh->mNormals[a].z *= -1.0f;
|
||||
}
|
||||
if( pMesh->HasTangentsAndBitangents())
|
||||
{
|
||||
pMesh->mTangents[a].z *= -1.0f;
|
||||
pMesh->mBitangents[a].z *= -1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// mirror anim meshes positions, normals and stuff along the Z axis
|
||||
for (size_t m = 0; m < pMesh->mNumAnimMeshes; ++m)
|
||||
{
|
||||
for (size_t a = 0; a < pMesh->mAnimMeshes[m]->mNumVertices; ++a)
|
||||
{
|
||||
pMesh->mAnimMeshes[m]->mVertices[a].z *= -1.0f;
|
||||
if (pMesh->mAnimMeshes[m]->HasNormals()) {
|
||||
pMesh->mAnimMeshes[m]->mNormals[a].z *= -1.0f;
|
||||
}
|
||||
if (pMesh->mAnimMeshes[m]->HasTangentsAndBitangents())
|
||||
{
|
||||
pMesh->mAnimMeshes[m]->mTangents[a].z *= -1.0f;
|
||||
pMesh->mAnimMeshes[m]->mBitangents[a].z *= -1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// mirror offset matrices of all bones
|
||||
for( size_t a = 0; a < pMesh->mNumBones; ++a)
|
||||
{
|
||||
aiBone* bone = pMesh->mBones[a];
|
||||
bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3;
|
||||
bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3;
|
||||
bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3;
|
||||
bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1;
|
||||
bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2;
|
||||
bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4;
|
||||
}
|
||||
|
||||
// mirror bitangents as well as they're derived from the texture coords
|
||||
if( pMesh->HasTangentsAndBitangents())
|
||||
{
|
||||
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
||||
pMesh->mBitangents[a] *= -1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts a single material to left handed coordinates.
|
||||
void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat) {
|
||||
if ( nullptr == _mat ) {
|
||||
ASSIMP_LOG_ERROR( "Nullptr to aiMaterial found." );
|
||||
return;
|
||||
}
|
||||
|
||||
aiMaterial* mat = (aiMaterial*)_mat;
|
||||
for (unsigned int a = 0; a < mat->mNumProperties;++a) {
|
||||
aiMaterialProperty* prop = mat->mProperties[a];
|
||||
|
||||
// Mapping axis for UV mappings?
|
||||
if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
|
||||
ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
|
||||
aiVector3D* pff = (aiVector3D*)prop->mData;
|
||||
pff->z *= -1.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts the given animation to LH coordinates.
|
||||
void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim)
|
||||
{
|
||||
// position keys
|
||||
for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
|
||||
pAnim->mPositionKeys[a].mValue.z *= -1.0f;
|
||||
|
||||
// rotation keys
|
||||
for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
|
||||
{
|
||||
/* That's the safe version, but the float errors add up. So we try the short version instead
|
||||
aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
|
||||
rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
|
||||
rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
|
||||
aiQuaternion rotquat( rotmat);
|
||||
pAnim->mRotationKeys[a].mValue = rotquat;
|
||||
*/
|
||||
pAnim->mRotationKeys[a].mValue.x *= -1.0f;
|
||||
pAnim->mRotationKeys[a].mValue.y *= -1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
|
||||
#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS
|
||||
// # FlipUVsProcess
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
FlipUVsProcess::FlipUVsProcess()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FlipUVsProcess::~FlipUVsProcess()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FlipUVsProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return 0 != (pFlags & aiProcess_FlipUVs);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void FlipUVsProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("FlipUVsProcess begin");
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
ProcessMesh(pScene->mMeshes[i]);
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
||||
ProcessMaterial(pScene->mMaterials[i]);
|
||||
ASSIMP_LOG_DEBUG("FlipUVsProcess finished");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts a single material
|
||||
void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
|
||||
{
|
||||
aiMaterial* mat = (aiMaterial*)_mat;
|
||||
for (unsigned int a = 0; a < mat->mNumProperties;++a) {
|
||||
aiMaterialProperty* prop = mat->mProperties[a];
|
||||
if( !prop ) {
|
||||
ASSIMP_LOG_DEBUG( "Property is null" );
|
||||
continue;
|
||||
}
|
||||
|
||||
// UV transformation key?
|
||||
if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) {
|
||||
ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */
|
||||
aiUVTransform* uv = (aiUVTransform*)prop->mData;
|
||||
|
||||
// just flip it, that's everything
|
||||
uv->mTranslation.y *= -1.f;
|
||||
uv->mRotation *= -1.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts a single mesh
|
||||
void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
|
||||
{
|
||||
flipUVs(pMesh);
|
||||
for (unsigned int idx = 0; idx < pMesh->mNumAnimMeshes; idx++) {
|
||||
flipUVs(pMesh->mAnimMeshes[idx]);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS
|
||||
#ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
|
||||
// # FlipWindingOrderProcess
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
FlipWindingOrderProcess::FlipWindingOrderProcess()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FlipWindingOrderProcess::~FlipWindingOrderProcess()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FlipWindingOrderProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return 0 != (pFlags & aiProcess_FlipWindingOrder);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void FlipWindingOrderProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("FlipWindingOrderProcess begin");
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
ProcessMesh(pScene->mMeshes[i]);
|
||||
ASSIMP_LOG_DEBUG("FlipWindingOrderProcess finished");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts a single mesh
|
||||
void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh)
|
||||
{
|
||||
// invert the order of all faces in this mesh
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
|
||||
{
|
||||
aiFace& face = pMesh->mFaces[a];
|
||||
for (unsigned int b = 0; b < face.mNumIndices / 2; b++) {
|
||||
std::swap(face.mIndices[b], face.mIndices[face.mNumIndices - 1 - b]);
|
||||
}
|
||||
}
|
||||
|
||||
// invert the order of all components in this mesh anim meshes
|
||||
for (unsigned int m = 0; m < pMesh->mNumAnimMeshes; m++) {
|
||||
aiAnimMesh* animMesh = pMesh->mAnimMeshes[m];
|
||||
unsigned int numVertices = animMesh->mNumVertices;
|
||||
if (animMesh->HasPositions()) {
|
||||
for (unsigned int a = 0; a < numVertices; a++)
|
||||
{
|
||||
std::swap(animMesh->mVertices[a], animMesh->mVertices[numVertices - 1 - a]);
|
||||
}
|
||||
}
|
||||
if (animMesh->HasNormals()) {
|
||||
for (unsigned int a = 0; a < numVertices; a++)
|
||||
{
|
||||
std::swap(animMesh->mNormals[a], animMesh->mNormals[numVertices - 1 - a]);
|
||||
}
|
||||
}
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) {
|
||||
if (animMesh->HasTextureCoords(i)) {
|
||||
for (unsigned int a = 0; a < numVertices; a++)
|
||||
{
|
||||
std::swap(animMesh->mTextureCoords[i][a], animMesh->mTextureCoords[i][numVertices - 1 - a]);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (animMesh->HasTangentsAndBitangents()) {
|
||||
for (unsigned int a = 0; a < numVertices; a++)
|
||||
{
|
||||
std::swap(animMesh->mTangents[a], animMesh->mTangents[numVertices - 1 - a]);
|
||||
std::swap(animMesh->mBitangents[a], animMesh->mBitangents[numVertices - 1 - a]);
|
||||
}
|
||||
}
|
||||
for (unsigned int v = 0; v < AI_MAX_NUMBER_OF_COLOR_SETS; v++) {
|
||||
if (animMesh->HasVertexColors(v)) {
|
||||
for (unsigned int a = 0; a < numVertices; a++)
|
||||
{
|
||||
std::swap(animMesh->mColors[v][a], animMesh->mColors[v][numVertices - 1 - a]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
|
||||
171
thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.h
vendored
Normal file
171
thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.h
vendored
Normal file
@@ -0,0 +1,171 @@
|
||||
/*
|
||||
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 MakeLeftHandedProcess.h
|
||||
* @brief Defines a bunch of post-processing steps to handle
|
||||
* coordinate system conversions.
|
||||
*
|
||||
* - LH to RH
|
||||
* - UV origin upper-left to lower-left
|
||||
* - face order cw to ccw
|
||||
*/
|
||||
#ifndef AI_CONVERTTOLHPROCESS_H_INC
|
||||
#define AI_CONVERTTOLHPROCESS_H_INC
|
||||
|
||||
#include <assimp/types.h>
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
struct aiMesh;
|
||||
struct aiNodeAnim;
|
||||
struct aiNode;
|
||||
struct aiMaterial;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
|
||||
* coordinate system.
|
||||
*
|
||||
* This implies a mirroring of the Z axis of the coordinate system. But to keep
|
||||
* transformation matrices free from reflections we shift the reflection to other
|
||||
* places. We mirror the meshes and adapt the rotations.
|
||||
*
|
||||
* @note RH-LH and LH-RH is the same, so this class can be used for both
|
||||
*/
|
||||
class MakeLeftHandedProcess : public BaseProcess
|
||||
{
|
||||
|
||||
|
||||
public:
|
||||
MakeLeftHandedProcess();
|
||||
~MakeLeftHandedProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Recursively converts a node and all of its children
|
||||
*/
|
||||
void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Converts a single mesh to left handed coordinates.
|
||||
* This means that positions, normals and tangents are mirrored at
|
||||
* the local Z axis and the order of all faces are inverted.
|
||||
* @param pMesh The mesh to convert.
|
||||
*/
|
||||
void ProcessMesh( aiMesh* pMesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Converts a single material to left-handed coordinates
|
||||
* @param pMat Material to convert
|
||||
*/
|
||||
void ProcessMaterial( aiMaterial* pMat);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Converts the given animation to LH coordinates.
|
||||
* The rotation and translation keys are transformed, the scale keys
|
||||
* work in local space and can therefore be left untouched.
|
||||
* @param pAnim The bone animation to transform
|
||||
*/
|
||||
void ProcessAnimation( aiNodeAnim* pAnim);
|
||||
};
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Postprocessing step to flip the face order of the imported data
|
||||
*/
|
||||
class FlipWindingOrderProcess : public BaseProcess
|
||||
{
|
||||
friend class Importer;
|
||||
|
||||
public:
|
||||
/** Constructor to be privately used by Importer */
|
||||
FlipWindingOrderProcess();
|
||||
|
||||
/** Destructor, private as well */
|
||||
~FlipWindingOrderProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
protected:
|
||||
void ProcessMesh( aiMesh* pMesh);
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Postprocessing step to flip the UV coordinate system of the import data
|
||||
*/
|
||||
class FlipUVsProcess : public BaseProcess
|
||||
{
|
||||
friend class Importer;
|
||||
|
||||
public:
|
||||
/** Constructor to be privately used by Importer */
|
||||
FlipUVsProcess();
|
||||
|
||||
/** Destructor, private as well */
|
||||
~FlipUVsProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
protected:
|
||||
void ProcessMesh( aiMesh* pMesh);
|
||||
void ProcessMaterial( aiMaterial* mat);
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_CONVERTTOLHPROCESS_H_INC
|
||||
465
thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp
vendored
Normal file
465
thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp
vendored
Normal file
@@ -0,0 +1,465 @@
|
||||
/*
|
||||
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 DeboneProcess.cpp
|
||||
/** Implementation of the DeboneProcess post processing step */
|
||||
|
||||
|
||||
|
||||
// internal headers of the post-processing framework
|
||||
#include "ProcessHelper.h"
|
||||
#include "DeboneProcess.h"
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
DeboneProcess::DeboneProcess()
|
||||
{
|
||||
mNumBones = 0;
|
||||
mNumBonesCanDoWithout = 0;
|
||||
|
||||
mThreshold = AI_DEBONE_THRESHOLD;
|
||||
mAllOrNone = false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
DeboneProcess::~DeboneProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool DeboneProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_Debone) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void DeboneProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
// get the current value of the property
|
||||
mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
|
||||
mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void DeboneProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("DeboneProcess begin");
|
||||
|
||||
if(!pScene->mNumMeshes) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::vector<bool> splitList(pScene->mNumMeshes);
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
splitList[a] = ConsiderMesh( pScene->mMeshes[a] );
|
||||
}
|
||||
|
||||
int numSplits = 0;
|
||||
|
||||
if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) {
|
||||
for(unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
if(splitList[a]) {
|
||||
numSplits++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(numSplits) {
|
||||
// we need to do something. Let's go.
|
||||
//mSubMeshIndices.clear(); // really needed?
|
||||
mSubMeshIndices.resize(pScene->mNumMeshes); // because we're doing it here anyway
|
||||
|
||||
// build a new array of meshes for the scene
|
||||
std::vector<aiMesh*> meshes;
|
||||
|
||||
for(unsigned int a=0;a<pScene->mNumMeshes;a++)
|
||||
{
|
||||
aiMesh* srcMesh = pScene->mMeshes[a];
|
||||
|
||||
std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
|
||||
|
||||
if(splitList[a]) {
|
||||
SplitMesh(srcMesh,newMeshes);
|
||||
}
|
||||
|
||||
// mesh was split
|
||||
if(!newMeshes.empty()) {
|
||||
unsigned int out = 0, in = srcMesh->mNumBones;
|
||||
|
||||
// store new meshes and indices of the new meshes
|
||||
for(unsigned int b=0;b<newMeshes.size();b++) {
|
||||
const aiString *find = newMeshes[b].second?&newMeshes[b].second->mName:0;
|
||||
|
||||
aiNode *theNode = find?pScene->mRootNode->FindNode(*find):0;
|
||||
std::pair<unsigned int,aiNode*> push_pair(static_cast<unsigned int>(meshes.size()),theNode);
|
||||
|
||||
mSubMeshIndices[a].push_back(push_pair);
|
||||
meshes.push_back(newMeshes[b].first);
|
||||
|
||||
out+=newMeshes[b].first->mNumBones;
|
||||
}
|
||||
|
||||
if(!DefaultLogger::isNullLogger()) {
|
||||
ASSIMP_LOG_INFO_F("Removed %u bones. Input bones:", in - out, ". Output bones: ", out);
|
||||
}
|
||||
|
||||
// and destroy the source mesh. It should be completely contained inside the new submeshes
|
||||
delete srcMesh;
|
||||
}
|
||||
else {
|
||||
// Mesh is kept unchanged - store it's new place in the mesh array
|
||||
mSubMeshIndices[a].push_back(std::pair<unsigned int,aiNode*>(static_cast<unsigned int>(meshes.size()),(aiNode*)0));
|
||||
meshes.push_back(srcMesh);
|
||||
}
|
||||
}
|
||||
|
||||
// rebuild the scene's mesh array
|
||||
pScene->mNumMeshes = static_cast<unsigned int>(meshes.size());
|
||||
delete [] pScene->mMeshes;
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||
std::copy( meshes.begin(), meshes.end(), pScene->mMeshes);
|
||||
|
||||
// recurse through all nodes and translate the node's mesh indices to fit the new mesh array
|
||||
UpdateNode( pScene->mRootNode);
|
||||
}
|
||||
|
||||
ASSIMP_LOG_DEBUG("DeboneProcess end");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Counts bones total/removable in a given mesh.
|
||||
bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
|
||||
{
|
||||
if(!pMesh->HasBones()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool split = false;
|
||||
|
||||
//interstitial faces not permitted
|
||||
bool isInterstitialRequired = false;
|
||||
|
||||
std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
|
||||
std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX);
|
||||
|
||||
const unsigned int cUnowned = UINT_MAX;
|
||||
const unsigned int cCoowned = UINT_MAX-1;
|
||||
|
||||
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
|
||||
for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
|
||||
float w = pMesh->mBones[i]->mWeights[j].mWeight;
|
||||
|
||||
if(w==0.0f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
|
||||
if(w>=mThreshold) {
|
||||
|
||||
if(vertexBones[vid]!=cUnowned) {
|
||||
if(vertexBones[vid]==i) //double entry
|
||||
{
|
||||
ASSIMP_LOG_WARN("Encountered double entry in bone weights");
|
||||
}
|
||||
else //TODO: track attraction in order to break tie
|
||||
{
|
||||
vertexBones[vid] = cCoowned;
|
||||
}
|
||||
}
|
||||
else vertexBones[vid] = i;
|
||||
}
|
||||
|
||||
if(!isBoneNecessary[i]) {
|
||||
isBoneNecessary[i] = w<mThreshold;
|
||||
}
|
||||
}
|
||||
|
||||
if(!isBoneNecessary[i]) {
|
||||
isInterstitialRequired = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(isInterstitialRequired) {
|
||||
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
|
||||
unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
|
||||
|
||||
for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
|
||||
unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
|
||||
|
||||
if(v!=w) {
|
||||
if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
|
||||
if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
|
||||
if(!isBoneNecessary[i]) {
|
||||
mNumBonesCanDoWithout++;
|
||||
split = true;
|
||||
}
|
||||
|
||||
mNumBones++;
|
||||
}
|
||||
return split;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Splits the given mesh by bone count.
|
||||
void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const
|
||||
{
|
||||
// same deal here as ConsiderMesh basically
|
||||
|
||||
std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
|
||||
std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX);
|
||||
|
||||
const unsigned int cUnowned = UINT_MAX;
|
||||
const unsigned int cCoowned = UINT_MAX-1;
|
||||
|
||||
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
|
||||
for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
|
||||
float w = pMesh->mBones[i]->mWeights[j].mWeight;
|
||||
|
||||
if(w==0.0f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
|
||||
|
||||
if(w>=mThreshold) {
|
||||
if(vertexBones[vid]!=cUnowned) {
|
||||
if(vertexBones[vid]==i) //double entry
|
||||
{
|
||||
ASSIMP_LOG_WARN("Encountered double entry in bone weights");
|
||||
}
|
||||
else //TODO: track attraction in order to break tie
|
||||
{
|
||||
vertexBones[vid] = cCoowned;
|
||||
}
|
||||
}
|
||||
else vertexBones[vid] = i;
|
||||
}
|
||||
|
||||
if(!isBoneNecessary[i]) {
|
||||
isBoneNecessary[i] = w<mThreshold;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int nFacesUnowned = 0;
|
||||
|
||||
std::vector<unsigned int> faceBones(pMesh->mNumFaces,UINT_MAX);
|
||||
std::vector<unsigned int> facesPerBone(pMesh->mNumBones,0);
|
||||
|
||||
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
|
||||
unsigned int nInterstitial = 1;
|
||||
|
||||
unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
|
||||
|
||||
for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
|
||||
unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
|
||||
|
||||
if(v!=w) {
|
||||
if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
|
||||
if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
|
||||
}
|
||||
else nInterstitial++;
|
||||
}
|
||||
|
||||
if(v<pMesh->mNumBones &&nInterstitial==pMesh->mFaces[i].mNumIndices) {
|
||||
faceBones[i] = v; //primitive belongs to bone #v
|
||||
facesPerBone[v]++;
|
||||
}
|
||||
else nFacesUnowned++;
|
||||
}
|
||||
|
||||
// invalidate any "cojoined" faces
|
||||
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
|
||||
if(faceBones[i]<pMesh->mNumBones&&isBoneNecessary[faceBones[i]])
|
||||
{
|
||||
ai_assert(facesPerBone[faceBones[i]]>0);
|
||||
facesPerBone[faceBones[i]]--;
|
||||
|
||||
nFacesUnowned++;
|
||||
faceBones[i] = cUnowned;
|
||||
}
|
||||
}
|
||||
|
||||
if(nFacesUnowned) {
|
||||
std::vector<unsigned int> subFaces;
|
||||
|
||||
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
|
||||
if(faceBones[i]==cUnowned) {
|
||||
subFaces.push_back(i);
|
||||
}
|
||||
}
|
||||
|
||||
aiMesh *baseMesh = MakeSubmesh(pMesh,subFaces,0);
|
||||
std::pair<aiMesh*,const aiBone*> push_pair(baseMesh,(const aiBone*)0);
|
||||
|
||||
poNewMeshes.push_back(push_pair);
|
||||
}
|
||||
|
||||
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
|
||||
|
||||
if(!isBoneNecessary[i]&&facesPerBone[i]>0) {
|
||||
std::vector<unsigned int> subFaces;
|
||||
|
||||
for(unsigned int j=0;j<pMesh->mNumFaces;j++) {
|
||||
if(faceBones[j]==i) {
|
||||
subFaces.push_back(j);
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int f = AI_SUBMESH_FLAGS_SANS_BONES;
|
||||
aiMesh *subMesh =MakeSubmesh(pMesh,subFaces,f);
|
||||
|
||||
//Lifted from PretransformVertices.cpp
|
||||
ApplyTransform(subMesh,pMesh->mBones[i]->mOffsetMatrix);
|
||||
std::pair<aiMesh*,const aiBone*> push_pair(subMesh,pMesh->mBones[i]);
|
||||
|
||||
poNewMeshes.push_back(push_pair);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Recursively updates the node's mesh list to account for the changed mesh list
|
||||
void DeboneProcess::UpdateNode(aiNode* pNode) const
|
||||
{
|
||||
// rebuild the node's mesh index list
|
||||
|
||||
std::vector<unsigned int> newMeshList;
|
||||
|
||||
// this will require two passes
|
||||
|
||||
unsigned int m = static_cast<unsigned int>(pNode->mNumMeshes), n = static_cast<unsigned int>(mSubMeshIndices.size());
|
||||
|
||||
// first pass, look for meshes which have not moved
|
||||
|
||||
for(unsigned int a=0;a<m;a++) {
|
||||
|
||||
unsigned int srcIndex = pNode->mMeshes[a];
|
||||
const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex];
|
||||
unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
|
||||
|
||||
for(unsigned int b=0;b<nSubmeshes;b++) {
|
||||
if(!subMeshes[b].second) {
|
||||
newMeshList.push_back(subMeshes[b].first);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// second pass, collect deboned meshes
|
||||
|
||||
for(unsigned int a=0;a<n;a++)
|
||||
{
|
||||
const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[a];
|
||||
unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
|
||||
|
||||
for(unsigned int b=0;b<nSubmeshes;b++) {
|
||||
if(subMeshes[b].second == pNode) {
|
||||
newMeshList.push_back(subMeshes[b].first);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( pNode->mNumMeshes > 0 ) {
|
||||
delete [] pNode->mMeshes; pNode->mMeshes = NULL;
|
||||
}
|
||||
|
||||
pNode->mNumMeshes = static_cast<unsigned int>(newMeshList.size());
|
||||
|
||||
if(pNode->mNumMeshes) {
|
||||
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
|
||||
std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
|
||||
}
|
||||
|
||||
// do that also recursively for all children
|
||||
for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) {
|
||||
UpdateNode( pNode->mChildren[a]);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Apply the node transformation to a mesh
|
||||
void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
|
||||
{
|
||||
// Check whether we need to transform the coordinates at all
|
||||
if (!mat.IsIdentity()) {
|
||||
|
||||
if (mesh->HasPositions()) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mVertices[i] = mat * mesh->mVertices[i];
|
||||
}
|
||||
}
|
||||
if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
|
||||
aiMatrix4x4 mWorldIT = mat;
|
||||
mWorldIT.Inverse().Transpose();
|
||||
|
||||
// TODO: implement Inverse() for aiMatrix3x3
|
||||
aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
|
||||
|
||||
if (mesh->HasNormals()) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
|
||||
}
|
||||
}
|
||||
if (mesh->HasTangentsAndBitangents()) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
|
||||
mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
131
thirdparty/assimp/code/PostProcessing/DeboneProcess.h
vendored
Normal file
131
thirdparty/assimp/code/PostProcessing/DeboneProcess.h
vendored
Normal file
@@ -0,0 +1,131 @@
|
||||
/*
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** Defines a post processing step to limit the number of bones affecting a single vertex. */
|
||||
#ifndef AI_DEBONEPROCESS_H_INC
|
||||
#define AI_DEBONEPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/mesh.h>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
#include <vector>
|
||||
#include <utility>
|
||||
|
||||
#// Forward declarations
|
||||
class DeboneTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
#if (!defined AI_DEBONE_THRESHOLD)
|
||||
# define AI_DEBONE_THRESHOLD 1.0f
|
||||
#endif // !! AI_DEBONE_THRESHOLD
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** This post processing step removes bones nearly losslessly or according to
|
||||
* a configured threshold. In order to remove the bone, the primitives affected by
|
||||
* the bone are split from the mesh. The split off (new) mesh is boneless. At any
|
||||
* point in time, bones without affect upon a given mesh are to be removed.
|
||||
*/
|
||||
class DeboneProcess : public BaseProcess {
|
||||
public:
|
||||
DeboneProcess();
|
||||
~DeboneProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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.
|
||||
*/
|
||||
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);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Counts bones total/removable in a given mesh.
|
||||
* @param pMesh The mesh to process.
|
||||
*/
|
||||
bool ConsiderMesh( const aiMesh* pMesh);
|
||||
|
||||
/// 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< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const;
|
||||
|
||||
/// Recursively updates the node's mesh list to account for the changed mesh list
|
||||
void UpdateNode(aiNode* pNode) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Apply transformation to a mesh
|
||||
void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const;
|
||||
|
||||
public:
|
||||
/** Number of bones present in the scene. */
|
||||
unsigned int mNumBones;
|
||||
unsigned int mNumBonesCanDoWithout;
|
||||
|
||||
float mThreshold;
|
||||
bool mAllOrNone;
|
||||
|
||||
/// Per mesh index: Array of indices of the new submeshes.
|
||||
std::vector< std::vector< std::pair< unsigned int,aiNode* > > > mSubMeshIndices;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_DEBONEPROCESS_H_INC
|
||||
109
thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.cpp
vendored
Normal file
109
thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.cpp
vendored
Normal file
@@ -0,0 +1,109 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Implementation of the post processing step to drop face
|
||||
* normals for all imported faces.
|
||||
*/
|
||||
|
||||
|
||||
#include "DropFaceNormalsProcess.h"
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
DropFaceNormalsProcess::DropFaceNormalsProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
DropFaceNormalsProcess::~DropFaceNormalsProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool DropFaceNormalsProcess::IsActive( unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_DropNormals) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void DropFaceNormalsProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("DropFaceNormalsProcess begin");
|
||||
|
||||
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
|
||||
throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
|
||||
}
|
||||
|
||||
bool bHas = false;
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
bHas |= this->DropMeshFaceNormals( pScene->mMeshes[a]);
|
||||
}
|
||||
if (bHas) {
|
||||
ASSIMP_LOG_INFO("DropFaceNormalsProcess finished. "
|
||||
"Face normals have been removed");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("DropFaceNormalsProcess finished. "
|
||||
"No normals were present");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
bool DropFaceNormalsProcess::DropMeshFaceNormals (aiMesh* pMesh) {
|
||||
if (NULL == pMesh->mNormals) {
|
||||
return false;
|
||||
}
|
||||
|
||||
delete[] pMesh->mNormals;
|
||||
pMesh->mNormals = nullptr;
|
||||
return true;
|
||||
}
|
||||
83
thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.h
vendored
Normal file
83
thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.h
vendored
Normal file
@@ -0,0 +1,83 @@
|
||||
/*
|
||||
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 Defines a post processing step to compute face normals for all loaded faces*/
|
||||
#ifndef AI_DROPFACENORMALPROCESS_H_INC
|
||||
#define AI_DROPFACENORMALPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/mesh.h>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The DropFaceNormalsProcess computes face normals for all faces of all meshes
|
||||
*/
|
||||
class ASSIMP_API_WINONLY DropFaceNormalsProcess : public BaseProcess {
|
||||
public:
|
||||
DropFaceNormalsProcess();
|
||||
~DropFaceNormalsProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
* @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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
|
||||
private:
|
||||
bool DropMeshFaceNormals(aiMesh* pcMesh);
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_DROPFACENORMALPROCESS_H_INC
|
||||
152
thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.cpp
vendored
Normal file
152
thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.cpp
vendored
Normal file
@@ -0,0 +1,152 @@
|
||||
/*
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "EmbedTexturesProcess.h"
|
||||
#include <assimp/ParsingUtils.h>
|
||||
#include "ProcessHelper.h"
|
||||
|
||||
#include <fstream>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
EmbedTexturesProcess::EmbedTexturesProcess()
|
||||
: BaseProcess() {
|
||||
}
|
||||
|
||||
EmbedTexturesProcess::~EmbedTexturesProcess() {
|
||||
}
|
||||
|
||||
bool EmbedTexturesProcess::IsActive(unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_EmbedTextures) != 0;
|
||||
}
|
||||
|
||||
void EmbedTexturesProcess::SetupProperties(const Importer* pImp) {
|
||||
mRootPath = pImp->GetPropertyString("sourceFilePath");
|
||||
mRootPath = mRootPath.substr(0, mRootPath.find_last_of("\\/") + 1u);
|
||||
}
|
||||
|
||||
void EmbedTexturesProcess::Execute(aiScene* pScene) {
|
||||
if (pScene == nullptr || pScene->mRootNode == nullptr) return;
|
||||
|
||||
aiString path;
|
||||
|
||||
uint32_t embeddedTexturesCount = 0u;
|
||||
|
||||
for (auto matId = 0u; matId < pScene->mNumMaterials; ++matId) {
|
||||
auto material = pScene->mMaterials[matId];
|
||||
|
||||
for (auto ttId = 1u; ttId < AI_TEXTURE_TYPE_MAX; ++ttId) {
|
||||
auto tt = static_cast<aiTextureType>(ttId);
|
||||
auto texturesCount = material->GetTextureCount(tt);
|
||||
|
||||
for (auto texId = 0u; texId < texturesCount; ++texId) {
|
||||
material->GetTexture(tt, texId, &path);
|
||||
if (path.data[0] == '*') continue; // Already embedded
|
||||
|
||||
// Indeed embed
|
||||
if (addTexture(pScene, path.data)) {
|
||||
auto embeddedTextureId = pScene->mNumTextures - 1u;
|
||||
::ai_snprintf(path.data, 1024, "*%u", embeddedTextureId);
|
||||
material->AddProperty(&path, AI_MATKEY_TEXTURE(tt, texId));
|
||||
embeddedTexturesCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ASSIMP_LOG_INFO_F("EmbedTexturesProcess finished. Embedded ", embeddedTexturesCount, " textures." );
|
||||
}
|
||||
|
||||
bool EmbedTexturesProcess::addTexture(aiScene* pScene, std::string path) const {
|
||||
std::streampos imageSize = 0;
|
||||
std::string imagePath = path;
|
||||
|
||||
// Test path directly
|
||||
std::ifstream file(imagePath, std::ios::binary | std::ios::ate);
|
||||
if ((imageSize = file.tellg()) == std::streampos(-1)) {
|
||||
ASSIMP_LOG_WARN_F("EmbedTexturesProcess: Cannot find image: ", imagePath, ". Will try to find it in root folder.");
|
||||
|
||||
// Test path in root path
|
||||
imagePath = mRootPath + path;
|
||||
file.open(imagePath, std::ios::binary | std::ios::ate);
|
||||
if ((imageSize = file.tellg()) == std::streampos(-1)) {
|
||||
// Test path basename in root path
|
||||
imagePath = mRootPath + path.substr(path.find_last_of("\\/") + 1u);
|
||||
file.open(imagePath, std::ios::binary | std::ios::ate);
|
||||
if ((imageSize = file.tellg()) == std::streampos(-1)) {
|
||||
ASSIMP_LOG_ERROR_F("EmbedTexturesProcess: Unable to embed texture: ", path, ".");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
aiTexel* imageContent = new aiTexel[ 1ul + static_cast<unsigned long>( imageSize ) / sizeof(aiTexel)];
|
||||
file.seekg(0, std::ios::beg);
|
||||
file.read(reinterpret_cast<char*>(imageContent), imageSize);
|
||||
|
||||
// Enlarging the textures table
|
||||
unsigned int textureId = pScene->mNumTextures++;
|
||||
auto oldTextures = pScene->mTextures;
|
||||
pScene->mTextures = new aiTexture*[pScene->mNumTextures];
|
||||
::memmove(pScene->mTextures, oldTextures, sizeof(aiTexture*) * (pScene->mNumTextures - 1u));
|
||||
|
||||
// Add the new texture
|
||||
auto pTexture = new aiTexture;
|
||||
pTexture->mHeight = 0; // Means that this is still compressed
|
||||
pTexture->mWidth = static_cast<uint32_t>(imageSize);
|
||||
pTexture->pcData = imageContent;
|
||||
|
||||
auto extension = path.substr(path.find_last_of('.') + 1u);
|
||||
std::transform(extension.begin(), extension.end(), extension.begin(), ::tolower);
|
||||
if (extension == "jpeg") {
|
||||
extension = "jpg";
|
||||
}
|
||||
|
||||
size_t len = extension.size();
|
||||
if (len > HINTMAXTEXTURELEN -1 ) {
|
||||
len = HINTMAXTEXTURELEN - 1;
|
||||
}
|
||||
::strncpy(pTexture->achFormatHint, extension.c_str(), len);
|
||||
pScene->mTextures[textureId] = pTexture;
|
||||
|
||||
return true;
|
||||
}
|
||||
85
thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.h
vendored
Normal file
85
thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.h
vendored
Normal file
@@ -0,0 +1,85 @@
|
||||
/*
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <string>
|
||||
|
||||
struct aiNode;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
/**
|
||||
* Force embedding of textures (using the path = "*1" convention).
|
||||
* If a texture's file does not exist at the specified path
|
||||
* (due, for instance, to an absolute path generated on another system),
|
||||
* it will check if a file with the same name exists at the root folder
|
||||
* of the imported model. And if so, it uses that.
|
||||
*/
|
||||
class ASSIMP_API EmbedTexturesProcess : public BaseProcess {
|
||||
public:
|
||||
/// The default class constructor.
|
||||
EmbedTexturesProcess();
|
||||
|
||||
/// The class destructor.
|
||||
virtual ~EmbedTexturesProcess();
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual bool IsActive(unsigned int pFlags) const;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void SetupProperties(const Importer* pImp);
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void Execute(aiScene* pScene);
|
||||
|
||||
private:
|
||||
// Resolve the path and add the file content to the scene as a texture.
|
||||
bool addTexture(aiScene* pScene, std::string path) const;
|
||||
|
||||
private:
|
||||
std::string mRootPath;
|
||||
};
|
||||
|
||||
} // namespace Assimp
|
||||
301
thirdparty/assimp/code/PostProcessing/FindDegenerates.cpp
vendored
Normal file
301
thirdparty/assimp/code/PostProcessing/FindDegenerates.cpp
vendored
Normal file
@@ -0,0 +1,301 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 FindDegenerates.cpp
|
||||
* @brief Implementation of the FindDegenerates post-process step.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// internal headers
|
||||
#include "ProcessHelper.h"
|
||||
#include "FindDegenerates.h"
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
//remove mesh at position 'index' from the scene
|
||||
static void removeMesh(aiScene* pScene, unsigned const index);
|
||||
//correct node indices to meshes and remove references to deleted mesh
|
||||
static void updateSceneGraph(aiNode* pNode, unsigned const index);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
FindDegeneratesProcess::FindDegeneratesProcess()
|
||||
: mConfigRemoveDegenerates( false )
|
||||
, mConfigCheckAreaOfTriangle( false ){
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FindDegeneratesProcess::~FindDegeneratesProcess() {
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const {
|
||||
return 0 != (pFlags & aiProcess_FindDegenerates);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup import configuration
|
||||
void FindDegeneratesProcess::SetupProperties(const Importer* pImp) {
|
||||
// Get the current value of AI_CONFIG_PP_FD_REMOVE
|
||||
mConfigRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE,0));
|
||||
mConfigCheckAreaOfTriangle = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_CHECKAREA) );
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void FindDegeneratesProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin");
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
{
|
||||
//Do not process point cloud, ExecuteOnMesh works only with faces data
|
||||
if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) {
|
||||
removeMesh(pScene, i);
|
||||
--i; //the current i is removed, do not skip the next one
|
||||
}
|
||||
}
|
||||
ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished");
|
||||
}
|
||||
|
||||
static void removeMesh(aiScene* pScene, unsigned const index) {
|
||||
//we start at index and copy the pointers one position forward
|
||||
//save the mesh pointer to delete it later
|
||||
auto delete_me = pScene->mMeshes[index];
|
||||
for (unsigned i = index; i < pScene->mNumMeshes - 1; ++i) {
|
||||
pScene->mMeshes[i] = pScene->mMeshes[i+1];
|
||||
}
|
||||
pScene->mMeshes[pScene->mNumMeshes - 1] = nullptr;
|
||||
--(pScene->mNumMeshes);
|
||||
delete delete_me;
|
||||
|
||||
//removing a mesh also requires updating all references to it in the scene graph
|
||||
updateSceneGraph(pScene->mRootNode, index);
|
||||
}
|
||||
|
||||
static void updateSceneGraph(aiNode* pNode, unsigned const index) {
|
||||
for (unsigned i = 0; i < pNode->mNumMeshes; ++i) {
|
||||
if (pNode->mMeshes[i] > index) {
|
||||
--(pNode->mMeshes[i]);
|
||||
continue;
|
||||
}
|
||||
if (pNode->mMeshes[i] == index) {
|
||||
for (unsigned j = i; j < pNode->mNumMeshes -1; ++j) {
|
||||
pNode->mMeshes[j] = pNode->mMeshes[j+1];
|
||||
}
|
||||
--(pNode->mNumMeshes);
|
||||
--i;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
//recurse to all children
|
||||
for (unsigned i = 0; i < pNode->mNumChildren; ++i) {
|
||||
updateSceneGraph(pNode->mChildren[i], index);
|
||||
}
|
||||
}
|
||||
|
||||
static ai_real heron( ai_real a, ai_real b, ai_real c ) {
|
||||
ai_real s = (a + b + c) / 2;
|
||||
ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
|
||||
return area;
|
||||
}
|
||||
|
||||
static ai_real distance3D( const aiVector3D &vA, aiVector3D &vB ) {
|
||||
const ai_real lx = ( vB.x - vA.x );
|
||||
const ai_real ly = ( vB.y - vA.y );
|
||||
const ai_real lz = ( vB.z - vA.z );
|
||||
ai_real a = lx*lx + ly*ly + lz*lz;
|
||||
ai_real d = pow( a, (ai_real)0.5 );
|
||||
|
||||
return d;
|
||||
}
|
||||
|
||||
static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) {
|
||||
ai_real area = 0;
|
||||
|
||||
aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
|
||||
aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
|
||||
aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
|
||||
|
||||
ai_real a( distance3D( vA, vB ) );
|
||||
ai_real b( distance3D( vB, vC ) );
|
||||
ai_real c( distance3D( vC, vA ) );
|
||||
area = heron( a, b, c );
|
||||
|
||||
return area;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported mesh
|
||||
bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
||||
mesh->mPrimitiveTypes = 0;
|
||||
|
||||
std::vector<bool> remove_me;
|
||||
if (mConfigRemoveDegenerates) {
|
||||
remove_me.resize( mesh->mNumFaces, false );
|
||||
}
|
||||
|
||||
unsigned int deg = 0, limit;
|
||||
for ( unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
|
||||
aiFace& face = mesh->mFaces[a];
|
||||
bool first = true;
|
||||
|
||||
// check whether the face contains degenerated entries
|
||||
for (unsigned int i = 0; i < face.mNumIndices; ++i) {
|
||||
// Polygons with more than 4 points are allowed to have double points, that is
|
||||
// simulating polygons with holes just with concave polygons. However,
|
||||
// double points may not come directly after another.
|
||||
limit = face.mNumIndices;
|
||||
if (face.mNumIndices > 4) {
|
||||
limit = std::min( limit, i+2 );
|
||||
}
|
||||
|
||||
for (unsigned int t = i+1; t < limit; ++t) {
|
||||
if (mesh->mVertices[face.mIndices[ i ] ] == mesh->mVertices[ face.mIndices[ t ] ]) {
|
||||
// we have found a matching vertex position
|
||||
// remove the corresponding index from the array
|
||||
--face.mNumIndices;
|
||||
--limit;
|
||||
for (unsigned int m = t; m < face.mNumIndices; ++m) {
|
||||
face.mIndices[ m ] = face.mIndices[ m+1 ];
|
||||
}
|
||||
--t;
|
||||
|
||||
// NOTE: we set the removed vertex index to an unique value
|
||||
// to make sure the developer gets notified when his
|
||||
// application attempts to access this data.
|
||||
face.mIndices[ face.mNumIndices ] = 0xdeadbeef;
|
||||
|
||||
if(first) {
|
||||
++deg;
|
||||
first = false;
|
||||
}
|
||||
|
||||
if ( mConfigRemoveDegenerates ) {
|
||||
remove_me[ a ] = true;
|
||||
goto evil_jump_outside; // hrhrhrh ... yeah, this rocks baby!
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( mConfigCheckAreaOfTriangle ) {
|
||||
if ( face.mNumIndices == 3 ) {
|
||||
ai_real area = calculateAreaOfTriangle( face, mesh );
|
||||
if ( area < 1e-6 ) {
|
||||
if ( mConfigRemoveDegenerates ) {
|
||||
remove_me[ a ] = true;
|
||||
++deg;
|
||||
goto evil_jump_outside;
|
||||
}
|
||||
|
||||
// todo: check for index which is corrupt.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// We need to update the primitive flags array of the mesh.
|
||||
switch (face.mNumIndices)
|
||||
{
|
||||
case 1u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
||||
break;
|
||||
case 2u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
||||
break;
|
||||
case 3u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||
break;
|
||||
default:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
|
||||
break;
|
||||
};
|
||||
evil_jump_outside:
|
||||
continue;
|
||||
}
|
||||
|
||||
// If AI_CONFIG_PP_FD_REMOVE is true, remove degenerated faces from the import
|
||||
if (mConfigRemoveDegenerates && deg) {
|
||||
unsigned int n = 0;
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
|
||||
{
|
||||
aiFace& face_src = mesh->mFaces[a];
|
||||
if (!remove_me[a]) {
|
||||
aiFace& face_dest = mesh->mFaces[n++];
|
||||
|
||||
// Do a manual copy, keep the index array
|
||||
face_dest.mNumIndices = face_src.mNumIndices;
|
||||
face_dest.mIndices = face_src.mIndices;
|
||||
|
||||
if (&face_src != &face_dest) {
|
||||
// clear source
|
||||
face_src.mNumIndices = 0;
|
||||
face_src.mIndices = nullptr;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// Otherwise delete it if we don't need this face
|
||||
delete[] face_src.mIndices;
|
||||
face_src.mIndices = nullptr;
|
||||
face_src.mNumIndices = 0;
|
||||
}
|
||||
}
|
||||
// Just leave the rest of the array unreferenced, we don't care for now
|
||||
mesh->mNumFaces = n;
|
||||
if (!mesh->mNumFaces) {
|
||||
//The whole mesh consists of degenerated faces
|
||||
//signal upward, that this mesh should be deleted.
|
||||
ASSIMP_LOG_DEBUG("FindDegeneratesProcess removed a mesh full of degenerated primitives");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (deg && !DefaultLogger::isNullLogger()) {
|
||||
ASSIMP_LOG_WARN_F( "Found ", deg, " degenerated primitives");
|
||||
}
|
||||
return false;
|
||||
}
|
||||
130
thirdparty/assimp/code/PostProcessing/FindDegenerates.h
vendored
Normal file
130
thirdparty/assimp/code/PostProcessing/FindDegenerates.h
vendored
Normal file
@@ -0,0 +1,130 @@
|
||||
/*
|
||||
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 Defines a post processing step to search all meshes for
|
||||
degenerated faces */
|
||||
#ifndef AI_FINDDEGENERATESPROCESS_H_INC
|
||||
#define AI_FINDDEGENERATESPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/mesh.h>
|
||||
|
||||
class FindDegeneratesProcessTest;
|
||||
namespace Assimp {
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** FindDegeneratesProcess: Searches a mesh for degenerated triangles.
|
||||
*/
|
||||
class ASSIMP_API FindDegeneratesProcess : public BaseProcess {
|
||||
public:
|
||||
FindDegeneratesProcess();
|
||||
~FindDegeneratesProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// 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);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Execute step on a given mesh
|
||||
///@returns true if the current mesh should be deleted, false otherwise
|
||||
bool ExecuteOnMesh( aiMesh* mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/// @brief Enable the instant removal of degenerated primitives
|
||||
/// @param enabled true for enabled.
|
||||
void EnableInstantRemoval(bool enabled);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/// @brief Check whether instant removal is currently enabled
|
||||
/// @return The instant removal state.
|
||||
bool IsInstantRemoval() const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/// @brief Enable the area check for triangles.
|
||||
/// @param enabled true for enabled.
|
||||
void EnableAreaCheck( bool enabled );
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/// @brief Check whether the area check is enabled.
|
||||
/// @return The area check state.
|
||||
bool isAreaCheckEnabled() const;
|
||||
|
||||
private:
|
||||
//! Configuration option: remove degenerates faces immediately
|
||||
bool mConfigRemoveDegenerates;
|
||||
//! Configuration option: check for area
|
||||
bool mConfigCheckAreaOfTriangle;
|
||||
};
|
||||
|
||||
inline
|
||||
void FindDegeneratesProcess::EnableInstantRemoval(bool enabled) {
|
||||
mConfigRemoveDegenerates = enabled;
|
||||
}
|
||||
|
||||
inline
|
||||
bool FindDegeneratesProcess::IsInstantRemoval() const {
|
||||
return mConfigRemoveDegenerates;
|
||||
}
|
||||
|
||||
inline
|
||||
void FindDegeneratesProcess::EnableAreaCheck( bool enabled ) {
|
||||
mConfigCheckAreaOfTriangle = enabled;
|
||||
}
|
||||
|
||||
inline
|
||||
bool FindDegeneratesProcess::isAreaCheckEnabled() const {
|
||||
return mConfigCheckAreaOfTriangle;
|
||||
}
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // !! AI_FINDDEGENERATESPROCESS_H_INC
|
||||
277
thirdparty/assimp/code/PostProcessing/FindInstancesProcess.cpp
vendored
Normal file
277
thirdparty/assimp/code/PostProcessing/FindInstancesProcess.cpp
vendored
Normal file
@@ -0,0 +1,277 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 FindInstancesProcess.cpp
|
||||
* @brief Implementation of the aiProcess_FindInstances postprocessing step
|
||||
*/
|
||||
|
||||
|
||||
#include "FindInstancesProcess.h"
|
||||
#include <memory>
|
||||
#include <stdio.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
FindInstancesProcess::FindInstancesProcess()
|
||||
: configSpeedFlag (false)
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FindInstancesProcess::~FindInstancesProcess()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FindInstancesProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
// FindInstances makes absolutely no sense together with PreTransformVertices
|
||||
// fixme: spawn error message somewhere else?
|
||||
return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup properties for the step
|
||||
void FindInstancesProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
// AI_CONFIG_FAVOUR_SPEED
|
||||
configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Compare the bones of two meshes
|
||||
bool CompareBones(const aiMesh* orig, const aiMesh* inst)
|
||||
{
|
||||
for (unsigned int i = 0; i < orig->mNumBones;++i) {
|
||||
aiBone* aha = orig->mBones[i];
|
||||
aiBone* oha = inst->mBones[i];
|
||||
|
||||
if (aha->mNumWeights != oha->mNumWeights ||
|
||||
aha->mOffsetMatrix != oha->mOffsetMatrix) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// compare weight per weight ---
|
||||
for (unsigned int n = 0; n < aha->mNumWeights;++n) {
|
||||
if (aha->mWeights[n].mVertexId != oha->mWeights[n].mVertexId ||
|
||||
(aha->mWeights[n].mWeight - oha->mWeights[n].mWeight) < 10e-3f) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Update mesh indices in the node graph
|
||||
void UpdateMeshIndices(aiNode* node, unsigned int* lookup)
|
||||
{
|
||||
for (unsigned int n = 0; n < node->mNumMeshes;++n)
|
||||
node->mMeshes[n] = lookup[node->mMeshes[n]];
|
||||
|
||||
for (unsigned int n = 0; n < node->mNumChildren;++n)
|
||||
UpdateMeshIndices(node->mChildren[n],lookup);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void FindInstancesProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("FindInstancesProcess begin");
|
||||
if (pScene->mNumMeshes) {
|
||||
|
||||
// use a pseudo hash for all meshes in the scene to quickly find
|
||||
// the ones which are possibly equal. This step is executed early
|
||||
// in the pipeline, so we could, depending on the file format,
|
||||
// have several thousand small meshes. That's too much for a brute
|
||||
// everyone-against-everyone check involving up to 10 comparisons
|
||||
// each.
|
||||
std::unique_ptr<uint64_t[]> hashes (new uint64_t[pScene->mNumMeshes]);
|
||||
std::unique_ptr<unsigned int[]> remapping (new unsigned int[pScene->mNumMeshes]);
|
||||
|
||||
unsigned int numMeshesOut = 0;
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
|
||||
aiMesh* inst = pScene->mMeshes[i];
|
||||
hashes[i] = GetMeshHash(inst);
|
||||
|
||||
// Find an appropriate epsilon
|
||||
// to compare position differences against
|
||||
float epsilon = ComputePositionEpsilon(inst);
|
||||
epsilon *= epsilon;
|
||||
|
||||
for (int a = i-1; a >= 0; --a) {
|
||||
if (hashes[i] == hashes[a])
|
||||
{
|
||||
aiMesh* orig = pScene->mMeshes[a];
|
||||
if (!orig)
|
||||
continue;
|
||||
|
||||
// check for hash collision .. we needn't check
|
||||
// the vertex format, it *must* match due to the
|
||||
// (brilliant) construction of the hash
|
||||
if (orig->mNumBones != inst->mNumBones ||
|
||||
orig->mNumFaces != inst->mNumFaces ||
|
||||
orig->mNumVertices != inst->mNumVertices ||
|
||||
orig->mMaterialIndex != inst->mMaterialIndex ||
|
||||
orig->mPrimitiveTypes != inst->mPrimitiveTypes)
|
||||
continue;
|
||||
|
||||
// up to now the meshes are equal. Now compare vertex positions, normals,
|
||||
// tangents and bitangents using this epsilon.
|
||||
if (orig->HasPositions()) {
|
||||
if(!CompareArrays(orig->mVertices,inst->mVertices,orig->mNumVertices,epsilon))
|
||||
continue;
|
||||
}
|
||||
if (orig->HasNormals()) {
|
||||
if(!CompareArrays(orig->mNormals,inst->mNormals,orig->mNumVertices,epsilon))
|
||||
continue;
|
||||
}
|
||||
if (orig->HasTangentsAndBitangents()) {
|
||||
if (!CompareArrays(orig->mTangents,inst->mTangents,orig->mNumVertices,epsilon) ||
|
||||
!CompareArrays(orig->mBitangents,inst->mBitangents,orig->mNumVertices,epsilon))
|
||||
continue;
|
||||
}
|
||||
|
||||
// use a constant epsilon for colors and UV coordinates
|
||||
static const float uvEpsilon = 10e-4f;
|
||||
{
|
||||
unsigned int j, end = orig->GetNumUVChannels();
|
||||
for(j = 0; j < end; ++j) {
|
||||
if (!orig->mTextureCoords[j]) {
|
||||
continue;
|
||||
}
|
||||
if(!CompareArrays(orig->mTextureCoords[j],inst->mTextureCoords[j],orig->mNumVertices,uvEpsilon)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (j != end) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
{
|
||||
unsigned int j, end = orig->GetNumColorChannels();
|
||||
for(j = 0; j < end; ++j) {
|
||||
if (!orig->mColors[j]) {
|
||||
continue;
|
||||
}
|
||||
if(!CompareArrays(orig->mColors[j],inst->mColors[j],orig->mNumVertices,uvEpsilon)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (j != end) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// These two checks are actually quite expensive and almost *never* required.
|
||||
// Almost. That's why they're still here. But there's no reason to do them
|
||||
// in speed-targeted imports.
|
||||
if (!configSpeedFlag) {
|
||||
|
||||
// It seems to be strange, but we really need to check whether the
|
||||
// bones are identical too. Although it's extremely unprobable
|
||||
// that they're not if control reaches here, we need to deal
|
||||
// with unprobable cases, too. It could still be that there are
|
||||
// equal shapes which are deformed differently.
|
||||
if (!CompareBones(orig,inst))
|
||||
continue;
|
||||
|
||||
// For completeness ... compare even the index buffers for equality
|
||||
// face order & winding order doesn't care. Input data is in verbose format.
|
||||
std::unique_ptr<unsigned int[]> ftbl_orig(new unsigned int[orig->mNumVertices]);
|
||||
std::unique_ptr<unsigned int[]> ftbl_inst(new unsigned int[orig->mNumVertices]);
|
||||
|
||||
for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) {
|
||||
aiFace& f = orig->mFaces[tt];
|
||||
for (unsigned int nn = 0; nn < f.mNumIndices;++nn)
|
||||
ftbl_orig[f.mIndices[nn]] = tt;
|
||||
|
||||
aiFace& f2 = inst->mFaces[tt];
|
||||
for (unsigned int nn = 0; nn < f2.mNumIndices;++nn)
|
||||
ftbl_inst[f2.mIndices[nn]] = tt;
|
||||
}
|
||||
if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int)))
|
||||
continue;
|
||||
}
|
||||
|
||||
// We're still here. Or in other words: 'inst' is an instance of 'orig'.
|
||||
// Place a marker in our list that we can easily update mesh indices.
|
||||
remapping[i] = remapping[a];
|
||||
|
||||
// Delete the instanced mesh, we don't need it anymore
|
||||
delete inst;
|
||||
pScene->mMeshes[i] = NULL;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If we didn't find a match for the current mesh: keep it
|
||||
if (pScene->mMeshes[i]) {
|
||||
remapping[i] = numMeshesOut++;
|
||||
}
|
||||
}
|
||||
ai_assert(0 != numMeshesOut);
|
||||
if (numMeshesOut != pScene->mNumMeshes) {
|
||||
|
||||
// Collapse the meshes array by removing all NULL entries
|
||||
for (unsigned int real = 0, i = 0; real < numMeshesOut; ++i) {
|
||||
if (pScene->mMeshes[i])
|
||||
pScene->mMeshes[real++] = pScene->mMeshes[i];
|
||||
}
|
||||
|
||||
// And update the node graph with our nice lookup table
|
||||
UpdateMeshIndices(pScene->mRootNode,remapping.get());
|
||||
|
||||
// write to log
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
ASSIMP_LOG_INFO_F( "FindInstancesProcess finished. Found ", (pScene->mNumMeshes - numMeshesOut), " instances" );
|
||||
}
|
||||
pScene->mNumMeshes = numMeshesOut;
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("FindInstancesProcess finished. No instanced meshes found");
|
||||
}
|
||||
}
|
||||
}
|
||||
137
thirdparty/assimp/code/PostProcessing/FindInstancesProcess.h
vendored
Normal file
137
thirdparty/assimp/code/PostProcessing/FindInstancesProcess.h
vendored
Normal file
@@ -0,0 +1,137 @@
|
||||
/*
|
||||
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 FindInstancesProcess.h
|
||||
* @brief Declares the aiProcess_FindInstances post-process step
|
||||
*/
|
||||
#ifndef AI_FINDINSTANCES_H_INC
|
||||
#define AI_FINDINSTANCES_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
#include "PostProcessing/ProcessHelper.h"
|
||||
|
||||
class FindInstancesProcessTest;
|
||||
namespace Assimp {
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Get a pseudo(!)-hash representing a mesh.
|
||||
*
|
||||
* The hash is built from number of vertices, faces, primitive types,
|
||||
* .... but *not* from the real mesh data. The funcction is not a perfect hash.
|
||||
* @param in Input mesh
|
||||
* @return Hash.
|
||||
*/
|
||||
inline
|
||||
uint64_t GetMeshHash(aiMesh* in) {
|
||||
ai_assert(nullptr != in);
|
||||
|
||||
// ... get an unique value representing the vertex format of the mesh
|
||||
const unsigned int fhash = GetMeshVFormatUnique(in);
|
||||
|
||||
// and bake it with number of vertices/faces/bones/matidx/ptypes
|
||||
return ((uint64_t)fhash << 32u) | ((
|
||||
(in->mNumBones << 16u) ^ (in->mNumVertices) ^
|
||||
(in->mNumFaces<<4u) ^ (in->mMaterialIndex<<15) ^
|
||||
(in->mPrimitiveTypes<<28)) & 0xffffffff );
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Perform a component-wise comparison of two arrays
|
||||
*
|
||||
* @param first First array
|
||||
* @param second Second array
|
||||
* @param size Size of both arrays
|
||||
* @param e Epsilon
|
||||
* @return true if the arrays are identical
|
||||
*/
|
||||
inline
|
||||
bool CompareArrays(const aiVector3D* first, const aiVector3D* second,
|
||||
unsigned int size, float e) {
|
||||
for (const aiVector3D* end = first+size; first != end; ++first,++second) {
|
||||
if ( (*first - *second).SquareLength() >= e)
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// and the same for colors ...
|
||||
inline bool CompareArrays(const aiColor4D* first, const aiColor4D* second,
|
||||
unsigned int size, float e)
|
||||
{
|
||||
for (const aiColor4D* end = first+size; first != end; ++first,++second) {
|
||||
if ( GetColorDifference(*first,*second) >= e)
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief A post-processing steps to search for instanced meshes
|
||||
*/
|
||||
class FindInstancesProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
FindInstancesProcess();
|
||||
~FindInstancesProcess();
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
// Check whether step is active in given flags combination
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Execute step on a given scene
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Setup properties prior to executing the process
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
private:
|
||||
|
||||
bool configSpeedFlag;
|
||||
|
||||
}; // ! end class FindInstancesProcess
|
||||
} // ! end namespace Assimp
|
||||
|
||||
#endif // !! AI_FINDINSTANCES_H_INC
|
||||
424
thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.cpp
vendored
Normal file
424
thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.cpp
vendored
Normal file
@@ -0,0 +1,424 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Defines a post processing step to search an importer's output
|
||||
for data that is obviously invalid */
|
||||
|
||||
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
|
||||
|
||||
// internal headers
|
||||
#include "FindInvalidDataProcess.h"
|
||||
#include "ProcessHelper.h"
|
||||
|
||||
#include <assimp/Macros.h>
|
||||
#include <assimp/Exceptional.h>
|
||||
#include <assimp/qnan.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
FindInvalidDataProcess::FindInvalidDataProcess()
|
||||
: configEpsilon(0.0)
|
||||
, mIgnoreTexCoods( false ){
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FindInvalidDataProcess::~FindInvalidDataProcess() {
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const {
|
||||
return 0 != (pFlags & aiProcess_FindInvalidData);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup import configuration
|
||||
void FindInvalidDataProcess::SetupProperties(const Importer* pImp) {
|
||||
// Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
|
||||
configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
|
||||
mIgnoreTexCoods = pImp->GetPropertyBool(AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS, false);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Update mesh references in the node graph
|
||||
void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping) {
|
||||
if (node->mNumMeshes) {
|
||||
unsigned int out = 0;
|
||||
for (unsigned int a = 0; a < node->mNumMeshes;++a) {
|
||||
|
||||
unsigned int ref = node->mMeshes[a];
|
||||
if (UINT_MAX != (ref = meshMapping[ref])) {
|
||||
node->mMeshes[out++] = ref;
|
||||
}
|
||||
}
|
||||
// just let the members that are unused, that's much cheaper
|
||||
// than a full array realloc'n'copy party ...
|
||||
if(!(node->mNumMeshes = out)) {
|
||||
|
||||
delete[] node->mMeshes;
|
||||
node->mMeshes = NULL;
|
||||
}
|
||||
}
|
||||
// recursively update all children
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i) {
|
||||
UpdateMeshReferences(node->mChildren[i],meshMapping);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void FindInvalidDataProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("FindInvalidDataProcess begin");
|
||||
|
||||
bool out = false;
|
||||
std::vector<unsigned int> meshMapping(pScene->mNumMeshes);
|
||||
unsigned int real = 0;
|
||||
|
||||
// Process meshes
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
|
||||
int result;
|
||||
if ((result = ProcessMesh( pScene->mMeshes[a]))) {
|
||||
out = true;
|
||||
|
||||
if (2 == result) {
|
||||
// remove this mesh
|
||||
delete pScene->mMeshes[a];
|
||||
AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);
|
||||
|
||||
meshMapping[a] = UINT_MAX;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
pScene->mMeshes[real] = pScene->mMeshes[a];
|
||||
meshMapping[a] = real++;
|
||||
}
|
||||
|
||||
// Process animations
|
||||
for (unsigned int a = 0; a < pScene->mNumAnimations;++a) {
|
||||
ProcessAnimation( pScene->mAnimations[a]);
|
||||
}
|
||||
|
||||
|
||||
if (out) {
|
||||
if ( real != pScene->mNumMeshes) {
|
||||
if (!real) {
|
||||
throw DeadlyImportError("No meshes remaining");
|
||||
}
|
||||
|
||||
// we need to remove some meshes.
|
||||
// therefore we'll also need to remove all references
|
||||
// to them from the scenegraph
|
||||
UpdateMeshReferences(pScene->mRootNode,meshMapping);
|
||||
pScene->mNumMeshes = real;
|
||||
}
|
||||
|
||||
ASSIMP_LOG_INFO("FindInvalidDataProcess finished. Found issues ...");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("FindInvalidDataProcess finished. Everything seems to be OK.");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename T>
|
||||
inline
|
||||
const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
|
||||
const std::vector<bool>& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <>
|
||||
inline
|
||||
const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
|
||||
const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero ) {
|
||||
bool b = false;
|
||||
unsigned int cnt = 0;
|
||||
for (unsigned int i = 0; i < size;++i) {
|
||||
|
||||
if (dirtyMask.size() && dirtyMask[i]) {
|
||||
continue;
|
||||
}
|
||||
++cnt;
|
||||
|
||||
const aiVector3D& v = arr[i];
|
||||
if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) {
|
||||
return "INF/NAN was found in a vector component";
|
||||
}
|
||||
if (!mayBeZero && !v.x && !v.y && !v.z ) {
|
||||
return "Found zero-length vector";
|
||||
}
|
||||
if (i && v != arr[i-1])b = true;
|
||||
}
|
||||
if (cnt > 1 && !b && !mayBeIdentical) {
|
||||
return "All vectors are identical";
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename T>
|
||||
inline
|
||||
bool ProcessArray(T*& in, unsigned int num,const char* name,
|
||||
const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true) {
|
||||
const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero);
|
||||
if (err) {
|
||||
ASSIMP_LOG_ERROR_F( "FindInvalidDataProcess fails on mesh ", name, ": ", err);
|
||||
delete[] in;
|
||||
in = NULL;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename T>
|
||||
AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, ai_real epsilon);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE bool EpsilonCompare(ai_real n, ai_real s, ai_real epsilon) {
|
||||
return std::fabs(n-s)>epsilon;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <>
|
||||
bool EpsilonCompare<aiVectorKey>(const aiVectorKey& n, const aiVectorKey& s, ai_real epsilon) {
|
||||
return
|
||||
EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
|
||||
EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
|
||||
EpsilonCompare(n.mValue.z,s.mValue.z,epsilon);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <>
|
||||
bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, ai_real epsilon) {
|
||||
return
|
||||
EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
|
||||
EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
|
||||
EpsilonCompare(n.mValue.z,s.mValue.z,epsilon) &&
|
||||
EpsilonCompare(n.mValue.w,s.mValue.w,epsilon);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename T>
|
||||
inline
|
||||
bool AllIdentical(T* in, unsigned int num, ai_real epsilon) {
|
||||
if (num <= 1) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (fabs(epsilon) > 0.f) {
|
||||
for (unsigned int i = 0; i < num-1;++i) {
|
||||
if (!EpsilonCompare(in[i],in[i+1],epsilon)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (unsigned int i = 0; i < num-1;++i) {
|
||||
if (in[i] != in[i+1]) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Search an animation for invalid content
|
||||
void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim) {
|
||||
// Process all animation channels
|
||||
for ( unsigned int a = 0; a < anim->mNumChannels; ++a ) {
|
||||
ProcessAnimationChannel( anim->mChannels[a]);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim) {
|
||||
ai_assert( nullptr != anim );
|
||||
if (anim->mNumPositionKeys == 0 && anim->mNumRotationKeys == 0 && anim->mNumScalingKeys == 0) {
|
||||
ai_assert_entry();
|
||||
return;
|
||||
}
|
||||
|
||||
// Check whether all values in a tracks are identical - in this case
|
||||
// we can remove al keys except one.
|
||||
// POSITIONS
|
||||
int i = 0;
|
||||
if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon)) {
|
||||
aiVectorKey v = anim->mPositionKeys[0];
|
||||
|
||||
// Reallocate ... we need just ONE element, it makes no sense to reuse the array
|
||||
delete[] anim->mPositionKeys;
|
||||
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys = 1];
|
||||
anim->mPositionKeys[0] = v;
|
||||
i = 1;
|
||||
}
|
||||
|
||||
// ROTATIONS
|
||||
if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon)) {
|
||||
aiQuatKey v = anim->mRotationKeys[0];
|
||||
|
||||
// Reallocate ... we need just ONE element, it makes no sense to reuse the array
|
||||
delete[] anim->mRotationKeys;
|
||||
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys = 1];
|
||||
anim->mRotationKeys[0] = v;
|
||||
i = 1;
|
||||
}
|
||||
|
||||
// SCALINGS
|
||||
if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon)) {
|
||||
aiVectorKey v = anim->mScalingKeys[0];
|
||||
|
||||
// Reallocate ... we need just ONE element, it makes no sense to reuse the array
|
||||
delete[] anim->mScalingKeys;
|
||||
anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys = 1];
|
||||
anim->mScalingKeys[0] = v;
|
||||
i = 1;
|
||||
}
|
||||
if ( 1 == i ) {
|
||||
ASSIMP_LOG_WARN("Simplified dummy tracks with just one key");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Search a mesh for invalid contents
|
||||
int FindInvalidDataProcess::ProcessMesh(aiMesh* pMesh)
|
||||
{
|
||||
bool ret = false;
|
||||
std::vector<bool> dirtyMask(pMesh->mNumVertices, pMesh->mNumFaces != 0);
|
||||
|
||||
// Ignore elements that are not referenced by vertices.
|
||||
// (they are, for example, caused by the FindDegenerates step)
|
||||
for (unsigned int m = 0; m < pMesh->mNumFaces; ++m) {
|
||||
const aiFace& f = pMesh->mFaces[m];
|
||||
|
||||
for (unsigned int i = 0; i < f.mNumIndices; ++i) {
|
||||
dirtyMask[f.mIndices[i]] = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Process vertex positions
|
||||
if (pMesh->mVertices && ProcessArray(pMesh->mVertices, pMesh->mNumVertices, "positions", dirtyMask)) {
|
||||
ASSIMP_LOG_ERROR("Deleting mesh: Unable to continue without vertex positions");
|
||||
|
||||
return 2;
|
||||
}
|
||||
|
||||
// process texture coordinates
|
||||
if (!mIgnoreTexCoods) {
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {
|
||||
if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {
|
||||
pMesh->mNumUVComponents[i] = 0;
|
||||
|
||||
// delete all subsequent texture coordinate sets.
|
||||
for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
delete[] pMesh->mTextureCoords[a];
|
||||
pMesh->mTextureCoords[a] = NULL;
|
||||
pMesh->mNumUVComponents[a] = 0;
|
||||
}
|
||||
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -- we don't validate vertex colors, it's difficult to say whether
|
||||
// they are invalid or not.
|
||||
|
||||
// Normals and tangents are undefined for point and line faces.
|
||||
if (pMesh->mNormals || pMesh->mTangents) {
|
||||
|
||||
if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||
|
||||
aiPrimitiveType_LINE & pMesh->mPrimitiveTypes)
|
||||
{
|
||||
if (aiPrimitiveType_TRIANGLE & pMesh->mPrimitiveTypes ||
|
||||
aiPrimitiveType_POLYGON & pMesh->mPrimitiveTypes)
|
||||
{
|
||||
// We need to update the lookup-table
|
||||
for (unsigned int m = 0; m < pMesh->mNumFaces;++m) {
|
||||
const aiFace& f = pMesh->mFaces[ m ];
|
||||
|
||||
if (f.mNumIndices < 3) {
|
||||
dirtyMask[f.mIndices[0]] = true;
|
||||
if (f.mNumIndices == 2) {
|
||||
dirtyMask[f.mIndices[1]] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Normals, tangents and bitangents are undefined for
|
||||
// the whole mesh (and should not even be there)
|
||||
else {
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
||||
// Process mesh normals
|
||||
if (pMesh->mNormals && ProcessArray(pMesh->mNormals,pMesh->mNumVertices,
|
||||
"normals",dirtyMask,true,false))
|
||||
ret = true;
|
||||
|
||||
// Process mesh tangents
|
||||
if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,"tangents",dirtyMask)) {
|
||||
delete[] pMesh->mBitangents; pMesh->mBitangents = NULL;
|
||||
ret = true;
|
||||
}
|
||||
|
||||
// Process mesh bitangents
|
||||
if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,"bitangents",dirtyMask)) {
|
||||
delete[] pMesh->mTangents; pMesh->mTangents = NULL;
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
return ret ? 1 : 0;
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
|
||||
106
thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.h
vendored
Normal file
106
thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.h
vendored
Normal file
@@ -0,0 +1,106 @@
|
||||
/*
|
||||
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 Defines a post processing step to search an importer's output
|
||||
* for data that is obviously invalid
|
||||
*/
|
||||
#ifndef AI_FINDINVALIDDATA_H_INC
|
||||
#define AI_FINDINVALIDDATA_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/types.h>
|
||||
#include <assimp/anim.h>
|
||||
|
||||
struct aiMesh;
|
||||
|
||||
class FindInvalidDataProcessTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The FindInvalidData post-processing step. It searches the mesh data
|
||||
* for parts that are obviously invalid and removes them.
|
||||
*
|
||||
* Originally this was a workaround for some models written by Blender
|
||||
* which have zero normal vectors. */
|
||||
class ASSIMP_API FindInvalidDataProcess : public BaseProcess {
|
||||
public:
|
||||
FindInvalidDataProcess();
|
||||
~FindInvalidDataProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Setup import settings
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Run the step
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the post-processing step on the given mesh
|
||||
* @param pMesh The mesh to process.
|
||||
* @return 0 - nothing, 1 - removed sth, 2 - please delete me */
|
||||
int ProcessMesh( aiMesh* pMesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the post-processing step on the given animation
|
||||
* @param anim The animation to process. */
|
||||
void ProcessAnimation (aiAnimation* anim);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the post-processing step on the given anim channel
|
||||
* @param anim The animation channel to process.*/
|
||||
void ProcessAnimationChannel (aiNodeAnim* anim);
|
||||
|
||||
private:
|
||||
ai_real configEpsilon;
|
||||
bool mIgnoreTexCoods;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_AI_FINDINVALIDDATA_H_INC
|
||||
184
thirdparty/assimp/code/PostProcessing/FixNormalsStep.cpp
vendored
Normal file
184
thirdparty/assimp/code/PostProcessing/FixNormalsStep.cpp
vendored
Normal file
@@ -0,0 +1,184 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Implementation of the post processing step to invert
|
||||
* all normals in meshes with infacing normals.
|
||||
*/
|
||||
|
||||
// internal headers
|
||||
#include "FixNormalsStep.h"
|
||||
#include <assimp/StringUtils.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
FixInfacingNormalsProcess::FixInfacingNormalsProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FixInfacingNormalsProcess::~FixInfacingNormalsProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_FixInfacingNormals) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void FixInfacingNormalsProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess begin");
|
||||
|
||||
bool bHas( false );
|
||||
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
||||
if (ProcessMesh(pScene->mMeshes[a], a)) {
|
||||
bHas = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (bHas) {
|
||||
ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess finished. Found issues.");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess finished. No changes to the scene.");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Apply the step to the mesh
|
||||
bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index)
|
||||
{
|
||||
ai_assert(nullptr != pcMesh);
|
||||
|
||||
// Nothing to do if there are no model normals
|
||||
if (!pcMesh->HasNormals()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compute the bounding box of both the model vertices + normals and
|
||||
// the unmodified model vertices. Then check whether the first BB
|
||||
// is smaller than the second. In this case we can assume that the
|
||||
// normals need to be flipped, although there are a few special cases ..
|
||||
// convex, concave, planar models ...
|
||||
|
||||
aiVector3D vMin0 (1e10f,1e10f,1e10f);
|
||||
aiVector3D vMin1 (1e10f,1e10f,1e10f);
|
||||
aiVector3D vMax0 (-1e10f,-1e10f,-1e10f);
|
||||
aiVector3D vMax1 (-1e10f,-1e10f,-1e10f);
|
||||
|
||||
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
|
||||
{
|
||||
vMin1.x = std::min(vMin1.x,pcMesh->mVertices[i].x);
|
||||
vMin1.y = std::min(vMin1.y,pcMesh->mVertices[i].y);
|
||||
vMin1.z = std::min(vMin1.z,pcMesh->mVertices[i].z);
|
||||
|
||||
vMax1.x = std::max(vMax1.x,pcMesh->mVertices[i].x);
|
||||
vMax1.y = std::max(vMax1.y,pcMesh->mVertices[i].y);
|
||||
vMax1.z = std::max(vMax1.z,pcMesh->mVertices[i].z);
|
||||
|
||||
const aiVector3D vWithNormal = pcMesh->mVertices[i] + pcMesh->mNormals[i];
|
||||
|
||||
vMin0.x = std::min(vMin0.x,vWithNormal.x);
|
||||
vMin0.y = std::min(vMin0.y,vWithNormal.y);
|
||||
vMin0.z = std::min(vMin0.z,vWithNormal.z);
|
||||
|
||||
vMax0.x = std::max(vMax0.x,vWithNormal.x);
|
||||
vMax0.y = std::max(vMax0.y,vWithNormal.y);
|
||||
vMax0.z = std::max(vMax0.z,vWithNormal.z);
|
||||
}
|
||||
|
||||
const float fDelta0_x = (vMax0.x - vMin0.x);
|
||||
const float fDelta0_y = (vMax0.y - vMin0.y);
|
||||
const float fDelta0_z = (vMax0.z - vMin0.z);
|
||||
|
||||
const float fDelta1_x = (vMax1.x - vMin1.x);
|
||||
const float fDelta1_y = (vMax1.y - vMin1.y);
|
||||
const float fDelta1_z = (vMax1.z - vMin1.z);
|
||||
|
||||
// Check whether the boxes are overlapping
|
||||
if ((fDelta0_x > 0.0f) != (fDelta1_x > 0.0f))return false;
|
||||
if ((fDelta0_y > 0.0f) != (fDelta1_y > 0.0f))return false;
|
||||
if ((fDelta0_z > 0.0f) != (fDelta1_z > 0.0f))return false;
|
||||
|
||||
// Check whether this is a planar surface
|
||||
const float fDelta1_yz = fDelta1_y * fDelta1_z;
|
||||
|
||||
if (fDelta1_x < 0.05f * std::sqrt( fDelta1_yz ))return false;
|
||||
if (fDelta1_y < 0.05f * std::sqrt( fDelta1_z * fDelta1_x ))return false;
|
||||
if (fDelta1_z < 0.05f * std::sqrt( fDelta1_y * fDelta1_x ))return false;
|
||||
|
||||
// now compare the volumes of the bounding boxes
|
||||
if (std::fabs(fDelta0_x * fDelta0_y * fDelta0_z) < std::fabs(fDelta1_x * fDelta1_yz)) {
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
ASSIMP_LOG_INFO_F("Mesh ", index, ": Normals are facing inwards (or the mesh is planar)", index);
|
||||
}
|
||||
|
||||
// Invert normals
|
||||
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
|
||||
pcMesh->mNormals[i] *= -1.0f;
|
||||
|
||||
// ... and flip faces
|
||||
for (unsigned int i = 0; i < pcMesh->mNumFaces;++i)
|
||||
{
|
||||
aiFace& face = pcMesh->mFaces[i];
|
||||
for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
|
||||
std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
91
thirdparty/assimp/code/PostProcessing/FixNormalsStep.h
vendored
Normal file
91
thirdparty/assimp/code/PostProcessing/FixNormalsStep.h
vendored
Normal file
@@ -0,0 +1,91 @@
|
||||
/*
|
||||
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 Defines a post processing step to fix infacing normals */
|
||||
#ifndef AI_FIXNORMALSPROCESS_H_INC
|
||||
#define AI_FIXNORMALSPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
struct aiMesh;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The FixInfacingNormalsProcess tries to determine whether the normal
|
||||
* vectors of an object are facing inwards. In this case they will be
|
||||
* flipped.
|
||||
*/
|
||||
class FixInfacingNormalsProcess : public BaseProcess {
|
||||
public:
|
||||
FixInfacingNormalsProcess();
|
||||
~FixInfacingNormalsProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
* @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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the step on the given mesh
|
||||
* @param pMesh The mesh to process.
|
||||
*/
|
||||
bool ProcessMesh( aiMesh* pMesh, unsigned int index);
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_FIXNORMALSPROCESS_H_INC
|
||||
115
thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.cpp
vendored
Normal file
115
thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.cpp
vendored
Normal file
@@ -0,0 +1,115 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS
|
||||
|
||||
#include "PostProcessing/GenBoundingBoxesProcess.h"
|
||||
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
GenBoundingBoxesProcess::GenBoundingBoxesProcess()
|
||||
: BaseProcess() {
|
||||
|
||||
}
|
||||
|
||||
GenBoundingBoxesProcess::~GenBoundingBoxesProcess() {
|
||||
// empty
|
||||
}
|
||||
|
||||
bool GenBoundingBoxesProcess::IsActive(unsigned int pFlags) const {
|
||||
return 0 != ( pFlags & aiProcess_GenBoundingBoxes );
|
||||
}
|
||||
|
||||
void checkMesh(aiMesh* mesh, aiVector3D& min, aiVector3D& max) {
|
||||
ai_assert(nullptr != mesh);
|
||||
|
||||
if (0 == mesh->mNumVertices) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
const aiVector3D &pos = mesh->mVertices[i];
|
||||
if (pos.x < min.x) {
|
||||
min.x = pos.x;
|
||||
}
|
||||
if (pos.y < min.y) {
|
||||
min.y = pos.y;
|
||||
}
|
||||
if (pos.z < min.z) {
|
||||
min.z = pos.z;
|
||||
}
|
||||
|
||||
if (pos.x > max.x) {
|
||||
max.x = pos.x;
|
||||
}
|
||||
if (pos.y > max.y) {
|
||||
max.y = pos.y;
|
||||
}
|
||||
if (pos.z > max.z) {
|
||||
max.z = pos.z;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GenBoundingBoxesProcess::Execute(aiScene* pScene) {
|
||||
if (nullptr == pScene) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
aiMesh* mesh = pScene->mMeshes[i];
|
||||
if (nullptr == mesh) {
|
||||
continue;
|
||||
}
|
||||
|
||||
aiVector3D min(999999, 999999, 999999), max(-999999, -999999, -999999);
|
||||
checkMesh(mesh, min, max);
|
||||
mesh->mAABB.mMin = min;
|
||||
mesh->mAABB.mMax = max;
|
||||
}
|
||||
}
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS
|
||||
76
thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.h
vendored
Normal file
76
thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.h
vendored
Normal file
@@ -0,0 +1,76 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Defines a post-processing step to generate Axis-aligned bounding
|
||||
* volumes for all meshes.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef AI_GENBOUNDINGBOXESPROCESS_H_INC
|
||||
#define AI_GENBOUNDINGBOXESPROCESS_H_INC
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
/** Post-processing process to find axis-aligned bounding volumes for amm meshes
|
||||
* used in a scene
|
||||
*/
|
||||
class ASSIMP_API GenBoundingBoxesProcess : public BaseProcess {
|
||||
public:
|
||||
/// The class constructor.
|
||||
GenBoundingBoxesProcess();
|
||||
/// The class destructor.
|
||||
~GenBoundingBoxesProcess();
|
||||
/// Will return true, if aiProcess_GenBoundingBoxes is defined.
|
||||
bool IsActive(unsigned int pFlags) const override;
|
||||
/// The execution callback.
|
||||
void Execute(aiScene* pScene) override;
|
||||
};
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // #ifndef ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS
|
||||
|
||||
#endif // AI_GENBOUNDINGBOXESPROCESS_H_INC
|
||||
146
thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.cpp
vendored
Normal file
146
thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.cpp
vendored
Normal file
@@ -0,0 +1,146 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Implementation of the post processing step to generate face
|
||||
* normals for all imported faces.
|
||||
*/
|
||||
|
||||
|
||||
#include "GenFaceNormalsProcess.h"
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/Exceptional.h>
|
||||
#include <assimp/qnan.h>
|
||||
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
GenFaceNormalsProcess::GenFaceNormalsProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
GenFaceNormalsProcess::~GenFaceNormalsProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const {
|
||||
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
|
||||
return (pFlags & aiProcess_GenNormals) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void GenFaceNormalsProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("GenFaceNormalsProcess begin");
|
||||
|
||||
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
|
||||
throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
|
||||
}
|
||||
|
||||
bool bHas = false;
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
if(this->GenMeshFaceNormals( pScene->mMeshes[a])) {
|
||||
bHas = true;
|
||||
}
|
||||
}
|
||||
if (bHas) {
|
||||
ASSIMP_LOG_INFO("GenFaceNormalsProcess finished. "
|
||||
"Face normals have been calculated");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("GenFaceNormalsProcess finished. "
|
||||
"Normals are already there");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
|
||||
{
|
||||
if (NULL != pMesh->mNormals) {
|
||||
if (force_) delete[] pMesh->mNormals;
|
||||
else return false;
|
||||
}
|
||||
|
||||
// If the mesh consists of lines and/or points but not of
|
||||
// triangles or higher-order polygons the normal vectors
|
||||
// are undefined.
|
||||
if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
|
||||
ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes");
|
||||
return false;
|
||||
}
|
||||
|
||||
// allocate an array to hold the output normals
|
||||
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
|
||||
const float qnan = get_qnan();
|
||||
|
||||
// iterate through all faces and compute per-face normals but store them per-vertex.
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
|
||||
const aiFace& face = pMesh->mFaces[a];
|
||||
if (face.mNumIndices < 3) {
|
||||
// either a point or a line -> no well-defined normal vector
|
||||
for (unsigned int i = 0;i < face.mNumIndices;++i) {
|
||||
pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
|
||||
const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
|
||||
const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
|
||||
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
|
||||
|
||||
for (unsigned int i = 0;i < face.mNumIndices;++i) {
|
||||
pMesh->mNormals[face.mIndices[i]] = vNor;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
87
thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.h
vendored
Normal file
87
thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.h
vendored
Normal file
@@ -0,0 +1,87 @@
|
||||
/*
|
||||
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 Defines a post processing step to compute face normals for all loaded faces*/
|
||||
#ifndef AI_GENFACENORMALPROCESS_H_INC
|
||||
#define AI_GENFACENORMALPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
#include <assimp/mesh.h>
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The GenFaceNormalsProcess computes face normals for all faces of all meshes
|
||||
*/
|
||||
class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
GenFaceNormalsProcess();
|
||||
~GenFaceNormalsProcess();
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
* @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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
|
||||
private:
|
||||
bool GenMeshFaceNormals(aiMesh* pcMesh);
|
||||
mutable bool force_ = false;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_GENFACENORMALPROCESS_H_INC
|
||||
239
thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp
vendored
Normal file
239
thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp
vendored
Normal file
@@ -0,0 +1,239 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Implementation of the post processing step to generate face
|
||||
* normals for all imported faces.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// internal headers
|
||||
#include "GenVertexNormalsProcess.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include <assimp/Exceptional.h>
|
||||
#include <assimp/qnan.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
GenVertexNormalsProcess::GenVertexNormalsProcess()
|
||||
: configMaxAngle( AI_DEG_TO_RAD( 175.f ) ) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
GenVertexNormalsProcess::~GenVertexNormalsProcess() {
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
|
||||
return (pFlags & aiProcess_GenSmoothNormals) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void GenVertexNormalsProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
// Get the current value of the AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE property
|
||||
configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,(ai_real)175.0);
|
||||
configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle,(ai_real)175.0),(ai_real)0.0));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void GenVertexNormalsProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("GenVertexNormalsProcess begin");
|
||||
|
||||
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
|
||||
throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
|
||||
}
|
||||
|
||||
bool bHas = false;
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
||||
if(GenMeshVertexNormals( pScene->mMeshes[a],a))
|
||||
bHas = true;
|
||||
}
|
||||
|
||||
if (bHas) {
|
||||
ASSIMP_LOG_INFO("GenVertexNormalsProcess finished. "
|
||||
"Vertex normals have been calculated");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("GenVertexNormalsProcess finished. "
|
||||
"Normals are already there");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int meshIndex)
|
||||
{
|
||||
if (NULL != pMesh->mNormals) {
|
||||
if (force_) delete[] pMesh->mNormals;
|
||||
else return false;
|
||||
}
|
||||
|
||||
// If the mesh consists of lines and/or points but not of
|
||||
// triangles or higher-order polygons the normal vectors
|
||||
// are undefined.
|
||||
if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON)))
|
||||
{
|
||||
ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Allocate the array to hold the output normals
|
||||
const float qnan = std::numeric_limits<ai_real>::quiet_NaN();
|
||||
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
|
||||
|
||||
// Compute per-face normals but store them per-vertex
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
|
||||
{
|
||||
const aiFace& face = pMesh->mFaces[a];
|
||||
if (face.mNumIndices < 3)
|
||||
{
|
||||
// either a point or a line -> no normal vector
|
||||
for (unsigned int i = 0;i < face.mNumIndices;++i) {
|
||||
pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
|
||||
const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
|
||||
const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
|
||||
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
|
||||
|
||||
for (unsigned int i = 0;i < face.mNumIndices;++i) {
|
||||
pMesh->mNormals[face.mIndices[i]] = vNor;
|
||||
}
|
||||
}
|
||||
|
||||
// Set up a SpatialSort to quickly find all vertices close to a given position
|
||||
// check whether we can reuse the SpatialSort of a previous step.
|
||||
SpatialSort* vertexFinder = NULL;
|
||||
SpatialSort _vertexFinder;
|
||||
ai_real posEpsilon = ai_real( 1e-5 );
|
||||
if (shared) {
|
||||
std::vector<std::pair<SpatialSort,ai_real> >* avf;
|
||||
shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
|
||||
if (avf)
|
||||
{
|
||||
std::pair<SpatialSort,ai_real>& blubb = avf->operator [] (meshIndex);
|
||||
vertexFinder = &blubb.first;
|
||||
posEpsilon = blubb.second;
|
||||
}
|
||||
}
|
||||
if (!vertexFinder) {
|
||||
_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
|
||||
vertexFinder = &_vertexFinder;
|
||||
posEpsilon = ComputePositionEpsilon(pMesh);
|
||||
}
|
||||
std::vector<unsigned int> verticesFound;
|
||||
aiVector3D* pcNew = new aiVector3D[pMesh->mNumVertices];
|
||||
|
||||
if (configMaxAngle >= AI_DEG_TO_RAD( 175.f )) {
|
||||
// There is no angle limit. Thus all vertices with positions close
|
||||
// to each other will receive the same vertex normal. This allows us
|
||||
// to optimize the whole algorithm a little bit ...
|
||||
std::vector<bool> abHad(pMesh->mNumVertices,false);
|
||||
for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
|
||||
if (abHad[i]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get all vertices that share this one ...
|
||||
vertexFinder->FindPositions( pMesh->mVertices[i], posEpsilon, verticesFound);
|
||||
|
||||
aiVector3D pcNor;
|
||||
for (unsigned int a = 0; a < verticesFound.size(); ++a) {
|
||||
const aiVector3D& v = pMesh->mNormals[verticesFound[a]];
|
||||
if (is_not_qnan(v.x))pcNor += v;
|
||||
}
|
||||
pcNor.NormalizeSafe();
|
||||
|
||||
// Write the smoothed normal back to all affected normals
|
||||
for (unsigned int a = 0; a < verticesFound.size(); ++a)
|
||||
{
|
||||
unsigned int vidx = verticesFound[a];
|
||||
pcNew[vidx] = pcNor;
|
||||
abHad[vidx] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Slower code path if a smooth angle is set. There are many ways to achieve
|
||||
// the effect, this one is the most straightforward one.
|
||||
else {
|
||||
const ai_real fLimit = std::cos(configMaxAngle);
|
||||
for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
|
||||
// Get all vertices that share this one ...
|
||||
vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
|
||||
|
||||
aiVector3D vr = pMesh->mNormals[i];
|
||||
|
||||
aiVector3D pcNor;
|
||||
for (unsigned int a = 0; a < verticesFound.size(); ++a) {
|
||||
aiVector3D v = pMesh->mNormals[verticesFound[a]];
|
||||
|
||||
// Check whether the angle between the two normals is not too large.
|
||||
// Skip the angle check on our own normal to avoid false negatives
|
||||
// (v*v is not guaranteed to be 1.0 for all unit vectors v)
|
||||
if (is_not_qnan(v.x) && (verticesFound[a] == i || (v * vr >= fLimit)))
|
||||
pcNor += v;
|
||||
}
|
||||
pcNew[i] = pcNor.NormalizeSafe();
|
||||
}
|
||||
}
|
||||
|
||||
delete[] pMesh->mNormals;
|
||||
pMesh->mNormals = pcNew;
|
||||
|
||||
return true;
|
||||
}
|
||||
111
thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.h
vendored
Normal file
111
thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.h
vendored
Normal file
@@ -0,0 +1,111 @@
|
||||
/*
|
||||
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 Defines a post processing step to compute vertex normals
|
||||
for all loaded vertizes */
|
||||
#ifndef AI_GENVERTEXNORMALPROCESS_H_INC
|
||||
#define AI_GENVERTEXNORMALPROCESS_H_INC
|
||||
|
||||
#include "Common/assbin_chunks.h"
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/mesh.h>
|
||||
|
||||
// Forward declarations
|
||||
class GenNormalsTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The GenFaceNormalsProcess computes vertex normals for all vertices
|
||||
*/
|
||||
class ASSIMP_API GenVertexNormalsProcess : public BaseProcess {
|
||||
public:
|
||||
GenVertexNormalsProcess();
|
||||
~GenVertexNormalsProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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.
|
||||
*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
|
||||
// setter for configMaxAngle
|
||||
inline void SetMaxSmoothAngle(ai_real f) {
|
||||
configMaxAngle =f;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Computes normals for a specific mesh
|
||||
* @param pcMesh Mesh
|
||||
* @param meshIndex Index of the mesh
|
||||
* @return true if vertex normals have been computed
|
||||
*/
|
||||
bool GenMeshVertexNormals (aiMesh* pcMesh, unsigned int meshIndex);
|
||||
|
||||
private:
|
||||
/** Configuration option: maximum smoothing angle, in radians*/
|
||||
ai_real configMaxAngle;
|
||||
mutable bool force_ = false;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_GENVERTEXNORMALPROCESS_H_INC
|
||||
379
thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.cpp
vendored
Normal file
379
thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.cpp
vendored
Normal file
@@ -0,0 +1,379 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Implementation of the post processing step to improve the cache locality of a mesh.
|
||||
* <br>
|
||||
* The algorithm is roughly basing on this paper:
|
||||
* http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf
|
||||
* .. although overdraw reduction isn't implemented yet ...
|
||||
*/
|
||||
|
||||
// internal headers
|
||||
#include "PostProcessing/ImproveCacheLocality.h"
|
||||
#include "Common/VertexTriangleAdjacency.h"
|
||||
|
||||
#include <assimp/StringUtils.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <stdio.h>
|
||||
#include <stack>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
ImproveCacheLocalityProcess::ImproveCacheLocalityProcess()
|
||||
: mConfigCacheDepth(PP_ICL_PTCACHE_SIZE) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess() {
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_ImproveCacheLocality) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup configuration
|
||||
void ImproveCacheLocalityProcess::SetupProperties(const Importer* pImp) {
|
||||
// AI_CONFIG_PP_ICL_PTCACHE_SIZE controls the target cache size for the optimizer
|
||||
mConfigCacheDepth = pImp->GetPropertyInteger(AI_CONFIG_PP_ICL_PTCACHE_SIZE,PP_ICL_PTCACHE_SIZE);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void ImproveCacheLocalityProcess::Execute( aiScene* pScene) {
|
||||
if (!pScene->mNumMeshes) {
|
||||
ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess skipped; there are no meshes");
|
||||
return;
|
||||
}
|
||||
|
||||
ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess begin");
|
||||
|
||||
float out = 0.f;
|
||||
unsigned int numf = 0, numm = 0;
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a ){
|
||||
const float res = ProcessMesh( pScene->mMeshes[a],a);
|
||||
if (res) {
|
||||
numf += pScene->mMeshes[a]->mNumFaces;
|
||||
out += res;
|
||||
++numm;
|
||||
}
|
||||
}
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
if (numf > 0) {
|
||||
ASSIMP_LOG_INFO_F("Cache relevant are ", numm, " meshes (", numf, " faces). Average output ACMR is ", out / numf);
|
||||
}
|
||||
ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess finished. ");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Improves the cache coherency of a specific mesh
|
||||
ai_real ImproveCacheLocalityProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshNum) {
|
||||
// TODO: rewrite this to use std::vector or boost::shared_array
|
||||
ai_assert(nullptr != pMesh);
|
||||
|
||||
// Check whether the input data is valid
|
||||
// - there must be vertices and faces
|
||||
// - all faces must be triangulated or we can't operate on them
|
||||
if (!pMesh->HasFaces() || !pMesh->HasPositions())
|
||||
return static_cast<ai_real>(0.f);
|
||||
|
||||
if (pMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) {
|
||||
ASSIMP_LOG_ERROR("This algorithm works on triangle meshes only");
|
||||
return static_cast<ai_real>(0.f);
|
||||
}
|
||||
|
||||
if(pMesh->mNumVertices <= mConfigCacheDepth) {
|
||||
return static_cast<ai_real>(0.f);
|
||||
}
|
||||
|
||||
ai_real fACMR = 3.f;
|
||||
const aiFace* const pcEnd = pMesh->mFaces+pMesh->mNumFaces;
|
||||
|
||||
// Input ACMR is for logging purposes only
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
|
||||
unsigned int* piFIFOStack = new unsigned int[mConfigCacheDepth];
|
||||
memset(piFIFOStack,0xff,mConfigCacheDepth*sizeof(unsigned int));
|
||||
unsigned int* piCur = piFIFOStack;
|
||||
const unsigned int* const piCurEnd = piFIFOStack + mConfigCacheDepth;
|
||||
|
||||
// count the number of cache misses
|
||||
unsigned int iCacheMisses = 0;
|
||||
for (const aiFace* pcFace = pMesh->mFaces;pcFace != pcEnd;++pcFace) {
|
||||
for (unsigned int qq = 0; qq < 3;++qq) {
|
||||
bool bInCache = false;
|
||||
for (unsigned int* pp = piFIFOStack;pp < piCurEnd;++pp) {
|
||||
if (*pp == pcFace->mIndices[qq]) {
|
||||
// the vertex is in cache
|
||||
bInCache = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!bInCache) {
|
||||
++iCacheMisses;
|
||||
if (piCurEnd == piCur) {
|
||||
piCur = piFIFOStack;
|
||||
}
|
||||
*piCur++ = pcFace->mIndices[qq];
|
||||
}
|
||||
}
|
||||
}
|
||||
delete[] piFIFOStack;
|
||||
fACMR = (ai_real) iCacheMisses / pMesh->mNumFaces;
|
||||
if (3.0 == fACMR) {
|
||||
char szBuff[128]; // should be sufficiently large in every case
|
||||
|
||||
// the JoinIdenticalVertices process has not been executed on this
|
||||
// mesh, otherwise this value would normally be at least minimally
|
||||
// smaller than 3.0 ...
|
||||
ai_snprintf(szBuff,128,"Mesh %u: Not suitable for vcache optimization",meshNum);
|
||||
ASSIMP_LOG_WARN(szBuff);
|
||||
return static_cast<ai_real>(0.f);
|
||||
}
|
||||
}
|
||||
|
||||
// first we need to build a vertex-triangle adjacency list
|
||||
VertexTriangleAdjacency adj(pMesh->mFaces,pMesh->mNumFaces, pMesh->mNumVertices,true);
|
||||
|
||||
// build a list to store per-vertex caching time stamps
|
||||
unsigned int* const piCachingStamps = new unsigned int[pMesh->mNumVertices];
|
||||
memset(piCachingStamps,0x0,pMesh->mNumVertices*sizeof(unsigned int));
|
||||
|
||||
// allocate an empty output index buffer. We store the output indices in one large array.
|
||||
// Since the number of triangles won't change the input faces can be reused. This is how
|
||||
// we save thousands of redundant mini allocations for aiFace::mIndices
|
||||
const unsigned int iIdxCnt = pMesh->mNumFaces*3;
|
||||
unsigned int* const piIBOutput = new unsigned int[iIdxCnt];
|
||||
unsigned int* piCSIter = piIBOutput;
|
||||
|
||||
// allocate the flag array to hold the information
|
||||
// whether a face has already been emitted or not
|
||||
std::vector<bool> abEmitted(pMesh->mNumFaces,false);
|
||||
|
||||
// dead-end vertex index stack
|
||||
std::stack<unsigned int, std::vector<unsigned int> > sDeadEndVStack;
|
||||
|
||||
// create a copy of the piNumTriPtr buffer
|
||||
unsigned int* const piNumTriPtr = adj.mLiveTriangles;
|
||||
const std::vector<unsigned int> piNumTriPtrNoModify(piNumTriPtr, piNumTriPtr + pMesh->mNumVertices);
|
||||
|
||||
// get the largest number of referenced triangles and allocate the "candidate buffer"
|
||||
unsigned int iMaxRefTris = 0; {
|
||||
const unsigned int* piCur = adj.mLiveTriangles;
|
||||
const unsigned int* const piCurEnd = adj.mLiveTriangles+pMesh->mNumVertices;
|
||||
for (;piCur != piCurEnd;++piCur) {
|
||||
iMaxRefTris = std::max(iMaxRefTris,*piCur);
|
||||
}
|
||||
}
|
||||
ai_assert(iMaxRefTris > 0);
|
||||
unsigned int* piCandidates = new unsigned int[iMaxRefTris*3];
|
||||
unsigned int iCacheMisses = 0;
|
||||
|
||||
// ...................................................................................
|
||||
/** PSEUDOCODE for the algorithm
|
||||
|
||||
A = Build-Adjacency(I) Vertex-triangle adjacency
|
||||
L = Get-Triangle-Counts(A) Per-vertex live triangle counts
|
||||
C = Zero(Vertex-Count(I)) Per-vertex caching time stamps
|
||||
D = Empty-Stack() Dead-end vertex stack
|
||||
E = False(Triangle-Count(I)) Per triangle emitted flag
|
||||
O = Empty-Index-Buffer() Empty output buffer
|
||||
f = 0 Arbitrary starting vertex
|
||||
s = k+1, i = 1 Time stamp and cursor
|
||||
while f >= 0 For all valid fanning vertices
|
||||
N = Empty-Set() 1-ring of next candidates
|
||||
for each Triangle t in Neighbors(A, f)
|
||||
if !Emitted(E,t)
|
||||
for each Vertex v in t
|
||||
Append(O,v) Output vertex
|
||||
Push(D,v) Add to dead-end stack
|
||||
Insert(N,v) Register as candidate
|
||||
L[v] = L[v]-1 Decrease live triangle count
|
||||
if s-C[v] > k If not in cache
|
||||
C[v] = s Set time stamp
|
||||
s = s+1 Increment time stamp
|
||||
E[t] = true Flag triangle as emitted
|
||||
Select next fanning vertex
|
||||
f = Get-Next-Vertex(I,i,k,N,C,s,L,D)
|
||||
return O
|
||||
*/
|
||||
// ...................................................................................
|
||||
|
||||
int ivdx = 0;
|
||||
int ics = 1;
|
||||
int iStampCnt = mConfigCacheDepth+1;
|
||||
while (ivdx >= 0) {
|
||||
|
||||
unsigned int icnt = piNumTriPtrNoModify[ivdx];
|
||||
unsigned int* piList = adj.GetAdjacentTriangles(ivdx);
|
||||
unsigned int* piCurCandidate = piCandidates;
|
||||
|
||||
// get all triangles in the neighborhood
|
||||
for (unsigned int tri = 0; tri < icnt;++tri) {
|
||||
|
||||
// if they have not yet been emitted, add them to the output IB
|
||||
const unsigned int fidx = *piList++;
|
||||
if (!abEmitted[fidx]) {
|
||||
|
||||
// so iterate through all vertices of the current triangle
|
||||
const aiFace* pcFace = &pMesh->mFaces[ fidx ];
|
||||
unsigned nind = pcFace->mNumIndices;
|
||||
for (unsigned ind = 0; ind < nind; ind++) {
|
||||
unsigned dp = pcFace->mIndices[ind];
|
||||
|
||||
// the current vertex won't have any free triangles after this step
|
||||
if (ivdx != (int)dp) {
|
||||
// append the vertex to the dead-end stack
|
||||
sDeadEndVStack.push(dp);
|
||||
|
||||
// register as candidate for the next step
|
||||
*piCurCandidate++ = dp;
|
||||
|
||||
// decrease the per-vertex triangle counts
|
||||
piNumTriPtr[dp]--;
|
||||
}
|
||||
|
||||
// append the vertex to the output index buffer
|
||||
*piCSIter++ = dp;
|
||||
|
||||
// if the vertex is not yet in cache, set its cache count
|
||||
if (iStampCnt-piCachingStamps[dp] > mConfigCacheDepth) {
|
||||
piCachingStamps[dp] = iStampCnt++;
|
||||
++iCacheMisses;
|
||||
}
|
||||
}
|
||||
// flag triangle as emitted
|
||||
abEmitted[fidx] = true;
|
||||
}
|
||||
}
|
||||
|
||||
// the vertex has now no living adjacent triangles anymore
|
||||
piNumTriPtr[ivdx] = 0;
|
||||
|
||||
// get next fanning vertex
|
||||
ivdx = -1;
|
||||
int max_priority = -1;
|
||||
for (unsigned int* piCur = piCandidates;piCur != piCurCandidate;++piCur) {
|
||||
const unsigned int dp = *piCur;
|
||||
|
||||
// must have live triangles
|
||||
if (piNumTriPtr[dp] > 0) {
|
||||
int priority = 0;
|
||||
|
||||
// will the vertex be in cache, even after fanning occurs?
|
||||
unsigned int tmp;
|
||||
if ((tmp = iStampCnt-piCachingStamps[dp]) + 2*piNumTriPtr[dp] <= mConfigCacheDepth) {
|
||||
priority = tmp;
|
||||
}
|
||||
|
||||
// keep best candidate
|
||||
if (priority > max_priority) {
|
||||
max_priority = priority;
|
||||
ivdx = dp;
|
||||
}
|
||||
}
|
||||
}
|
||||
// did we reach a dead end?
|
||||
if (-1 == ivdx) {
|
||||
// need to get a non-local vertex for which we have a good chance that it is still
|
||||
// in the cache ...
|
||||
while (!sDeadEndVStack.empty()) {
|
||||
unsigned int iCachedIdx = sDeadEndVStack.top();
|
||||
sDeadEndVStack.pop();
|
||||
if (piNumTriPtr[ iCachedIdx ] > 0) {
|
||||
ivdx = iCachedIdx;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (-1 == ivdx) {
|
||||
// well, there isn't such a vertex. Simply get the next vertex in input order and
|
||||
// hope it is not too bad ...
|
||||
while (ics < (int)pMesh->mNumVertices) {
|
||||
++ics;
|
||||
if (piNumTriPtr[ics] > 0) {
|
||||
ivdx = ics;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_real fACMR2 = 0.0f;
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
fACMR2 = (float)iCacheMisses / pMesh->mNumFaces;
|
||||
|
||||
// very intense verbose logging ... prepare for much text if there are many meshes
|
||||
if ( DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
|
||||
ASSIMP_LOG_DEBUG_F("Mesh %u | ACMR in: ", meshNum, " out: ", fACMR, " | ~", fACMR2, ((fACMR - fACMR2) / fACMR) * 100.f);
|
||||
}
|
||||
|
||||
fACMR2 *= pMesh->mNumFaces;
|
||||
}
|
||||
// sort the output index buffer back to the input array
|
||||
piCSIter = piIBOutput;
|
||||
for (aiFace* pcFace = pMesh->mFaces; pcFace != pcEnd;++pcFace) {
|
||||
unsigned nind = pcFace->mNumIndices;
|
||||
unsigned * ind = pcFace->mIndices;
|
||||
if (nind > 0) ind[0] = *piCSIter++;
|
||||
if (nind > 1) ind[1] = *piCSIter++;
|
||||
if (nind > 2) ind[2] = *piCSIter++;
|
||||
}
|
||||
|
||||
// delete temporary storage
|
||||
delete[] piCachingStamps;
|
||||
delete[] piIBOutput;
|
||||
delete[] piCandidates;
|
||||
|
||||
return fACMR2;
|
||||
}
|
||||
101
thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.h
vendored
Normal file
101
thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.h
vendored
Normal file
@@ -0,0 +1,101 @@
|
||||
/*
|
||||
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 Defines a post processing step to reorder faces for
|
||||
better cache locality*/
|
||||
#ifndef AI_IMPROVECACHELOCALITY_H_INC
|
||||
#define AI_IMPROVECACHELOCALITY_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/types.h>
|
||||
|
||||
struct aiMesh;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The ImproveCacheLocalityProcess reorders all faces for improved vertex
|
||||
* cache locality. It tries to arrange all faces to fans and to render
|
||||
* faces which share vertices directly one after the other.
|
||||
*
|
||||
* @note This step expects triagulated input data.
|
||||
*/
|
||||
class ImproveCacheLocalityProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
ImproveCacheLocalityProcess();
|
||||
~ImproveCacheLocalityProcess();
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Check whether the pp step is active
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Executes the pp step on a given scene
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Configures the pp step
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
protected:
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the postprocessing step on the given mesh
|
||||
* @param pMesh The mesh to process.
|
||||
* @param meshNum Index of the mesh to process
|
||||
*/
|
||||
ai_real ProcessMesh( aiMesh* pMesh, unsigned int meshNum);
|
||||
|
||||
private:
|
||||
//! Configuration parameter: specifies the size of the cache to
|
||||
//! optimize the vertex data for.
|
||||
unsigned int mConfigCacheDepth;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_IMPROVECACHELOCALITY_H_INC
|
||||
438
thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.cpp
vendored
Normal file
438
thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.cpp
vendored
Normal file
@@ -0,0 +1,438 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Implementation of the post processing step to join identical vertices
|
||||
* for all imported meshes
|
||||
*/
|
||||
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
|
||||
|
||||
#include "JoinVerticesProcess.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include <assimp/Vertex.h>
|
||||
#include <assimp/TinyFormatter.h>
|
||||
#include <stdio.h>
|
||||
#include <unordered_set>
|
||||
|
||||
using namespace Assimp;
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
JoinVerticesProcess::JoinVerticesProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
JoinVerticesProcess::~JoinVerticesProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool JoinVerticesProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_JoinIdenticalVertices) != 0;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void JoinVerticesProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("JoinVerticesProcess begin");
|
||||
|
||||
// get the total number of vertices BEFORE the step is executed
|
||||
int iNumOldVertices = 0;
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
iNumOldVertices += pScene->mMeshes[a]->mNumVertices;
|
||||
}
|
||||
}
|
||||
|
||||
// execute the step
|
||||
int iNumVertices = 0;
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
||||
iNumVertices += ProcessMesh( pScene->mMeshes[a],a);
|
||||
|
||||
// if logging is active, print detailed statistics
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
if (iNumOldVertices == iNumVertices) {
|
||||
ASSIMP_LOG_DEBUG("JoinVerticesProcess finished ");
|
||||
} else {
|
||||
ASSIMP_LOG_INFO_F("JoinVerticesProcess finished | Verts in: ", iNumOldVertices,
|
||||
" out: ", iNumVertices, " | ~",
|
||||
((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f );
|
||||
}
|
||||
}
|
||||
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
||||
}
|
||||
|
||||
namespace {
|
||||
|
||||
bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex)
|
||||
{
|
||||
// A little helper to find locally close vertices faster.
|
||||
// Try to reuse the lookup table from the last step.
|
||||
const static float epsilon = 1e-5f;
|
||||
// Squared because we check against squared length of the vector difference
|
||||
static const float squareEpsilon = epsilon * epsilon;
|
||||
|
||||
// Square compare is useful for animeshes vertices compare
|
||||
if ((lhs.position - rhs.position).SquareLength() > squareEpsilon) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// We just test the other attributes even if they're not present in the mesh.
|
||||
// In this case they're initialized to 0 so the comparison succeeds.
|
||||
// By this method the non-present attributes are effectively ignored in the comparison.
|
||||
if ((lhs.normal - rhs.normal).SquareLength() > squareEpsilon) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((lhs.texcoords[0] - rhs.texcoords[0]).SquareLength() > squareEpsilon) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((lhs.tangent - rhs.tangent).SquareLength() > squareEpsilon) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((lhs.bitangent - rhs.bitangent).SquareLength() > squareEpsilon) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Usually we won't have vertex colors or multiple UVs, so we can skip from here
|
||||
// Actually this increases runtime performance slightly, at least if branch
|
||||
// prediction is on our side.
|
||||
if (complex) {
|
||||
for (int i = 0; i < 8; i++) {
|
||||
if (i > 0 && (lhs.texcoords[i] - rhs.texcoords[i]).SquareLength() > squareEpsilon) {
|
||||
return false;
|
||||
}
|
||||
if (GetColorDifference(lhs.colors[i], rhs.colors[i]) > squareEpsilon) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
template<class XMesh>
|
||||
void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
|
||||
// replace vertex data with the unique data sets
|
||||
pMesh->mNumVertices = (unsigned int)uniqueVertices.size();
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// NOTE - we're *not* calling Vertex::SortBack() because it would check for
|
||||
// presence of every single vertex component once PER VERTEX. And our CPU
|
||||
// dislikes branches, even if they're easily predictable.
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
// Position, if present (check made for aiAnimMesh)
|
||||
if (pMesh->mVertices)
|
||||
{
|
||||
delete [] pMesh->mVertices;
|
||||
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
|
||||
for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
|
||||
pMesh->mVertices[a] = uniqueVertices[a].position;
|
||||
}
|
||||
}
|
||||
|
||||
// Normals, if present
|
||||
if (pMesh->mNormals)
|
||||
{
|
||||
delete [] pMesh->mNormals;
|
||||
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
|
||||
for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
|
||||
pMesh->mNormals[a] = uniqueVertices[a].normal;
|
||||
}
|
||||
}
|
||||
// Tangents, if present
|
||||
if (pMesh->mTangents)
|
||||
{
|
||||
delete [] pMesh->mTangents;
|
||||
pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
|
||||
for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
|
||||
pMesh->mTangents[a] = uniqueVertices[a].tangent;
|
||||
}
|
||||
}
|
||||
// Bitangents as well
|
||||
if (pMesh->mBitangents)
|
||||
{
|
||||
delete [] pMesh->mBitangents;
|
||||
pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
|
||||
for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
|
||||
pMesh->mBitangents[a] = uniqueVertices[a].bitangent;
|
||||
}
|
||||
}
|
||||
// Vertex colors
|
||||
for (unsigned int a = 0; pMesh->HasVertexColors(a); a++)
|
||||
{
|
||||
delete [] pMesh->mColors[a];
|
||||
pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
|
||||
for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
|
||||
pMesh->mColors[a][b] = uniqueVertices[b].colors[a];
|
||||
}
|
||||
}
|
||||
// Texture coords
|
||||
for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++)
|
||||
{
|
||||
delete [] pMesh->mTextureCoords[a];
|
||||
pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
|
||||
for (unsigned int b = 0; b < pMesh->mNumVertices; b++) {
|
||||
pMesh->mTextureCoords[a][b] = uniqueVertices[b].texcoords[a];
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Unites identical vertices in the given mesh
|
||||
int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
|
||||
{
|
||||
static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8");
|
||||
static_assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8, "AI_MAX_NUMBER_OF_TEXTURECOORDS == 8");
|
||||
|
||||
// Return early if we don't have any positions
|
||||
if (!pMesh->HasPositions() || !pMesh->HasFaces()) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// We should care only about used vertices, not all of them
|
||||
// (this can happen due to original file vertices buffer being used by
|
||||
// multiple meshes)
|
||||
std::unordered_set<unsigned int> usedVertexIndices;
|
||||
usedVertexIndices.reserve(pMesh->mNumVertices);
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
|
||||
{
|
||||
aiFace& face = pMesh->mFaces[a];
|
||||
for( unsigned int b = 0; b < face.mNumIndices; b++) {
|
||||
usedVertexIndices.insert(face.mIndices[b]);
|
||||
}
|
||||
}
|
||||
|
||||
// We'll never have more vertices afterwards.
|
||||
std::vector<Vertex> uniqueVertices;
|
||||
uniqueVertices.reserve( pMesh->mNumVertices);
|
||||
|
||||
// For each vertex the index of the vertex it was replaced by.
|
||||
// Since the maximal number of vertices is 2^31-1, the most significand bit can be used to mark
|
||||
// whether a new vertex was created for the index (true) or if it was replaced by an existing
|
||||
// unique vertex (false). This saves an additional std::vector<bool> and greatly enhances
|
||||
// branching performance.
|
||||
static_assert(AI_MAX_VERTICES == 0x7fffffff, "AI_MAX_VERTICES == 0x7fffffff");
|
||||
std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff);
|
||||
|
||||
// float posEpsilonSqr;
|
||||
SpatialSort* vertexFinder = NULL;
|
||||
SpatialSort _vertexFinder;
|
||||
|
||||
typedef std::pair<SpatialSort,float> SpatPair;
|
||||
if (shared) {
|
||||
std::vector<SpatPair >* avf;
|
||||
shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
|
||||
if (avf) {
|
||||
SpatPair& blubb = (*avf)[meshIndex];
|
||||
vertexFinder = &blubb.first;
|
||||
// posEpsilonSqr = blubb.second;
|
||||
}
|
||||
}
|
||||
if (!vertexFinder) {
|
||||
// bad, need to compute it.
|
||||
_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
|
||||
vertexFinder = &_vertexFinder;
|
||||
// posEpsilonSqr = ComputePositionEpsilon(pMesh);
|
||||
}
|
||||
|
||||
// Again, better waste some bytes than a realloc ...
|
||||
std::vector<unsigned int> verticesFound;
|
||||
verticesFound.reserve(10);
|
||||
|
||||
// Run an optimized code path if we don't have multiple UVs or vertex colors.
|
||||
// This should yield false in more than 99% of all imports ...
|
||||
const bool complex = ( pMesh->GetNumColorChannels() > 0 || pMesh->GetNumUVChannels() > 1);
|
||||
const bool hasAnimMeshes = pMesh->mNumAnimMeshes > 0;
|
||||
|
||||
// We'll never have more vertices afterwards.
|
||||
std::vector<std::vector<Vertex>> uniqueAnimatedVertices;
|
||||
if (hasAnimMeshes) {
|
||||
uniqueAnimatedVertices.resize(pMesh->mNumAnimMeshes);
|
||||
for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
|
||||
uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices);
|
||||
}
|
||||
}
|
||||
|
||||
// Now check each vertex if it brings something new to the table
|
||||
for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
|
||||
if (usedVertexIndices.find(a) == usedVertexIndices.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// collect the vertex data
|
||||
Vertex v(pMesh,a);
|
||||
|
||||
// collect all vertices that are close enough to the given position
|
||||
vertexFinder->FindIdenticalPositions( v.position, verticesFound);
|
||||
unsigned int matchIndex = 0xffffffff;
|
||||
|
||||
// check all unique vertices close to the position if this vertex is already present among them
|
||||
for( unsigned int b = 0; b < verticesFound.size(); b++) {
|
||||
const unsigned int vidx = verticesFound[b];
|
||||
const unsigned int uidx = replaceIndex[ vidx];
|
||||
if( uidx & 0x80000000)
|
||||
continue;
|
||||
|
||||
const Vertex& uv = uniqueVertices[ uidx];
|
||||
|
||||
if (!areVerticesEqual(v, uv, complex)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (hasAnimMeshes) {
|
||||
// If given vertex is animated, then it has to be preserver 1 to 1 (base mesh and animated mesh require same topology)
|
||||
// NOTE: not doing this totaly breaks anim meshes as they don't have their own faces (they use pMesh->mFaces)
|
||||
bool breaksAnimMesh = false;
|
||||
for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
|
||||
const Vertex& animatedUV = uniqueAnimatedVertices[animMeshIndex][ uidx];
|
||||
Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a);
|
||||
if (!areVerticesEqual(aniMeshVertex, animatedUV, complex)) {
|
||||
breaksAnimMesh = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (breaksAnimMesh) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// we're still here -> this vertex perfectly matches our given vertex
|
||||
matchIndex = uidx;
|
||||
break;
|
||||
}
|
||||
|
||||
// found a replacement vertex among the uniques?
|
||||
if( matchIndex != 0xffffffff)
|
||||
{
|
||||
// store where to found the matching unique vertex
|
||||
replaceIndex[a] = matchIndex | 0x80000000;
|
||||
}
|
||||
else
|
||||
{
|
||||
// no unique vertex matches it up to now -> so add it
|
||||
replaceIndex[a] = (unsigned int)uniqueVertices.size();
|
||||
uniqueVertices.push_back( v);
|
||||
if (hasAnimMeshes) {
|
||||
for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
|
||||
Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a);
|
||||
uniqueAnimatedVertices[animMeshIndex].push_back(aniMeshVertex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!DefaultLogger::isNullLogger() && DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
|
||||
ASSIMP_LOG_DEBUG_F(
|
||||
"Mesh ",meshIndex,
|
||||
" (",
|
||||
(pMesh->mName.length ? pMesh->mName.data : "unnamed"),
|
||||
") | Verts in: ",pMesh->mNumVertices,
|
||||
" out: ",
|
||||
uniqueVertices.size(),
|
||||
" | ~",
|
||||
((pMesh->mNumVertices - uniqueVertices.size()) / (float)pMesh->mNumVertices) * 100.f,
|
||||
"%"
|
||||
);
|
||||
}
|
||||
|
||||
updateXMeshVertices(pMesh, uniqueVertices);
|
||||
if (hasAnimMeshes) {
|
||||
for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
|
||||
updateXMeshVertices(pMesh->mAnimMeshes[animMeshIndex], uniqueAnimatedVertices[animMeshIndex]);
|
||||
}
|
||||
}
|
||||
|
||||
// adjust the indices in all faces
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
|
||||
{
|
||||
aiFace& face = pMesh->mFaces[a];
|
||||
for( unsigned int b = 0; b < face.mNumIndices; b++) {
|
||||
face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000;
|
||||
}
|
||||
}
|
||||
|
||||
// adjust bone vertex weights.
|
||||
for( int a = 0; a < (int)pMesh->mNumBones; a++) {
|
||||
aiBone* bone = pMesh->mBones[a];
|
||||
std::vector<aiVertexWeight> newWeights;
|
||||
newWeights.reserve( bone->mNumWeights);
|
||||
|
||||
if ( NULL != bone->mWeights ) {
|
||||
for ( unsigned int b = 0; b < bone->mNumWeights; b++ ) {
|
||||
const aiVertexWeight& ow = bone->mWeights[ b ];
|
||||
// if the vertex is a unique one, translate it
|
||||
if ( !( replaceIndex[ ow.mVertexId ] & 0x80000000 ) ) {
|
||||
aiVertexWeight nw;
|
||||
nw.mVertexId = replaceIndex[ ow.mVertexId ];
|
||||
nw.mWeight = ow.mWeight;
|
||||
newWeights.push_back( nw );
|
||||
}
|
||||
}
|
||||
} else {
|
||||
ASSIMP_LOG_ERROR( "X-Export: aiBone shall contain weights, but pointer to them is NULL." );
|
||||
}
|
||||
|
||||
if (newWeights.size() > 0) {
|
||||
// kill the old and replace them with the translated weights
|
||||
delete [] bone->mWeights;
|
||||
bone->mNumWeights = (unsigned int)newWeights.size();
|
||||
|
||||
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
||||
memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
|
||||
}
|
||||
}
|
||||
return pMesh->mNumVertices;
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
|
||||
95
thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.h
vendored
Normal file
95
thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.h
vendored
Normal file
@@ -0,0 +1,95 @@
|
||||
/*
|
||||
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 Defines a post processing step to join identical vertices
|
||||
on all imported meshes.*/
|
||||
#ifndef AI_JOINVERTICESPROCESS_H_INC
|
||||
#define AI_JOINVERTICESPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/types.h>
|
||||
|
||||
struct aiMesh;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The JoinVerticesProcess unites identical vertices in all imported meshes.
|
||||
* By default the importer returns meshes where each face addressed its own
|
||||
* set of vertices even if that means that identical vertices are stored multiple
|
||||
* times. The JoinVerticesProcess finds these identical vertices and
|
||||
* erases all but one of the copies. This usually reduces the number of vertices
|
||||
* in a mesh by a serious amount and is the standard form to render a mesh.
|
||||
*/
|
||||
class ASSIMP_API JoinVerticesProcess : public BaseProcess {
|
||||
public:
|
||||
JoinVerticesProcess();
|
||||
~JoinVerticesProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
* @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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Unites identical vertices in the given mesh.
|
||||
* @param pMesh The mesh to process.
|
||||
* @param meshIndex Index of the mesh to process
|
||||
*/
|
||||
int ProcessMesh( aiMesh* pMesh, unsigned int meshIndex);
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_CALCTANGENTSPROCESS_H_INC
|
||||
201
thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.cpp
vendored
Normal file
201
thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.cpp
vendored
Normal file
@@ -0,0 +1,201 @@
|
||||
/*
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** Implementation of the LimitBoneWeightsProcess post processing step */
|
||||
|
||||
|
||||
#include "LimitBoneWeightsProcess.h"
|
||||
#include <assimp/StringUtils.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <stdio.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
LimitBoneWeightsProcess::LimitBoneWeightsProcess()
|
||||
{
|
||||
mMaxWeights = AI_LMW_MAX_WEIGHTS;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
LimitBoneWeightsProcess::~LimitBoneWeightsProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_LimitBoneWeights) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void LimitBoneWeightsProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess begin");
|
||||
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a ) {
|
||||
ProcessMesh(pScene->mMeshes[a]);
|
||||
}
|
||||
|
||||
ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess end");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void LimitBoneWeightsProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
// get the current value of the property
|
||||
this->mMaxWeights = pImp->GetPropertyInteger(AI_CONFIG_PP_LBW_MAX_WEIGHTS,AI_LMW_MAX_WEIGHTS);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Unites identical vertices in the given mesh
|
||||
void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
|
||||
{
|
||||
if( !pMesh->HasBones())
|
||||
return;
|
||||
|
||||
// collect all bone weights per vertex
|
||||
typedef std::vector< std::vector< Weight > > WeightsPerVertex;
|
||||
WeightsPerVertex vertexWeights( pMesh->mNumVertices);
|
||||
|
||||
// collect all weights per vertex
|
||||
for( unsigned int a = 0; a < pMesh->mNumBones; a++)
|
||||
{
|
||||
const aiBone* bone = pMesh->mBones[a];
|
||||
for( unsigned int b = 0; b < bone->mNumWeights; b++)
|
||||
{
|
||||
const aiVertexWeight& w = bone->mWeights[b];
|
||||
vertexWeights[w.mVertexId].push_back( Weight( a, w.mWeight));
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int removed = 0, old_bones = pMesh->mNumBones;
|
||||
|
||||
// now cut the weight count if it exceeds the maximum
|
||||
bool bChanged = false;
|
||||
for( WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit)
|
||||
{
|
||||
if( vit->size() <= mMaxWeights)
|
||||
continue;
|
||||
|
||||
bChanged = true;
|
||||
|
||||
// more than the defined maximum -> first sort by weight in descending order. That's
|
||||
// why we defined the < operator in such a weird way.
|
||||
std::sort( vit->begin(), vit->end());
|
||||
|
||||
// now kill everything beyond the maximum count
|
||||
unsigned int m = static_cast<unsigned int>(vit->size());
|
||||
vit->erase( vit->begin() + mMaxWeights, vit->end());
|
||||
removed += static_cast<unsigned int>(m-vit->size());
|
||||
|
||||
// and renormalize the weights
|
||||
float sum = 0.0f;
|
||||
for( std::vector<Weight>::const_iterator it = vit->begin(); it != vit->end(); ++it ) {
|
||||
sum += it->mWeight;
|
||||
}
|
||||
if( 0.0f != sum ) {
|
||||
const float invSum = 1.0f / sum;
|
||||
for( std::vector<Weight>::iterator it = vit->begin(); it != vit->end(); ++it ) {
|
||||
it->mWeight *= invSum;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (bChanged) {
|
||||
// rebuild the vertex weight array for all bones
|
||||
typedef std::vector< std::vector< aiVertexWeight > > WeightsPerBone;
|
||||
WeightsPerBone boneWeights( pMesh->mNumBones);
|
||||
for( unsigned int a = 0; a < vertexWeights.size(); a++)
|
||||
{
|
||||
const std::vector<Weight>& vw = vertexWeights[a];
|
||||
for( std::vector<Weight>::const_iterator it = vw.begin(); it != vw.end(); ++it)
|
||||
boneWeights[it->mBone].push_back( aiVertexWeight( a, it->mWeight));
|
||||
}
|
||||
|
||||
// and finally copy the vertex weight list over to the mesh's bones
|
||||
std::vector<bool> abNoNeed(pMesh->mNumBones,false);
|
||||
bChanged = false;
|
||||
|
||||
for( unsigned int a = 0; a < pMesh->mNumBones; a++)
|
||||
{
|
||||
const std::vector<aiVertexWeight>& bw = boneWeights[a];
|
||||
aiBone* bone = pMesh->mBones[a];
|
||||
|
||||
if ( bw.empty() )
|
||||
{
|
||||
abNoNeed[a] = bChanged = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
// copy the weight list. should always be less weights than before, so we don't need a new allocation
|
||||
ai_assert( bw.size() <= bone->mNumWeights);
|
||||
bone->mNumWeights = static_cast<unsigned int>( bw.size() );
|
||||
::memcpy( bone->mWeights, &bw[0], bw.size() * sizeof( aiVertexWeight));
|
||||
}
|
||||
|
||||
if (bChanged) {
|
||||
// the number of new bones is smaller than before, so we can reuse the old array
|
||||
aiBone** ppcCur = pMesh->mBones;aiBone** ppcSrc = ppcCur;
|
||||
|
||||
for (std::vector<bool>::const_iterator iter = abNoNeed.begin();iter != abNoNeed.end() ;++iter) {
|
||||
if (*iter) {
|
||||
delete *ppcSrc;
|
||||
--pMesh->mNumBones;
|
||||
}
|
||||
else *ppcCur++ = *ppcSrc;
|
||||
++ppcSrc;
|
||||
}
|
||||
}
|
||||
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
ASSIMP_LOG_INFO_F("Removed ", removed, " weights. Input bones: ", old_bones, ". Output bones: ", pMesh->mNumBones );
|
||||
}
|
||||
}
|
||||
}
|
||||
138
thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.h
vendored
Normal file
138
thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.h
vendored
Normal file
@@ -0,0 +1,138 @@
|
||||
/*
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** Defines a post processing step to limit the number of bones affecting a single vertex. */
|
||||
#ifndef AI_LIMITBONEWEIGHTSPROCESS_H_INC
|
||||
#define AI_LIMITBONEWEIGHTSPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
// Forward declarations
|
||||
struct aiMesh;
|
||||
|
||||
class LimitBoneWeightsTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// NOTE: If you change these limits, don't forget to change the
|
||||
// corresponding values in all Assimp ports
|
||||
|
||||
// **********************************************************
|
||||
// Java: ConfigProperty.java,
|
||||
// ConfigProperty.DEFAULT_BONE_WEIGHT_LIMIT
|
||||
// **********************************************************
|
||||
|
||||
#if (!defined AI_LMW_MAX_WEIGHTS)
|
||||
# define AI_LMW_MAX_WEIGHTS 0x4
|
||||
#endif // !! AI_LMW_MAX_WEIGHTS
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** This post processing step limits the number of bones affecting a vertex
|
||||
* to a certain maximum value. If a vertex is affected by more than that number
|
||||
* of bones, the bone weight with the least influence on this vertex are removed.
|
||||
* The other weights on this bone are then renormalized to assure the sum weight
|
||||
* to be 1.
|
||||
*/
|
||||
class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess {
|
||||
public:
|
||||
LimitBoneWeightsProcess();
|
||||
~LimitBoneWeightsProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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.
|
||||
*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Limits the bone weight count for all vertices in the given mesh.
|
||||
* @param pMesh The mesh to process.
|
||||
*/
|
||||
void ProcessMesh( aiMesh* pMesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Describes a bone weight on a vertex */
|
||||
struct Weight {
|
||||
unsigned int mBone; ///< Index of the bone
|
||||
float mWeight; ///< Weight of that bone on this vertex
|
||||
Weight() AI_NO_EXCEPT
|
||||
: mBone(0)
|
||||
, mWeight(0.0f) {
|
||||
// empty
|
||||
}
|
||||
|
||||
Weight( unsigned int pBone, float pWeight)
|
||||
: mBone(pBone)
|
||||
, mWeight(pWeight) {
|
||||
// empty
|
||||
}
|
||||
|
||||
/** Comparison operator to sort bone weights by descending weight */
|
||||
bool operator < (const Weight& pWeight) const {
|
||||
return mWeight > pWeight.mWeight;
|
||||
}
|
||||
};
|
||||
|
||||
/** Maximum number of bones influencing any single vertex. */
|
||||
unsigned int mMaxWeights;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_LIMITBONEWEIGHTSPROCESS_H_INC
|
||||
255
thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.cpp
vendored
Normal file
255
thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.cpp
vendored
Normal file
@@ -0,0 +1,255 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Implementation of the post processing step "MakeVerboseFormat"
|
||||
*/
|
||||
|
||||
|
||||
#include "MakeVerboseFormat.h"
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
MakeVerboseFormatProcess::MakeVerboseFormatProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
MakeVerboseFormatProcess::~MakeVerboseFormatProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void MakeVerboseFormatProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ai_assert(NULL != pScene);
|
||||
ASSIMP_LOG_DEBUG("MakeVerboseFormatProcess begin");
|
||||
|
||||
bool bHas = false;
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
||||
{
|
||||
if( MakeVerboseFormat( pScene->mMeshes[a]))
|
||||
bHas = true;
|
||||
}
|
||||
if (bHas) {
|
||||
ASSIMP_LOG_INFO("MakeVerboseFormatProcess finished. There was much work to do ...");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("MakeVerboseFormatProcess. There was nothing to do.");
|
||||
}
|
||||
|
||||
pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
|
||||
{
|
||||
ai_assert(NULL != pcMesh);
|
||||
|
||||
unsigned int iOldNumVertices = pcMesh->mNumVertices;
|
||||
const unsigned int iNumVerts = pcMesh->mNumFaces*3;
|
||||
|
||||
aiVector3D* pvPositions = new aiVector3D[ iNumVerts ];
|
||||
|
||||
aiVector3D* pvNormals = NULL;
|
||||
if (pcMesh->HasNormals())
|
||||
{
|
||||
pvNormals = new aiVector3D[iNumVerts];
|
||||
}
|
||||
aiVector3D* pvTangents = NULL, *pvBitangents = NULL;
|
||||
if (pcMesh->HasTangentsAndBitangents())
|
||||
{
|
||||
pvTangents = new aiVector3D[iNumVerts];
|
||||
pvBitangents = new aiVector3D[iNumVerts];
|
||||
}
|
||||
|
||||
aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0};
|
||||
aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0};
|
||||
|
||||
unsigned int p = 0;
|
||||
while (pcMesh->HasTextureCoords(p))
|
||||
apvTextureCoords[p++] = new aiVector3D[iNumVerts];
|
||||
|
||||
p = 0;
|
||||
while (pcMesh->HasVertexColors(p))
|
||||
apvColorSets[p++] = new aiColor4D[iNumVerts];
|
||||
|
||||
// allocate enough memory to hold output bones and vertex weights ...
|
||||
std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
|
||||
for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
|
||||
newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
|
||||
}
|
||||
|
||||
// iterate through all faces and build a clean list
|
||||
unsigned int iIndex = 0;
|
||||
for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
|
||||
{
|
||||
aiFace* pcFace = &pcMesh->mFaces[a];
|
||||
for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
|
||||
{
|
||||
// need to build a clean list of bones, too
|
||||
for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
|
||||
{
|
||||
for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
|
||||
{
|
||||
const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
|
||||
if(pcFace->mIndices[q] == w.mVertexId)
|
||||
{
|
||||
aiVertexWeight wNew;
|
||||
wNew.mVertexId = iIndex;
|
||||
wNew.mWeight = w.mWeight;
|
||||
newWeights[i].push_back(wNew);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
|
||||
|
||||
if (pcMesh->HasNormals())
|
||||
{
|
||||
pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
|
||||
}
|
||||
if (pcMesh->HasTangentsAndBitangents())
|
||||
{
|
||||
pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
|
||||
pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
|
||||
}
|
||||
|
||||
unsigned int p = 0;
|
||||
while (pcMesh->HasTextureCoords(p))
|
||||
{
|
||||
apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
|
||||
++p;
|
||||
}
|
||||
p = 0;
|
||||
while (pcMesh->HasVertexColors(p))
|
||||
{
|
||||
apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
|
||||
++p;
|
||||
}
|
||||
pcFace->mIndices[q] = iIndex;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// build output vertex weights
|
||||
for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
|
||||
{
|
||||
delete [] pcMesh->mBones[i]->mWeights;
|
||||
if (!newWeights[i].empty()) {
|
||||
pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
|
||||
aiVertexWeight *weightToCopy = &( newWeights[i][0] );
|
||||
memcpy(pcMesh->mBones[i]->mWeights, weightToCopy,
|
||||
sizeof(aiVertexWeight) * newWeights[i].size());
|
||||
} else {
|
||||
pcMesh->mBones[i]->mWeights = NULL;
|
||||
}
|
||||
}
|
||||
delete[] newWeights;
|
||||
|
||||
// delete the old members
|
||||
delete[] pcMesh->mVertices;
|
||||
pcMesh->mVertices = pvPositions;
|
||||
|
||||
p = 0;
|
||||
while (pcMesh->HasTextureCoords(p))
|
||||
{
|
||||
delete[] pcMesh->mTextureCoords[p];
|
||||
pcMesh->mTextureCoords[p] = apvTextureCoords[p];
|
||||
++p;
|
||||
}
|
||||
p = 0;
|
||||
while (pcMesh->HasVertexColors(p))
|
||||
{
|
||||
delete[] pcMesh->mColors[p];
|
||||
pcMesh->mColors[p] = apvColorSets[p];
|
||||
++p;
|
||||
}
|
||||
pcMesh->mNumVertices = iNumVerts;
|
||||
|
||||
if (pcMesh->HasNormals())
|
||||
{
|
||||
delete[] pcMesh->mNormals;
|
||||
pcMesh->mNormals = pvNormals;
|
||||
}
|
||||
if (pcMesh->HasTangentsAndBitangents())
|
||||
{
|
||||
delete[] pcMesh->mTangents;
|
||||
pcMesh->mTangents = pvTangents;
|
||||
delete[] pcMesh->mBitangents;
|
||||
pcMesh->mBitangents = pvBitangents;
|
||||
}
|
||||
return (pcMesh->mNumVertices != iOldNumVertices);
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
bool IsMeshInVerboseFormat(const aiMesh* mesh) {
|
||||
// avoid slow vector<bool> specialization
|
||||
std::vector<unsigned int> seen(mesh->mNumVertices,0);
|
||||
for(unsigned int i = 0; i < mesh->mNumFaces; ++i) {
|
||||
const aiFace& f = mesh->mFaces[i];
|
||||
for(unsigned int j = 0; j < f.mNumIndices; ++j) {
|
||||
if(++seen[f.mIndices[j]] == 2) {
|
||||
// found a duplicate index
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
bool MakeVerboseFormatProcess::IsVerboseFormat(const aiScene* pScene) {
|
||||
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
if(!IsMeshInVerboseFormat(pScene->mMeshes[i])) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
113
thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.h
vendored
Normal file
113
thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.h
vendored
Normal file
@@ -0,0 +1,113 @@
|
||||
/*
|
||||
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 Defines a post processing step to bring a given scene
|
||||
into the verbose format that is expected by most postprocess steps.
|
||||
This is the inverse of the "JoinIdenticalVertices" step. */
|
||||
#ifndef AI_MAKEVERBOSEFORMAT_H_INC
|
||||
#define AI_MAKEVERBOSEFORMAT_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
struct aiMesh;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** MakeVerboseFormatProcess: Class to convert an asset to the verbose
|
||||
* format which is expected by most postprocess steps.
|
||||
*
|
||||
* This is the inverse of what the "JoinIdenticalVertices" step is doing.
|
||||
* This step has no official flag (since it wouldn't make sense to run it
|
||||
* during import). It is intended for applications intending to modify the
|
||||
* returned aiScene. After this step has been executed, they can execute
|
||||
* other postprocess steps on the data. The code might also be useful to
|
||||
* quickly adapt code that doesn't result in a verbose representation of
|
||||
* the scene data.
|
||||
* The step has been added because it was required by the viewer, however
|
||||
* it has been moved to the main library since others might find it
|
||||
* useful, too. */
|
||||
class ASSIMP_API_WINONLY MakeVerboseFormatProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
|
||||
MakeVerboseFormatProcess();
|
||||
~MakeVerboseFormatProcess();
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
* @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
|
||||
{
|
||||
// NOTE: There is no direct flag that corresponds to
|
||||
// this postprocess step.
|
||||
return false;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Checks whether the scene is already in verbose format.
|
||||
* @param pScene The data to check.
|
||||
* @return true if the scene is already in verbose format. */
|
||||
static bool IsVerboseFormat(const aiScene* pScene);
|
||||
|
||||
private:
|
||||
|
||||
//! Apply the postprocess step to a given submesh
|
||||
bool MakeVerboseFormat (aiMesh* pcMesh);
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_KILLNORMALPROCESS_H_INC
|
||||
351
thirdparty/assimp/code/PostProcessing/OptimizeGraph.cpp
vendored
Normal file
351
thirdparty/assimp/code/PostProcessing/OptimizeGraph.cpp
vendored
Normal file
@@ -0,0 +1,351 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 OptimizeGraph.cpp
|
||||
* @brief Implementation of the aiProcess_OptimizGraph step
|
||||
*/
|
||||
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
|
||||
|
||||
#include "OptimizeGraph.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include <assimp/SceneCombiner.h>
|
||||
#include <assimp/Exceptional.h>
|
||||
#include <stdio.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
#define AI_RESERVED_NODE_NAME "$Reserved_And_Evil"
|
||||
|
||||
/* AI_OG_USE_HASHING enables the use of hashing to speed-up std::set lookups.
|
||||
* The unhashed variant should be faster, except for *very* large data sets
|
||||
*/
|
||||
#ifdef AI_OG_USE_HASHING
|
||||
// Use our standard hashing function to compute the hash
|
||||
# define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
|
||||
#else
|
||||
// Otherwise hope that std::string will utilize a static buffer
|
||||
// for shorter node names. This would avoid endless heap copying.
|
||||
# define AI_OG_GETKEY(str) std::string(str.data)
|
||||
#endif
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
OptimizeGraphProcess::OptimizeGraphProcess()
|
||||
: mScene()
|
||||
, nodes_in()
|
||||
, nodes_out()
|
||||
, count_merged() {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
OptimizeGraphProcess::~OptimizeGraphProcess() {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool OptimizeGraphProcess::IsActive( unsigned int pFlags) const {
|
||||
return (0 != (pFlags & aiProcess_OptimizeGraph));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup properties for the post-processing step
|
||||
void OptimizeGraphProcess::SetupProperties(const Importer* pImp) {
|
||||
// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
|
||||
std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
|
||||
AddLockedNodeList(tmp);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Collect new children
|
||||
void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes) {
|
||||
nodes_in += nd->mNumChildren;
|
||||
|
||||
// Process children
|
||||
std::list<aiNode*> child_nodes;
|
||||
for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
|
||||
CollectNewChildren(nd->mChildren[i],child_nodes);
|
||||
nd->mChildren[i] = nullptr;
|
||||
}
|
||||
|
||||
// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
|
||||
if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
|
||||
for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
|
||||
|
||||
if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
|
||||
(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
|
||||
nodes.push_back(*it);
|
||||
|
||||
it = child_nodes.erase(it);
|
||||
continue;
|
||||
}
|
||||
++it;
|
||||
}
|
||||
|
||||
if (nd->mNumMeshes || !child_nodes.empty()) {
|
||||
nodes.push_back(nd);
|
||||
} else {
|
||||
delete nd; /* bye, node */
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
|
||||
// Retain our current position in the hierarchy
|
||||
nodes.push_back(nd);
|
||||
|
||||
// Now check for possible optimizations in our list of child nodes. join as many as possible
|
||||
aiNode* join_master = NULL;
|
||||
aiMatrix4x4 inv;
|
||||
|
||||
const LockedSetType::const_iterator end = locked.end();
|
||||
|
||||
std::list<aiNode*> join;
|
||||
for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
|
||||
aiNode* child = *it;
|
||||
if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
|
||||
|
||||
// There may be no instanced meshes
|
||||
unsigned int n = 0;
|
||||
for (; n < child->mNumMeshes;++n) {
|
||||
if (meshes[child->mMeshes[n]] > 1) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (n == child->mNumMeshes) {
|
||||
if (!join_master) {
|
||||
join_master = child;
|
||||
inv = join_master->mTransformation;
|
||||
inv.Inverse();
|
||||
} else {
|
||||
child->mTransformation = inv * child->mTransformation ;
|
||||
|
||||
join.push_back(child);
|
||||
it = child_nodes.erase(it);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
++it;
|
||||
}
|
||||
if (join_master && !join.empty()) {
|
||||
join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i",count_merged++);
|
||||
|
||||
unsigned int out_meshes = 0;
|
||||
for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
|
||||
out_meshes += (*it)->mNumMeshes;
|
||||
}
|
||||
|
||||
// copy all mesh references in one array
|
||||
if (out_meshes) {
|
||||
unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
|
||||
for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
|
||||
*tmp++ = join_master->mMeshes[n];
|
||||
}
|
||||
|
||||
for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
|
||||
for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
|
||||
|
||||
*tmp = (*it)->mMeshes[n];
|
||||
aiMesh* mesh = mScene->mMeshes[*tmp++];
|
||||
|
||||
// manually move the mesh into the right coordinate system
|
||||
const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
|
||||
for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
|
||||
|
||||
mesh->mVertices[a] *= (*it)->mTransformation;
|
||||
|
||||
if (mesh->HasNormals())
|
||||
mesh->mNormals[a] *= IT;
|
||||
|
||||
if (mesh->HasTangentsAndBitangents()) {
|
||||
mesh->mTangents[a] *= IT;
|
||||
mesh->mBitangents[a] *= IT;
|
||||
}
|
||||
}
|
||||
}
|
||||
delete *it; // bye, node
|
||||
}
|
||||
delete[] join_master->mMeshes;
|
||||
join_master->mMeshes = meshes;
|
||||
join_master->mNumMeshes += out_meshes;
|
||||
}
|
||||
}
|
||||
}
|
||||
// reassign children if something changed
|
||||
if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
|
||||
|
||||
delete[] nd->mChildren;
|
||||
|
||||
if (!child_nodes.empty()) {
|
||||
nd->mChildren = new aiNode*[child_nodes.size()];
|
||||
}
|
||||
else nd->mChildren = nullptr;
|
||||
}
|
||||
|
||||
nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
|
||||
|
||||
if (nd->mChildren) {
|
||||
aiNode** tmp = nd->mChildren;
|
||||
for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
|
||||
aiNode* node = *tmp++ = *it;
|
||||
node->mParent = nd;
|
||||
}
|
||||
}
|
||||
|
||||
nodes_out += static_cast<unsigned int>(child_nodes.size());
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Execute the post-processing step on the given scene
|
||||
void OptimizeGraphProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
|
||||
nodes_in = nodes_out = count_merged = 0;
|
||||
mScene = pScene;
|
||||
|
||||
meshes.resize(pScene->mNumMeshes,0);
|
||||
FindInstancedMeshes(pScene->mRootNode);
|
||||
|
||||
// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
|
||||
locked.clear();
|
||||
for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
|
||||
#ifdef AI_OG_USE_HASHING
|
||||
locked.insert(SuperFastHash((*it).c_str()));
|
||||
#else
|
||||
locked.insert(*it);
|
||||
#endif
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
|
||||
for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
|
||||
aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a];
|
||||
locked.insert(AI_OG_GETKEY(anim->mNodeName));
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
|
||||
|
||||
aiBone* bone = pScene->mMeshes[i]->mBones[a];
|
||||
locked.insert(AI_OG_GETKEY(bone->mName));
|
||||
|
||||
// HACK: Meshes referencing bones may not be transformed; we need to look them.
|
||||
// The easiest way to do this is to increase their reference counters ...
|
||||
meshes[i] += 2;
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
|
||||
aiCamera* cam = pScene->mCameras[i];
|
||||
locked.insert(AI_OG_GETKEY(cam->mName));
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
|
||||
aiLight* lgh = pScene->mLights[i];
|
||||
locked.insert(AI_OG_GETKEY(lgh->mName));
|
||||
}
|
||||
|
||||
// Insert a dummy master node and make it read-only
|
||||
aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
|
||||
locked.insert(AI_OG_GETKEY(dummy_root->mName));
|
||||
|
||||
const aiString prev = pScene->mRootNode->mName;
|
||||
pScene->mRootNode->mParent = dummy_root;
|
||||
|
||||
dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1];
|
||||
dummy_root->mChildren[0] = pScene->mRootNode;
|
||||
|
||||
// Do our recursive processing of scenegraph nodes. For each node collect
|
||||
// a fully new list of children and allow their children to place themselves
|
||||
// on the same hierarchy layer as their parents.
|
||||
std::list<aiNode*> nodes;
|
||||
CollectNewChildren (dummy_root,nodes);
|
||||
|
||||
ai_assert(nodes.size() == 1);
|
||||
|
||||
if (dummy_root->mNumChildren == 0) {
|
||||
pScene->mRootNode = NULL;
|
||||
throw DeadlyImportError("After optimizing the scene graph, no data remains");
|
||||
}
|
||||
|
||||
if (dummy_root->mNumChildren > 1) {
|
||||
pScene->mRootNode = dummy_root;
|
||||
|
||||
// Keep the dummy node but assign the name of the old root node to it
|
||||
pScene->mRootNode->mName = prev;
|
||||
}
|
||||
else {
|
||||
|
||||
// Remove the dummy root node again.
|
||||
pScene->mRootNode = dummy_root->mChildren[0];
|
||||
|
||||
dummy_root->mChildren[0] = NULL;
|
||||
delete dummy_root;
|
||||
}
|
||||
|
||||
pScene->mRootNode->mParent = NULL;
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
if ( nodes_in != nodes_out) {
|
||||
ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
|
||||
}
|
||||
}
|
||||
meshes.clear();
|
||||
locked.clear();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build a LUT of all instanced meshes
|
||||
void OptimizeGraphProcess::FindInstancedMeshes (aiNode* pNode)
|
||||
{
|
||||
for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
|
||||
++meshes[pNode->mMeshes[i]];
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
|
||||
FindInstancedMeshes(pNode->mChildren[i]);
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
|
||||
140
thirdparty/assimp/code/PostProcessing/OptimizeGraph.h
vendored
Normal file
140
thirdparty/assimp/code/PostProcessing/OptimizeGraph.h
vendored
Normal file
@@ -0,0 +1,140 @@
|
||||
/*
|
||||
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 OptimizeGraph.h
|
||||
* @brief Declares a post processing step to optimize the scenegraph
|
||||
*/
|
||||
#ifndef AI_OPTIMIZEGRAPHPROCESS_H_INC
|
||||
#define AI_OPTIMIZEGRAPHPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
#include "PostProcessing/ProcessHelper.h"
|
||||
|
||||
#include <assimp/types.h>
|
||||
|
||||
#include <set>
|
||||
|
||||
// Forward declarations
|
||||
struct aiMesh;
|
||||
|
||||
class OptimizeGraphProcessTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
/** @brief Postprocessing step to optimize the scenegraph
|
||||
*
|
||||
* The implementation tries to merge nodes, even if they use different
|
||||
* transformations. Animations are preserved.
|
||||
*
|
||||
* @see aiProcess_OptimizeGraph for a detailed description of the
|
||||
* algorithm being applied.
|
||||
*/
|
||||
class OptimizeGraphProcess : public BaseProcess {
|
||||
public:
|
||||
OptimizeGraphProcess();
|
||||
~OptimizeGraphProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Add a list of node names to be locked and not modified.
|
||||
* @param in List of nodes. See #AI_CONFIG_PP_OG_EXCLUDE_LIST for
|
||||
* format explanations.
|
||||
*/
|
||||
inline void AddLockedNodeList(std::string& in) {
|
||||
ConvertListToStrings (in,locked_nodes);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Add another node to be locked and not modified.
|
||||
* @param name Name to be locked
|
||||
*/
|
||||
inline void AddLockedNode(std::string& name) {
|
||||
locked_nodes.push_back(name);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Remove a node from the list of locked nodes.
|
||||
* @param name Name to be unlocked
|
||||
*/
|
||||
inline void RemoveLockedNode(std::string& name) {
|
||||
locked_nodes.remove(name);
|
||||
}
|
||||
|
||||
protected:
|
||||
void CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes);
|
||||
void FindInstancedMeshes (aiNode* pNode);
|
||||
|
||||
private:
|
||||
#ifdef AI_OG_USE_HASHING
|
||||
typedef std::set<unsigned int> LockedSetType;
|
||||
#else
|
||||
typedef std::set<std::string> LockedSetType;
|
||||
#endif
|
||||
|
||||
//! Scene we're working with
|
||||
aiScene* mScene;
|
||||
|
||||
//! List of locked names. Stored is the hash of the name
|
||||
LockedSetType locked;
|
||||
|
||||
//! List of nodes to be locked in addition to those with animations, lights or cameras assigned.
|
||||
std::list<std::string> locked_nodes;
|
||||
|
||||
//! Node counters for logging purposes
|
||||
unsigned int nodes_in,nodes_out, count_merged;
|
||||
|
||||
//! Reference counters for meshes
|
||||
std::vector<unsigned int> meshes;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_OPTIMIZEGRAPHPROCESS_H_INC
|
||||
256
thirdparty/assimp/code/PostProcessing/OptimizeMeshes.cpp
vendored
Normal file
256
thirdparty/assimp/code/PostProcessing/OptimizeMeshes.cpp
vendored
Normal file
@@ -0,0 +1,256 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 OptimizeMeshes.cpp
|
||||
* @brief Implementation of the aiProcess_OptimizeMeshes step
|
||||
*/
|
||||
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
|
||||
|
||||
|
||||
#include "OptimizeMeshes.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include <assimp/SceneCombiner.h>
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
static const unsigned int NotSet = 0xffffffff;
|
||||
static const unsigned int DeadBeef = 0xdeadbeef;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
OptimizeMeshesProcess::OptimizeMeshesProcess()
|
||||
: mScene()
|
||||
, pts(false)
|
||||
, max_verts( NotSet )
|
||||
, max_faces( NotSet ) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
OptimizeMeshesProcess::~OptimizeMeshesProcess() {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
// Our behaviour needs to be different if the SortByPType or SplitLargeMeshes
|
||||
// steps are active. Thus we need to query their flags here and store the
|
||||
// information, although we're breaking const-correctness.
|
||||
// That's a serious design flaw, consider redesign.
|
||||
if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
|
||||
pts = (0 != (pFlags & aiProcess_SortByPType));
|
||||
max_verts = ( 0 != ( pFlags & aiProcess_SplitLargeMeshes ) ) ? DeadBeef : max_verts;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup properties for the post-processing step
|
||||
void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
if( max_verts == DeadBeef /* magic hack */ ) {
|
||||
max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
|
||||
max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Execute step
|
||||
void OptimizeMeshesProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
const unsigned int num_old = pScene->mNumMeshes;
|
||||
if (num_old <= 1) {
|
||||
ASSIMP_LOG_DEBUG("Skipping OptimizeMeshesProcess");
|
||||
return;
|
||||
}
|
||||
|
||||
ASSIMP_LOG_DEBUG("OptimizeMeshesProcess begin");
|
||||
mScene = pScene;
|
||||
|
||||
// need to clear persistent members from previous runs
|
||||
merge_list.resize( 0 );
|
||||
output.resize( 0 );
|
||||
|
||||
// ensure we have the right sizes
|
||||
merge_list.reserve(pScene->mNumMeshes);
|
||||
output.reserve(pScene->mNumMeshes);
|
||||
|
||||
// Prepare lookup tables
|
||||
meshes.resize(pScene->mNumMeshes);
|
||||
FindInstancedMeshes(pScene->mRootNode);
|
||||
if( max_verts == DeadBeef ) /* undo the magic hack */
|
||||
max_verts = NotSet;
|
||||
|
||||
// ... instanced meshes are immediately processed and added to the output list
|
||||
for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
|
||||
meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);
|
||||
|
||||
if (meshes[i].instance_cnt > 1 && meshes[i].output_id == NotSet ) {
|
||||
meshes[i].output_id = n++;
|
||||
output.push_back(mScene->mMeshes[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// and process all nodes in the scenegraph recursively
|
||||
ProcessNode(pScene->mRootNode);
|
||||
if (!output.size()) {
|
||||
throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
|
||||
}
|
||||
|
||||
meshes.resize( 0 );
|
||||
ai_assert(output.size() <= num_old);
|
||||
|
||||
mScene->mNumMeshes = static_cast<unsigned int>(output.size());
|
||||
std::copy(output.begin(),output.end(),mScene->mMeshes);
|
||||
|
||||
if (output.size() != num_old) {
|
||||
ASSIMP_LOG_DEBUG_F("OptimizeMeshesProcess finished. Input meshes: ", num_old, ", Output meshes: ", pScene->mNumMeshes);
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG( "OptimizeMeshesProcess finished" );
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Process meshes for a single node
|
||||
void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
|
||||
{
|
||||
for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
|
||||
unsigned int& im = pNode->mMeshes[i];
|
||||
|
||||
if (meshes[im].instance_cnt > 1) {
|
||||
im = meshes[im].output_id;
|
||||
}
|
||||
else {
|
||||
merge_list.resize( 0 );
|
||||
unsigned int verts = 0, faces = 0;
|
||||
|
||||
// Find meshes to merge with us
|
||||
for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
|
||||
unsigned int am = pNode->mMeshes[a];
|
||||
if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) {
|
||||
|
||||
merge_list.push_back(mScene->mMeshes[am]);
|
||||
verts += mScene->mMeshes[am]->mNumVertices;
|
||||
faces += mScene->mMeshes[am]->mNumFaces;
|
||||
|
||||
pNode->mMeshes[a] = pNode->mMeshes[pNode->mNumMeshes - 1];
|
||||
--pNode->mNumMeshes;
|
||||
--a;
|
||||
}
|
||||
}
|
||||
|
||||
// and merge all meshes which we found, replace the old ones
|
||||
if (!merge_list.empty()) {
|
||||
merge_list.push_back(mScene->mMeshes[im]);
|
||||
|
||||
aiMesh* out;
|
||||
SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
|
||||
output.push_back(out);
|
||||
} else {
|
||||
output.push_back(mScene->mMeshes[im]);
|
||||
}
|
||||
im = static_cast<unsigned int>(output.size()-1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
|
||||
ProcessNode( pNode->mChildren[ i ] );
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Check whether two meshes can be joined
|
||||
bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces )
|
||||
{
|
||||
if (meshes[a].vertex_format != meshes[b].vertex_format)
|
||||
return false;
|
||||
|
||||
aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
|
||||
|
||||
if ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) ||
|
||||
(NotSet != max_faces && faces+mb->mNumFaces > max_faces)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Never merge unskinned meshes with skinned meshes
|
||||
if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones())
|
||||
return false;
|
||||
|
||||
// Never merge meshes with different kinds of primitives if SortByPType did already
|
||||
// do its work. We would destroy everything again ...
|
||||
if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes)
|
||||
return false;
|
||||
|
||||
// If both meshes are skinned, check whether we have many bones defined in both meshes.
|
||||
// If yes, we can join them.
|
||||
if (ma->HasBones()) {
|
||||
// TODO
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build a LUT of all instanced meshes
|
||||
void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode)
|
||||
{
|
||||
for( unsigned int i = 0; i < pNode->mNumMeshes; ++i ) {
|
||||
++meshes[ pNode->mMeshes[ i ] ].instance_cnt;
|
||||
}
|
||||
|
||||
for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
|
||||
FindInstancedMeshes( pNode->mChildren[ i ] );
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
|
||||
186
thirdparty/assimp/code/PostProcessing/OptimizeMeshes.h
vendored
Normal file
186
thirdparty/assimp/code/PostProcessing/OptimizeMeshes.h
vendored
Normal file
@@ -0,0 +1,186 @@
|
||||
/*
|
||||
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 OptimizeMeshes.h
|
||||
* @brief Declares a post processing step to join meshes, if possible
|
||||
*/
|
||||
#ifndef AI_OPTIMIZEMESHESPROCESS_H_INC
|
||||
#define AI_OPTIMIZEMESHESPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/types.h>
|
||||
|
||||
#include <vector>
|
||||
|
||||
struct aiMesh;
|
||||
struct aiNode;
|
||||
class OptimizeMeshesProcessTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Postprocessing step to optimize mesh usage
|
||||
*
|
||||
* The implementation looks for meshes that could be joined and joins them.
|
||||
* Usually this will reduce the number of drawcalls.
|
||||
*
|
||||
* @note Instanced meshes are currently not processed.
|
||||
*/
|
||||
class OptimizeMeshesProcess : public BaseProcess {
|
||||
public:
|
||||
/// @brief The class constructor.
|
||||
OptimizeMeshesProcess();
|
||||
|
||||
/// @brief The class destructor.
|
||||
~OptimizeMeshesProcess();
|
||||
|
||||
/** @brief Internal utility to store additional mesh info
|
||||
*/
|
||||
struct MeshInfo {
|
||||
MeshInfo() AI_NO_EXCEPT
|
||||
: instance_cnt(0)
|
||||
, vertex_format(0)
|
||||
, output_id(0xffffffff) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! Number of times this mesh is referenced
|
||||
unsigned int instance_cnt;
|
||||
|
||||
//! Vertex format id
|
||||
unsigned int vertex_format;
|
||||
|
||||
//! Output ID
|
||||
unsigned int output_id;
|
||||
};
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Specify whether you want meshes with different
|
||||
* primitive types to be merged as well.
|
||||
*
|
||||
* IsActive() sets this property automatically to true if the
|
||||
* aiProcess_SortByPType flag is found.
|
||||
*/
|
||||
void EnablePrimitiveTypeSorting(bool enable) {
|
||||
pts = enable;
|
||||
}
|
||||
|
||||
// Getter
|
||||
bool IsPrimitiveTypeSortingEnabled () const {
|
||||
return pts;
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Specify a maximum size of a single output mesh.
|
||||
*
|
||||
* If a single input mesh already exceeds this limit, it won't
|
||||
* be split.
|
||||
* @param verts Maximum number of vertices per mesh
|
||||
* @param faces Maximum number of faces per mesh
|
||||
*/
|
||||
void SetPreferredMeshSizeLimit (unsigned int verts, unsigned int faces)
|
||||
{
|
||||
max_verts = verts;
|
||||
max_faces = faces;
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Do the actual optimization on all meshes of this node
|
||||
* @param pNode Node we're working with
|
||||
*/
|
||||
void ProcessNode( aiNode* pNode);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Returns true if b can be joined with a
|
||||
*
|
||||
* @param verts Number of output verts up to now
|
||||
* @param faces Number of output faces up to now
|
||||
*/
|
||||
bool CanJoin ( unsigned int a, unsigned int b,
|
||||
unsigned int verts, unsigned int faces );
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Find instanced meshes, for the moment we're excluding
|
||||
* them from all optimizations
|
||||
*/
|
||||
void FindInstancedMeshes (aiNode* pNode);
|
||||
|
||||
private:
|
||||
|
||||
//! Scene we're working with
|
||||
aiScene* mScene;
|
||||
|
||||
//! Per mesh info
|
||||
std::vector<MeshInfo> meshes;
|
||||
|
||||
//! Output meshes
|
||||
std::vector<aiMesh*> output;
|
||||
|
||||
//! @see EnablePrimitiveTypeSorting
|
||||
mutable bool pts;
|
||||
|
||||
//! @see SetPreferredMeshSizeLimit
|
||||
mutable unsigned int max_verts,max_faces;
|
||||
|
||||
//! Temporary storage
|
||||
std::vector<aiMesh*> merge_list;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_CALCTANGENTSPROCESS_H_INC
|
||||
728
thirdparty/assimp/code/PostProcessing/PretransformVertices.cpp
vendored
Normal file
728
thirdparty/assimp/code/PostProcessing/PretransformVertices.cpp
vendored
Normal file
@@ -0,0 +1,728 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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.cpp
|
||||
* @brief Implementation of the "PretransformVertices" post processing step
|
||||
*/
|
||||
|
||||
|
||||
#include "PretransformVertices.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include <assimp/SceneCombiner.h>
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// some array offsets
|
||||
#define AI_PTVS_VERTEX 0x0
|
||||
#define AI_PTVS_FACE 0x1
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
PretransformVertices::PretransformVertices()
|
||||
: configKeepHierarchy (false)
|
||||
, configNormalize(false)
|
||||
, configTransform(false)
|
||||
, configTransformation()
|
||||
, mConfigPointCloud( false ) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
PretransformVertices::~PretransformVertices() {
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool PretransformVertices::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_PreTransformVertices) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup import configuration
|
||||
void PretransformVertices::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
// Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY, AI_CONFIG_PP_PTV_NORMALIZE,
|
||||
// AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION and AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
|
||||
configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0));
|
||||
configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE,0));
|
||||
configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,0));
|
||||
|
||||
configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
|
||||
|
||||
mConfigPointCloud = pImp->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Count the number of nodes
|
||||
unsigned int PretransformVertices::CountNodes( aiNode* pcNode )
|
||||
{
|
||||
unsigned int iRet = 1;
|
||||
for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
|
||||
{
|
||||
iRet += CountNodes(pcNode->mChildren[i]);
|
||||
}
|
||||
return iRet;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Get a bitwise combination identifying the vertex format of a mesh
|
||||
unsigned int PretransformVertices::GetMeshVFormat( aiMesh* pcMesh )
|
||||
{
|
||||
// the vertex format is stored in aiMesh::mBones for later retrieval.
|
||||
// there isn't a good reason to compute it a few hundred times
|
||||
// from scratch. The pointer is unused as animations are lost
|
||||
// during PretransformVertices.
|
||||
if (pcMesh->mBones)
|
||||
return (unsigned int)(uint64_t)pcMesh->mBones;
|
||||
|
||||
|
||||
const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
|
||||
|
||||
// store the value for later use
|
||||
pcMesh->mBones = (aiBone**)(uint64_t)iRet;
|
||||
return iRet;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Count the number of vertices in the whole scene and a given
|
||||
// material index
|
||||
void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
|
||||
unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices)
|
||||
{
|
||||
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
|
||||
{
|
||||
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
|
||||
if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
|
||||
{
|
||||
*piVertices += pcMesh->mNumVertices;
|
||||
*piFaces += pcMesh->mNumFaces;
|
||||
}
|
||||
}
|
||||
for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
|
||||
{
|
||||
CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat,
|
||||
iVFormat,piFaces,piVertices);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Collect vertex/face data
|
||||
void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
|
||||
unsigned int iVFormat, aiMesh* pcMeshOut,
|
||||
unsigned int aiCurrent[2], unsigned int* num_refs)
|
||||
{
|
||||
// No need to multiply if there's no transformation
|
||||
const bool identity = pcNode->mTransformation.IsIdentity();
|
||||
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
|
||||
{
|
||||
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
|
||||
if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
|
||||
{
|
||||
// Decrement mesh reference counter
|
||||
unsigned int& num_ref = num_refs[pcNode->mMeshes[i]];
|
||||
ai_assert(0 != num_ref);
|
||||
--num_ref;
|
||||
// Save the name of the last mesh
|
||||
if (num_ref==0)
|
||||
{
|
||||
pcMeshOut->mName = pcMesh->mName;
|
||||
}
|
||||
|
||||
if (identity) {
|
||||
// copy positions without modifying them
|
||||
::memcpy(pcMeshOut->mVertices + aiCurrent[AI_PTVS_VERTEX],
|
||||
pcMesh->mVertices,
|
||||
pcMesh->mNumVertices * sizeof(aiVector3D));
|
||||
|
||||
if (iVFormat & 0x2) {
|
||||
// copy normals without modifying them
|
||||
::memcpy(pcMeshOut->mNormals + aiCurrent[AI_PTVS_VERTEX],
|
||||
pcMesh->mNormals,
|
||||
pcMesh->mNumVertices * sizeof(aiVector3D));
|
||||
}
|
||||
if (iVFormat & 0x4)
|
||||
{
|
||||
// copy tangents without modifying them
|
||||
::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
|
||||
pcMesh->mTangents,
|
||||
pcMesh->mNumVertices * sizeof(aiVector3D));
|
||||
// copy bitangents without modifying them
|
||||
::memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
|
||||
pcMesh->mBitangents,
|
||||
pcMesh->mNumVertices * sizeof(aiVector3D));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// copy positions, transform them to worldspace
|
||||
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
|
||||
pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n];
|
||||
}
|
||||
aiMatrix4x4 mWorldIT = pcNode->mTransformation;
|
||||
mWorldIT.Inverse().Transpose();
|
||||
|
||||
// TODO: implement Inverse() for aiMatrix3x3
|
||||
aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
|
||||
|
||||
if (iVFormat & 0x2)
|
||||
{
|
||||
// copy normals, transform them to worldspace
|
||||
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
|
||||
pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
|
||||
(m * pcMesh->mNormals[n]).Normalize();
|
||||
}
|
||||
}
|
||||
if (iVFormat & 0x4)
|
||||
{
|
||||
// copy tangents and bitangents, transform them to worldspace
|
||||
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
|
||||
pcMeshOut->mTangents [aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mTangents[n]).Normalize();
|
||||
pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mBitangents[n]).Normalize();
|
||||
}
|
||||
}
|
||||
}
|
||||
unsigned int p = 0;
|
||||
while (iVFormat & (0x100 << p))
|
||||
{
|
||||
// copy texture coordinates
|
||||
memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
|
||||
pcMesh->mTextureCoords[p],
|
||||
pcMesh->mNumVertices * sizeof(aiVector3D));
|
||||
++p;
|
||||
}
|
||||
p = 0;
|
||||
while (iVFormat & (0x1000000 << p))
|
||||
{
|
||||
// copy vertex colors
|
||||
memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
|
||||
pcMesh->mColors[p],
|
||||
pcMesh->mNumVertices * sizeof(aiColor4D));
|
||||
++p;
|
||||
}
|
||||
// now we need to copy all faces. since we will delete the source mesh afterwards,
|
||||
// we don't need to reallocate the array of indices except if this mesh is
|
||||
// referenced multiple times.
|
||||
for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck)
|
||||
{
|
||||
aiFace& f_src = pcMesh->mFaces[planck];
|
||||
aiFace& f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck];
|
||||
|
||||
const unsigned int num_idx = f_src.mNumIndices;
|
||||
|
||||
f_dst.mNumIndices = num_idx;
|
||||
|
||||
unsigned int* pi;
|
||||
if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
|
||||
pi = f_dst.mIndices = f_src.mIndices;
|
||||
|
||||
// offset all vertex indices
|
||||
for (unsigned int hahn = 0; hahn < num_idx;++hahn){
|
||||
pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
|
||||
}
|
||||
}
|
||||
else {
|
||||
pi = f_dst.mIndices = new unsigned int[num_idx];
|
||||
|
||||
// copy and offset all vertex indices
|
||||
for (unsigned int hahn = 0; hahn < num_idx;++hahn){
|
||||
pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
|
||||
}
|
||||
}
|
||||
|
||||
// Update the mPrimitiveTypes member of the mesh
|
||||
switch (pcMesh->mFaces[planck].mNumIndices)
|
||||
{
|
||||
case 0x1:
|
||||
pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
||||
break;
|
||||
case 0x2:
|
||||
pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
||||
break;
|
||||
case 0x3:
|
||||
pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||
break;
|
||||
default:
|
||||
pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
|
||||
break;
|
||||
};
|
||||
}
|
||||
aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices;
|
||||
aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces;
|
||||
}
|
||||
}
|
||||
|
||||
// append all children of us
|
||||
for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
|
||||
CollectData(pcScene,pcNode->mChildren[i],iMat,
|
||||
iVFormat,pcMeshOut,aiCurrent,num_refs);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Get a list of all vertex formats that occur for a given material index
|
||||
// The output list contains duplicate elements
|
||||
void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat,
|
||||
std::list<unsigned int>& aiOut)
|
||||
{
|
||||
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
|
||||
{
|
||||
aiMesh* pcMesh = pcScene->mMeshes[ i ];
|
||||
if (iMat == pcMesh->mMaterialIndex) {
|
||||
aiOut.push_back(GetMeshVFormat(pcMesh));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Compute the absolute transformation matrices of each node
|
||||
void PretransformVertices::ComputeAbsoluteTransform( aiNode* pcNode )
|
||||
{
|
||||
if (pcNode->mParent) {
|
||||
pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation;
|
||||
}
|
||||
|
||||
for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
|
||||
ComputeAbsoluteTransform(pcNode->mChildren[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Apply the node transformation to a mesh
|
||||
void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)
|
||||
{
|
||||
// Check whether we need to transform the coordinates at all
|
||||
if (!mat.IsIdentity()) {
|
||||
|
||||
if (mesh->HasPositions()) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mVertices[i] = mat * mesh->mVertices[i];
|
||||
}
|
||||
}
|
||||
if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
|
||||
aiMatrix4x4 mWorldIT = mat;
|
||||
mWorldIT.Inverse().Transpose();
|
||||
|
||||
// TODO: implement Inverse() for aiMatrix3x3
|
||||
aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
|
||||
|
||||
if (mesh->HasNormals()) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
|
||||
}
|
||||
}
|
||||
if (mesh->HasTangentsAndBitangents()) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
|
||||
mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Simple routine to build meshes in worldspace, no further optimization
|
||||
void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
|
||||
unsigned int numIn, aiNode* node)
|
||||
{
|
||||
// NOTE:
|
||||
// aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy
|
||||
// aiMesh::mBones store reference to abs. transform we multiplied with
|
||||
|
||||
// process meshes
|
||||
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
|
||||
aiMesh* mesh = in[node->mMeshes[i]];
|
||||
|
||||
// check whether we can operate on this mesh
|
||||
if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4*>(mesh->mBones) == node->mTransformation) {
|
||||
// yes, we can.
|
||||
mesh->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
|
||||
mesh->mNumBones = UINT_MAX;
|
||||
}
|
||||
else {
|
||||
|
||||
// try to find us in the list of newly created meshes
|
||||
for (unsigned int n = 0; n < out.size(); ++n) {
|
||||
aiMesh* ctz = out[n];
|
||||
if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4*>(ctz->mBones) == node->mTransformation) {
|
||||
|
||||
// ok, use this one. Update node mesh index
|
||||
node->mMeshes[i] = numIn + n;
|
||||
}
|
||||
}
|
||||
if (node->mMeshes[i] < numIn) {
|
||||
// Worst case. Need to operate on a full copy of the mesh
|
||||
ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms");
|
||||
aiMesh* ntz;
|
||||
|
||||
const unsigned int tmp = mesh->mNumBones; //
|
||||
mesh->mNumBones = 0;
|
||||
SceneCombiner::Copy(&ntz,mesh);
|
||||
mesh->mNumBones = tmp;
|
||||
|
||||
ntz->mNumBones = node->mMeshes[i];
|
||||
ntz->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
|
||||
|
||||
out.push_back(ntz);
|
||||
|
||||
node->mMeshes[i] = static_cast<unsigned int>(numIn + out.size() - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// call children
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i)
|
||||
BuildWCSMeshes(out,in,numIn,node->mChildren[i]);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Reset transformation matrices to identity
|
||||
void PretransformVertices::MakeIdentityTransform(aiNode* nd)
|
||||
{
|
||||
nd->mTransformation = aiMatrix4x4();
|
||||
|
||||
// call children
|
||||
for (unsigned int i = 0; i < nd->mNumChildren;++i)
|
||||
MakeIdentityTransform(nd->mChildren[i]);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build reference counters for all meshes
|
||||
void PretransformVertices::BuildMeshRefCountArray(aiNode* nd, unsigned int * refs)
|
||||
{
|
||||
for (unsigned int i = 0; i< nd->mNumMeshes;++i)
|
||||
refs[nd->mMeshes[i]]++;
|
||||
|
||||
// call children
|
||||
for (unsigned int i = 0; i < nd->mNumChildren;++i)
|
||||
BuildMeshRefCountArray(nd->mChildren[i],refs);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void PretransformVertices::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("PretransformVerticesProcess begin");
|
||||
|
||||
// Return immediately if we have no meshes
|
||||
if (!pScene->mNumMeshes)
|
||||
return;
|
||||
|
||||
const unsigned int iOldMeshes = pScene->mNumMeshes;
|
||||
const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
|
||||
const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
|
||||
|
||||
if(configTransform) {
|
||||
pScene->mRootNode->mTransformation = configTransformation;
|
||||
}
|
||||
|
||||
// first compute absolute transformation matrices for all nodes
|
||||
ComputeAbsoluteTransform(pScene->mRootNode);
|
||||
|
||||
// Delete aiMesh::mBones for all meshes. The bones are
|
||||
// removed during this step and we need the pointer as
|
||||
// temporary storage
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
|
||||
aiMesh* mesh = pScene->mMeshes[i];
|
||||
|
||||
for (unsigned int a = 0; a < mesh->mNumBones;++a)
|
||||
delete mesh->mBones[a];
|
||||
|
||||
delete[] mesh->mBones;
|
||||
mesh->mBones = NULL;
|
||||
}
|
||||
|
||||
// now build a list of output meshes
|
||||
std::vector<aiMesh*> apcOutMeshes;
|
||||
|
||||
// Keep scene hierarchy? It's an easy job in this case ...
|
||||
// we go on and transform all meshes, if one is referenced by nodes
|
||||
// with different absolute transformations a depth copy of the mesh
|
||||
// is required.
|
||||
if( configKeepHierarchy ) {
|
||||
|
||||
// Hack: store the matrix we're transforming a mesh with in aiMesh::mBones
|
||||
BuildWCSMeshes(apcOutMeshes,pScene->mMeshes,pScene->mNumMeshes, pScene->mRootNode);
|
||||
|
||||
// ... if new meshes have been generated, append them to the end of the scene
|
||||
if (apcOutMeshes.size() > 0) {
|
||||
aiMesh** npp = new aiMesh*[pScene->mNumMeshes + apcOutMeshes.size()];
|
||||
|
||||
memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes);
|
||||
memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size());
|
||||
|
||||
pScene->mNumMeshes += static_cast<unsigned int>(apcOutMeshes.size());
|
||||
delete[] pScene->mMeshes; pScene->mMeshes = npp;
|
||||
}
|
||||
|
||||
// now iterate through all meshes and transform them to worldspace
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
ApplyTransform(pScene->mMeshes[i],*reinterpret_cast<aiMatrix4x4*>( pScene->mMeshes[i]->mBones ));
|
||||
|
||||
// prevent improper destruction
|
||||
pScene->mMeshes[i]->mBones = NULL;
|
||||
pScene->mMeshes[i]->mNumBones = 0;
|
||||
}
|
||||
} else {
|
||||
apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
|
||||
std::list<unsigned int> aiVFormats;
|
||||
|
||||
std::vector<unsigned int> s(pScene->mNumMeshes,0);
|
||||
BuildMeshRefCountArray(pScene->mRootNode,&s[0]);
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
|
||||
// get the list of all vertex formats for this material
|
||||
aiVFormats.clear();
|
||||
GetVFormatList(pScene,i,aiVFormats);
|
||||
aiVFormats.sort();
|
||||
aiVFormats.unique();
|
||||
for (std::list<unsigned int>::const_iterator j = aiVFormats.begin();j != aiVFormats.end();++j) {
|
||||
unsigned int iVertices = 0;
|
||||
unsigned int iFaces = 0;
|
||||
CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
|
||||
if (0 != iFaces && 0 != iVertices)
|
||||
{
|
||||
apcOutMeshes.push_back(new aiMesh());
|
||||
aiMesh* pcMesh = apcOutMeshes.back();
|
||||
pcMesh->mNumFaces = iFaces;
|
||||
pcMesh->mNumVertices = iVertices;
|
||||
pcMesh->mFaces = new aiFace[iFaces];
|
||||
pcMesh->mVertices = new aiVector3D[iVertices];
|
||||
pcMesh->mMaterialIndex = i;
|
||||
if ((*j) & 0x2)pcMesh->mNormals = new aiVector3D[iVertices];
|
||||
if ((*j) & 0x4)
|
||||
{
|
||||
pcMesh->mTangents = new aiVector3D[iVertices];
|
||||
pcMesh->mBitangents = new aiVector3D[iVertices];
|
||||
}
|
||||
iFaces = 0;
|
||||
while ((*j) & (0x100 << iFaces))
|
||||
{
|
||||
pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
|
||||
if ((*j) & (0x10000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3;
|
||||
else pcMesh->mNumUVComponents[iFaces] = 2;
|
||||
iFaces++;
|
||||
}
|
||||
iFaces = 0;
|
||||
while ((*j) & (0x1000000 << iFaces))
|
||||
pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];
|
||||
|
||||
// fill the mesh ...
|
||||
unsigned int aiTemp[2] = {0,0};
|
||||
CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp,&s[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If no meshes are referenced in the node graph it is possible that we get no output meshes.
|
||||
if (apcOutMeshes.empty()) {
|
||||
|
||||
throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes");
|
||||
}
|
||||
else
|
||||
{
|
||||
// now delete all meshes in the scene and build a new mesh list
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
{
|
||||
aiMesh* mesh = pScene->mMeshes[i];
|
||||
mesh->mNumBones = 0;
|
||||
mesh->mBones = NULL;
|
||||
|
||||
// we're reusing the face index arrays. avoid destruction
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
|
||||
mesh->mFaces[a].mNumIndices = 0;
|
||||
mesh->mFaces[a].mIndices = NULL;
|
||||
}
|
||||
|
||||
delete mesh;
|
||||
|
||||
// Invalidate the contents of the old mesh array. We will most
|
||||
// likely have less output meshes now, so the last entries of
|
||||
// the mesh array are not overridden. We set them to NULL to
|
||||
// make sure the developer gets notified when his application
|
||||
// attempts to access these fields ...
|
||||
mesh = NULL;
|
||||
}
|
||||
|
||||
// It is impossible that we have more output meshes than
|
||||
// input meshes, so we can easily reuse the old mesh array
|
||||
pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
|
||||
pScene->mMeshes[i] = apcOutMeshes[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// remove all animations from the scene
|
||||
for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
|
||||
delete pScene->mAnimations[i];
|
||||
delete[] pScene->mAnimations;
|
||||
|
||||
pScene->mAnimations = NULL;
|
||||
pScene->mNumAnimations = 0;
|
||||
|
||||
// --- we need to keep all cameras and lights
|
||||
for (unsigned int i = 0; i < pScene->mNumCameras;++i)
|
||||
{
|
||||
aiCamera* cam = pScene->mCameras[i];
|
||||
const aiNode* nd = pScene->mRootNode->FindNode(cam->mName);
|
||||
ai_assert(NULL != nd);
|
||||
|
||||
// multiply all properties of the camera with the absolute
|
||||
// transformation of the corresponding node
|
||||
cam->mPosition = nd->mTransformation * cam->mPosition;
|
||||
cam->mLookAt = aiMatrix3x3( nd->mTransformation ) * cam->mLookAt;
|
||||
cam->mUp = aiMatrix3x3( nd->mTransformation ) * cam->mUp;
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumLights;++i)
|
||||
{
|
||||
aiLight* l = pScene->mLights[i];
|
||||
const aiNode* nd = pScene->mRootNode->FindNode(l->mName);
|
||||
ai_assert(NULL != nd);
|
||||
|
||||
// multiply all properties of the camera with the absolute
|
||||
// transformation of the corresponding node
|
||||
l->mPosition = nd->mTransformation * l->mPosition;
|
||||
l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
|
||||
l->mUp = aiMatrix3x3( nd->mTransformation ) * l->mUp;
|
||||
}
|
||||
|
||||
if( !configKeepHierarchy ) {
|
||||
|
||||
// now delete all nodes in the scene and build a new
|
||||
// flat node graph with a root node and some level 1 children
|
||||
aiNode* newRoot = new aiNode();
|
||||
newRoot->mName = pScene->mRootNode->mName;
|
||||
delete pScene->mRootNode;
|
||||
pScene->mRootNode = newRoot;
|
||||
|
||||
if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras)
|
||||
{
|
||||
pScene->mRootNode->mNumMeshes = 1;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
pScene->mRootNode->mMeshes[0] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
pScene->mRootNode->mNumChildren = pScene->mNumMeshes+pScene->mNumLights+pScene->mNumCameras;
|
||||
aiNode** nodes = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
|
||||
|
||||
// generate mesh nodes
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes)
|
||||
{
|
||||
aiNode* pcNode = new aiNode();
|
||||
*nodes = pcNode;
|
||||
pcNode->mParent = pScene->mRootNode;
|
||||
pcNode->mName = pScene->mMeshes[i]->mName;
|
||||
|
||||
// setup mesh indices
|
||||
pcNode->mNumMeshes = 1;
|
||||
pcNode->mMeshes = new unsigned int[1];
|
||||
pcNode->mMeshes[0] = i;
|
||||
}
|
||||
// generate light nodes
|
||||
for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes)
|
||||
{
|
||||
aiNode* pcNode = new aiNode();
|
||||
*nodes = pcNode;
|
||||
pcNode->mParent = pScene->mRootNode;
|
||||
pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "light_%u",i);
|
||||
pScene->mLights[i]->mName = pcNode->mName;
|
||||
}
|
||||
// generate camera nodes
|
||||
for (unsigned int i = 0; i < pScene->mNumCameras;++i,++nodes)
|
||||
{
|
||||
aiNode* pcNode = new aiNode();
|
||||
*nodes = pcNode;
|
||||
pcNode->mParent = pScene->mRootNode;
|
||||
pcNode->mName.length = ::ai_snprintf(pcNode->mName.data,MAXLEN,"cam_%u",i);
|
||||
pScene->mCameras[i]->mName = pcNode->mName;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
// ... and finally set the transformation matrix of all nodes to identity
|
||||
MakeIdentityTransform(pScene->mRootNode);
|
||||
}
|
||||
|
||||
if (configNormalize) {
|
||||
// compute the boundary of all meshes
|
||||
aiVector3D min,max;
|
||||
MinMaxChooser<aiVector3D> ()(min,max);
|
||||
|
||||
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
||||
aiMesh* m = pScene->mMeshes[a];
|
||||
for (unsigned int i = 0; i < m->mNumVertices;++i) {
|
||||
min = std::min(m->mVertices[i],min);
|
||||
max = std::max(m->mVertices[i],max);
|
||||
}
|
||||
}
|
||||
|
||||
// find the dominant axis
|
||||
aiVector3D d = max-min;
|
||||
const ai_real div = std::max(d.x,std::max(d.y,d.z))*ai_real( 0.5);
|
||||
|
||||
d = min + d * (ai_real)0.5;
|
||||
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
||||
aiMesh* m = pScene->mMeshes[a];
|
||||
for (unsigned int i = 0; i < m->mNumVertices;++i) {
|
||||
m->mVertices[i] = (m->mVertices[i]-d)/div;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// print statistics
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
ASSIMP_LOG_DEBUG("PretransformVerticesProcess finished");
|
||||
|
||||
ASSIMP_LOG_INFO_F("Removed ", iOldNodes, " nodes and ", iOldAnimationChannels, " animation channels (",
|
||||
CountNodes(pScene->mRootNode) ," output nodes)" );
|
||||
ASSIMP_LOG_INFO_F("Kept ", pScene->mNumLights, " lights and ", pScene->mNumCameras, " cameras." );
|
||||
ASSIMP_LOG_INFO_F("Moved ", iOldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")");
|
||||
}
|
||||
}
|
||||
166
thirdparty/assimp/code/PostProcessing/PretransformVertices.h
vendored
Normal file
166
thirdparty/assimp/code/PostProcessing/PretransformVertices.h
vendored
Normal file
@@ -0,0 +1,166 @@
|
||||
/*
|
||||
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
|
||||
443
thirdparty/assimp/code/PostProcessing/ProcessHelper.cpp
vendored
Normal file
443
thirdparty/assimp/code/PostProcessing/ProcessHelper.cpp
vendored
Normal file
@@ -0,0 +1,443 @@
|
||||
/*
|
||||
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 ProcessHelper.cpp
|
||||
/** Implement shared utility functions for postprocessing steps */
|
||||
|
||||
|
||||
#include "ProcessHelper.h"
|
||||
|
||||
|
||||
#include <limits>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
|
||||
{
|
||||
const char* s = in.c_str();
|
||||
while (*s) {
|
||||
SkipSpacesAndLineEnd(&s);
|
||||
if (*s == '\'') {
|
||||
const char* base = ++s;
|
||||
while (*s != '\'') {
|
||||
++s;
|
||||
if (*s == '\0') {
|
||||
ASSIMP_LOG_ERROR("ConvertListToString: String list is ill-formatted");
|
||||
return;
|
||||
}
|
||||
}
|
||||
out.push_back(std::string(base,(size_t)(s-base)));
|
||||
++s;
|
||||
}
|
||||
else {
|
||||
out.push_back(GetNextToken(s));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
|
||||
const aiMatrix4x4& m)
|
||||
{
|
||||
min = aiVector3D ( ai_real( 10e10 ), ai_real( 10e10 ), ai_real( 10e10 ) );
|
||||
max = aiVector3D ( ai_real( -10e10 ), ai_real( -10e10 ), ai_real( -10e10 ) );
|
||||
for (unsigned int i = 0;i < mesh->mNumVertices;++i)
|
||||
{
|
||||
const aiVector3D v = m * mesh->mVertices[i];
|
||||
min = std::min(v,min);
|
||||
max = std::max(v,max);
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
|
||||
{
|
||||
ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);
|
||||
out = min + (max-min)*(ai_real)0.5;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max) {
|
||||
if ( NULL == scene ) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ( 0 == scene->mNumMeshes ) {
|
||||
return;
|
||||
}
|
||||
FindMeshCenter(scene->mMeshes[0], out, min, max);
|
||||
for (unsigned int i = 1; i < scene->mNumMeshes; ++i) {
|
||||
aiVector3D tout, tmin, tmax;
|
||||
FindMeshCenter(scene->mMeshes[i], tout, tmin, tmax);
|
||||
if (min[0] > tmin[0]) min[0] = tmin[0];
|
||||
if (min[1] > tmin[1]) min[1] = tmin[1];
|
||||
if (min[2] > tmin[2]) min[2] = tmin[2];
|
||||
if (max[0] < tmax[0]) max[0] = tmax[0];
|
||||
if (max[1] < tmax[1]) max[1] = tmax[1];
|
||||
if (max[2] < tmax[2]) max[2] = tmax[2];
|
||||
}
|
||||
out = min + (max-min)*(ai_real)0.5;
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
|
||||
aiVector3D& max, const aiMatrix4x4& m)
|
||||
{
|
||||
FindAABBTransformed(mesh,min,max,m);
|
||||
out = min + (max-min)*(ai_real)0.5;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
void FindMeshCenter (aiMesh* mesh, aiVector3D& out)
|
||||
{
|
||||
aiVector3D min,max;
|
||||
FindMeshCenter(mesh,out,min,max);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
|
||||
const aiMatrix4x4& m)
|
||||
{
|
||||
aiVector3D min,max;
|
||||
FindMeshCenterTransformed(mesh,out,min,max,m);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
ai_real ComputePositionEpsilon(const aiMesh* pMesh)
|
||||
{
|
||||
const ai_real epsilon = ai_real( 1e-4 );
|
||||
|
||||
// calculate the position bounds so we have a reliable epsilon to check position differences against
|
||||
aiVector3D minVec, maxVec;
|
||||
ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec);
|
||||
return (maxVec - minVec).Length() * epsilon;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
ai_real ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
|
||||
{
|
||||
ai_assert( NULL != pMeshes );
|
||||
|
||||
const ai_real epsilon = ai_real( 1e-4 );
|
||||
|
||||
// calculate the position bounds so we have a reliable epsilon to check position differences against
|
||||
aiVector3D minVec, maxVec, mi, ma;
|
||||
MinMaxChooser<aiVector3D>()(minVec,maxVec);
|
||||
|
||||
for (size_t a = 0; a < num; ++a) {
|
||||
const aiMesh* pMesh = pMeshes[a];
|
||||
ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma);
|
||||
|
||||
minVec = std::min(minVec,mi);
|
||||
maxVec = std::max(maxVec,ma);
|
||||
}
|
||||
return (maxVec - minVec).Length() * epsilon;
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh)
|
||||
{
|
||||
ai_assert(NULL != pcMesh);
|
||||
|
||||
// FIX: the hash may never be 0. Otherwise a comparison against
|
||||
// nullptr could be successful
|
||||
unsigned int iRet = 1;
|
||||
|
||||
// normals
|
||||
if (pcMesh->HasNormals())iRet |= 0x2;
|
||||
// tangents and bitangents
|
||||
if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
|
||||
|
||||
#ifdef BOOST_STATIC_ASSERT
|
||||
BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
|
||||
BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
|
||||
#endif
|
||||
|
||||
// texture coordinates
|
||||
unsigned int p = 0;
|
||||
while (pcMesh->HasTextureCoords(p))
|
||||
{
|
||||
iRet |= (0x100 << p);
|
||||
if (3 == pcMesh->mNumUVComponents[p])
|
||||
iRet |= (0x10000 << p);
|
||||
|
||||
++p;
|
||||
}
|
||||
// vertex colors
|
||||
p = 0;
|
||||
while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
|
||||
return iRet;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
|
||||
{
|
||||
if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
|
||||
for (unsigned int i = 0; i < pMesh->mNumBones;++i) {
|
||||
|
||||
aiBone* bone = pMesh->mBones[i];
|
||||
for (unsigned int a = 0; a < bone->mNumWeights;++a) {
|
||||
const aiVertexWeight& weight = bone->mWeights[a];
|
||||
avPerVertexWeights[weight.mVertexId].push_back( std::pair<unsigned int,float>(i,weight.mWeight) );
|
||||
}
|
||||
}
|
||||
return avPerVertexWeights;
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
const char* TextureTypeToString(aiTextureType in)
|
||||
{
|
||||
switch (in)
|
||||
{
|
||||
case aiTextureType_NONE:
|
||||
return "n/a";
|
||||
case aiTextureType_DIFFUSE:
|
||||
return "Diffuse";
|
||||
case aiTextureType_SPECULAR:
|
||||
return "Specular";
|
||||
case aiTextureType_AMBIENT:
|
||||
return "Ambient";
|
||||
case aiTextureType_EMISSIVE:
|
||||
return "Emissive";
|
||||
case aiTextureType_OPACITY:
|
||||
return "Opacity";
|
||||
case aiTextureType_NORMALS:
|
||||
return "Normals";
|
||||
case aiTextureType_HEIGHT:
|
||||
return "Height";
|
||||
case aiTextureType_SHININESS:
|
||||
return "Shininess";
|
||||
case aiTextureType_DISPLACEMENT:
|
||||
return "Displacement";
|
||||
case aiTextureType_LIGHTMAP:
|
||||
return "Lightmap";
|
||||
case aiTextureType_REFLECTION:
|
||||
return "Reflection";
|
||||
case aiTextureType_UNKNOWN:
|
||||
return "Unknown";
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
ai_assert(false);
|
||||
return "BUG";
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
const char* MappingTypeToString(aiTextureMapping in)
|
||||
{
|
||||
switch (in)
|
||||
{
|
||||
case aiTextureMapping_UV:
|
||||
return "UV";
|
||||
case aiTextureMapping_BOX:
|
||||
return "Box";
|
||||
case aiTextureMapping_SPHERE:
|
||||
return "Sphere";
|
||||
case aiTextureMapping_CYLINDER:
|
||||
return "Cylinder";
|
||||
case aiTextureMapping_PLANE:
|
||||
return "Plane";
|
||||
case aiTextureMapping_OTHER:
|
||||
return "Other";
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
ai_assert(false);
|
||||
return "BUG";
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags)
|
||||
{
|
||||
aiMesh *oMesh = new aiMesh();
|
||||
std::vector<unsigned int> vMap(pMesh->mNumVertices,UINT_MAX);
|
||||
|
||||
size_t numSubVerts = 0;
|
||||
size_t numSubFaces = subMeshFaces.size();
|
||||
|
||||
for(unsigned int i=0;i<numSubFaces;i++) {
|
||||
const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
|
||||
|
||||
for(unsigned int j=0;j<f.mNumIndices;j++) {
|
||||
if(vMap[f.mIndices[j]]==UINT_MAX) {
|
||||
vMap[f.mIndices[j]] = static_cast<unsigned int>(numSubVerts++);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
oMesh->mName = pMesh->mName;
|
||||
|
||||
oMesh->mMaterialIndex = pMesh->mMaterialIndex;
|
||||
oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
|
||||
|
||||
// create all the arrays for this mesh if the old mesh contained them
|
||||
|
||||
oMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
|
||||
oMesh->mNumVertices = static_cast<unsigned int>(numSubVerts);
|
||||
oMesh->mVertices = new aiVector3D[numSubVerts];
|
||||
if( pMesh->HasNormals() ) {
|
||||
oMesh->mNormals = new aiVector3D[numSubVerts];
|
||||
}
|
||||
|
||||
if( pMesh->HasTangentsAndBitangents() ) {
|
||||
oMesh->mTangents = new aiVector3D[numSubVerts];
|
||||
oMesh->mBitangents = new aiVector3D[numSubVerts];
|
||||
}
|
||||
|
||||
for( size_t a = 0; pMesh->HasTextureCoords(static_cast<unsigned int>(a)) ; ++a ) {
|
||||
oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
|
||||
oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
|
||||
}
|
||||
|
||||
for( size_t a = 0; pMesh->HasVertexColors( static_cast<unsigned int>(a)); ++a ) {
|
||||
oMesh->mColors[a] = new aiColor4D[numSubVerts];
|
||||
}
|
||||
|
||||
// and copy over the data, generating faces with linear indices along the way
|
||||
oMesh->mFaces = new aiFace[numSubFaces];
|
||||
|
||||
for(unsigned int a = 0; a < numSubFaces; ++a ) {
|
||||
|
||||
const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
|
||||
aiFace& dstFace = oMesh->mFaces[a];
|
||||
dstFace.mNumIndices = srcFace.mNumIndices;
|
||||
dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
|
||||
|
||||
// accumulate linearly all the vertices of the source face
|
||||
for( size_t b = 0; b < dstFace.mNumIndices; ++b ) {
|
||||
dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
|
||||
}
|
||||
}
|
||||
|
||||
for(unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex ) {
|
||||
unsigned int nvi = vMap[srcIndex];
|
||||
if(nvi==UINT_MAX) {
|
||||
continue;
|
||||
}
|
||||
|
||||
oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
|
||||
if( pMesh->HasNormals() ) {
|
||||
oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
|
||||
}
|
||||
|
||||
if( pMesh->HasTangentsAndBitangents() ) {
|
||||
oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
|
||||
oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
|
||||
}
|
||||
for( size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c ) {
|
||||
oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
|
||||
}
|
||||
for( size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c ) {
|
||||
oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
|
||||
}
|
||||
}
|
||||
|
||||
if(~subFlags&AI_SUBMESH_FLAGS_SANS_BONES) {
|
||||
std::vector<unsigned int> subBones(pMesh->mNumBones,0);
|
||||
|
||||
for(unsigned int a=0;a<pMesh->mNumBones;++a) {
|
||||
const aiBone* bone = pMesh->mBones[a];
|
||||
|
||||
for(unsigned int b=0;b<bone->mNumWeights;b++) {
|
||||
unsigned int v = vMap[bone->mWeights[b].mVertexId];
|
||||
|
||||
if(v!=UINT_MAX) {
|
||||
subBones[a]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(unsigned int a=0;a<pMesh->mNumBones;++a) {
|
||||
if(subBones[a]>0) {
|
||||
oMesh->mNumBones++;
|
||||
}
|
||||
}
|
||||
|
||||
if(oMesh->mNumBones) {
|
||||
oMesh->mBones = new aiBone*[oMesh->mNumBones]();
|
||||
unsigned int nbParanoia = oMesh->mNumBones;
|
||||
|
||||
oMesh->mNumBones = 0; //rewind
|
||||
|
||||
for(unsigned int a=0;a<pMesh->mNumBones;++a) {
|
||||
if(subBones[a]==0) {
|
||||
continue;
|
||||
}
|
||||
aiBone *newBone = new aiBone;
|
||||
oMesh->mBones[oMesh->mNumBones++] = newBone;
|
||||
|
||||
const aiBone* bone = pMesh->mBones[a];
|
||||
|
||||
newBone->mName = bone->mName;
|
||||
newBone->mOffsetMatrix = bone->mOffsetMatrix;
|
||||
newBone->mWeights = new aiVertexWeight[subBones[a]];
|
||||
|
||||
for(unsigned int b=0;b<bone->mNumWeights;b++) {
|
||||
const unsigned int v = vMap[bone->mWeights[b].mVertexId];
|
||||
|
||||
if(v!=UINT_MAX) {
|
||||
aiVertexWeight w(v,bone->mWeights[b].mWeight);
|
||||
newBone->mWeights[newBone->mNumWeights++] = w;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_assert(nbParanoia==oMesh->mNumBones);
|
||||
(void)nbParanoia; // remove compiler warning on release build
|
||||
}
|
||||
}
|
||||
|
||||
return oMesh;
|
||||
}
|
||||
|
||||
} // namespace Assimp
|
||||
386
thirdparty/assimp/code/PostProcessing/ProcessHelper.h
vendored
Normal file
386
thirdparty/assimp/code/PostProcessing/ProcessHelper.h
vendored
Normal file
@@ -0,0 +1,386 @@
|
||||
/*
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#ifndef AI_PROCESS_HELPER_H_INCLUDED
|
||||
#define AI_PROCESS_HELPER_H_INCLUDED
|
||||
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/anim.h>
|
||||
#include <assimp/mesh.h>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
#include <assimp/SpatialSort.h>
|
||||
#include "Common/BaseProcess.h"
|
||||
#include <assimp/ParsingUtils.h>
|
||||
|
||||
#include <list>
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Some extensions to std namespace. Mainly std::min and std::max for all
|
||||
// flat data types in the aiScene. They're used to quickly determine the
|
||||
// min/max bounds of data arrays.
|
||||
#ifdef __cplusplus
|
||||
namespace std {
|
||||
|
||||
// std::min for aiVector3D
|
||||
template <typename TReal>
|
||||
inline ::aiVector3t<TReal> min (const ::aiVector3t<TReal>& a, const ::aiVector3t<TReal>& b) {
|
||||
return ::aiVector3t<TReal> (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
|
||||
}
|
||||
|
||||
// std::max for aiVector3t<TReal>
|
||||
template <typename TReal>
|
||||
inline ::aiVector3t<TReal> max (const ::aiVector3t<TReal>& a, const ::aiVector3t<TReal>& b) {
|
||||
return ::aiVector3t<TReal> (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
|
||||
}
|
||||
|
||||
// std::min for aiVector2t<TReal>
|
||||
template <typename TReal>
|
||||
inline ::aiVector2t<TReal> min (const ::aiVector2t<TReal>& a, const ::aiVector2t<TReal>& b) {
|
||||
return ::aiVector2t<TReal> (min(a.x,b.x),min(a.y,b.y));
|
||||
}
|
||||
|
||||
// std::max for aiVector2t<TReal>
|
||||
template <typename TReal>
|
||||
inline ::aiVector2t<TReal> max (const ::aiVector2t<TReal>& a, const ::aiVector2t<TReal>& b) {
|
||||
return ::aiVector2t<TReal> (max(a.x,b.x),max(a.y,b.y));
|
||||
}
|
||||
|
||||
// std::min for aiColor4D
|
||||
template <typename TReal>
|
||||
inline ::aiColor4t<TReal> min (const ::aiColor4t<TReal>& a, const ::aiColor4t<TReal>& b) {
|
||||
return ::aiColor4t<TReal> (min(a.r,b.r),min(a.g,b.g),min(a.b,b.b),min(a.a,b.a));
|
||||
}
|
||||
|
||||
// std::max for aiColor4D
|
||||
template <typename TReal>
|
||||
inline ::aiColor4t<TReal> max (const ::aiColor4t<TReal>& a, const ::aiColor4t<TReal>& b) {
|
||||
return ::aiColor4t<TReal> (max(a.r,b.r),max(a.g,b.g),max(a.b,b.b),max(a.a,b.a));
|
||||
}
|
||||
|
||||
|
||||
// std::min for aiQuaterniont<TReal>
|
||||
template <typename TReal>
|
||||
inline ::aiQuaterniont<TReal> min (const ::aiQuaterniont<TReal>& a, const ::aiQuaterniont<TReal>& b) {
|
||||
return ::aiQuaterniont<TReal> (min(a.w,b.w),min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
|
||||
}
|
||||
|
||||
// std::max for aiQuaterniont<TReal>
|
||||
template <typename TReal>
|
||||
inline ::aiQuaterniont<TReal> max (const ::aiQuaterniont<TReal>& a, const ::aiQuaterniont<TReal>& b) {
|
||||
return ::aiQuaterniont<TReal> (max(a.w,b.w),max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
|
||||
}
|
||||
|
||||
|
||||
|
||||
// std::min for aiVectorKey
|
||||
inline ::aiVectorKey min (const ::aiVectorKey& a, const ::aiVectorKey& b) {
|
||||
return ::aiVectorKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
|
||||
}
|
||||
|
||||
// std::max for aiVectorKey
|
||||
inline ::aiVectorKey max (const ::aiVectorKey& a, const ::aiVectorKey& b) {
|
||||
return ::aiVectorKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
|
||||
}
|
||||
|
||||
// std::min for aiQuatKey
|
||||
inline ::aiQuatKey min (const ::aiQuatKey& a, const ::aiQuatKey& b) {
|
||||
return ::aiQuatKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
|
||||
}
|
||||
|
||||
// std::max for aiQuatKey
|
||||
inline ::aiQuatKey max (const ::aiQuatKey& a, const ::aiQuatKey& b) {
|
||||
return ::aiQuatKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
|
||||
}
|
||||
|
||||
// std::min for aiVertexWeight
|
||||
inline ::aiVertexWeight min (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
|
||||
return ::aiVertexWeight (min(a.mVertexId,b.mVertexId),min(a.mWeight,b.mWeight));
|
||||
}
|
||||
|
||||
// std::max for aiVertexWeight
|
||||
inline ::aiVertexWeight max (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
|
||||
return ::aiVertexWeight (max(a.mVertexId,b.mVertexId),max(a.mWeight,b.mWeight));
|
||||
}
|
||||
|
||||
} // end namespace std
|
||||
#endif // !! C++
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Start points for ArrayBounds<T> for all supported Ts
|
||||
template <typename T>
|
||||
struct MinMaxChooser;
|
||||
|
||||
template <> struct MinMaxChooser<float> {
|
||||
void operator ()(float& min,float& max) {
|
||||
max = -1e10f;
|
||||
min = 1e10f;
|
||||
}};
|
||||
template <> struct MinMaxChooser<double> {
|
||||
void operator ()(double& min,double& max) {
|
||||
max = -1e10;
|
||||
min = 1e10;
|
||||
}};
|
||||
template <> struct MinMaxChooser<unsigned int> {
|
||||
void operator ()(unsigned int& min,unsigned int& max) {
|
||||
max = 0;
|
||||
min = (1u<<(sizeof(unsigned int)*8-1));
|
||||
}};
|
||||
|
||||
template <typename T> struct MinMaxChooser< aiVector3t<T> > {
|
||||
void operator ()(aiVector3t<T>& min,aiVector3t<T>& max) {
|
||||
max = aiVector3t<T>(-1e10f,-1e10f,-1e10f);
|
||||
min = aiVector3t<T>( 1e10f, 1e10f, 1e10f);
|
||||
}};
|
||||
template <typename T> struct MinMaxChooser< aiVector2t<T> > {
|
||||
void operator ()(aiVector2t<T>& min,aiVector2t<T>& max) {
|
||||
max = aiVector2t<T>(-1e10f,-1e10f);
|
||||
min = aiVector2t<T>( 1e10f, 1e10f);
|
||||
}};
|
||||
template <typename T> struct MinMaxChooser< aiColor4t<T> > {
|
||||
void operator ()(aiColor4t<T>& min,aiColor4t<T>& max) {
|
||||
max = aiColor4t<T>(-1e10f,-1e10f,-1e10f,-1e10f);
|
||||
min = aiColor4t<T>( 1e10f, 1e10f, 1e10f, 1e10f);
|
||||
}};
|
||||
|
||||
template <typename T> struct MinMaxChooser< aiQuaterniont<T> > {
|
||||
void operator ()(aiQuaterniont<T>& min,aiQuaterniont<T>& max) {
|
||||
max = aiQuaterniont<T>(-1e10f,-1e10f,-1e10f,-1e10f);
|
||||
min = aiQuaterniont<T>( 1e10f, 1e10f, 1e10f, 1e10f);
|
||||
}};
|
||||
|
||||
template <> struct MinMaxChooser<aiVectorKey> {
|
||||
void operator ()(aiVectorKey& min,aiVectorKey& max) {
|
||||
MinMaxChooser<double>()(min.mTime,max.mTime);
|
||||
MinMaxChooser<aiVector3D>()(min.mValue,max.mValue);
|
||||
}};
|
||||
template <> struct MinMaxChooser<aiQuatKey> {
|
||||
void operator ()(aiQuatKey& min,aiQuatKey& max) {
|
||||
MinMaxChooser<double>()(min.mTime,max.mTime);
|
||||
MinMaxChooser<aiQuaternion>()(min.mValue,max.mValue);
|
||||
}};
|
||||
|
||||
template <> struct MinMaxChooser<aiVertexWeight> {
|
||||
void operator ()(aiVertexWeight& min,aiVertexWeight& max) {
|
||||
MinMaxChooser<unsigned int>()(min.mVertexId,max.mVertexId);
|
||||
MinMaxChooser<float>()(min.mWeight,max.mWeight);
|
||||
}};
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Find the min/max values of an array of Ts
|
||||
* @param in Input array
|
||||
* @param size Number of elements to process
|
||||
* @param[out] min minimum value
|
||||
* @param[out] max maximum value
|
||||
*/
|
||||
template <typename T>
|
||||
inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max)
|
||||
{
|
||||
MinMaxChooser<T> ()(min,max);
|
||||
for (unsigned int i = 0; i < size;++i) {
|
||||
min = std::min(in[i],min);
|
||||
max = std::max(in[i],max);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** Little helper function to calculate the quadratic difference
|
||||
* of two colours.
|
||||
* @param pColor1 First color
|
||||
* @param pColor2 second color
|
||||
* @return Quadratic color difference */
|
||||
inline ai_real GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2)
|
||||
{
|
||||
const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g, pColor1.b - pColor2.b, pColor1.a - pColor2.a);
|
||||
return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Extract single strings from a list of identifiers
|
||||
* @param in Input string list.
|
||||
* @param out Receives a list of clean output strings
|
||||
* @sdee #AI_CONFIG_PP_OG_EXCLUDE_LIST */
|
||||
void ConvertListToStrings(const std::string& in, std::list<std::string>& out);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Compute the AABB of a mesh after applying a given transform
|
||||
* @param mesh Input mesh
|
||||
* @param[out] min Receives minimum transformed vertex
|
||||
* @param[out] max Receives maximum transformed vertex
|
||||
* @param m Transformation matrix to be applied */
|
||||
void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, const aiMatrix4x4& m);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Helper function to determine the 'real' center of a mesh
|
||||
*
|
||||
* That is the center of its axis-aligned bounding box.
|
||||
* @param mesh Input mesh
|
||||
* @param[out] min Minimum vertex of the mesh
|
||||
* @param[out] max maximum vertex of the mesh
|
||||
* @param[out] out Center point */
|
||||
void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max);
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Helper function to determine the 'real' center of a scene
|
||||
*
|
||||
* That is the center of its axis-aligned bounding box.
|
||||
* @param scene Input scene
|
||||
* @param[out] min Minimum vertex of the scene
|
||||
* @param[out] max maximum vertex of the scene
|
||||
* @param[out] out Center point */
|
||||
void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Helper function to determine the 'real' center of a mesh after applying a given transform
|
||||
void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,aiVector3D& max, const aiMatrix4x4& m);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Helper function to determine the 'real' center of a mesh
|
||||
void FindMeshCenter (aiMesh* mesh, aiVector3D& out);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Helper function to determine the 'real' center of a mesh after applying a given transform
|
||||
void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,const aiMatrix4x4& m);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Compute a good epsilon value for position comparisons on a mesh
|
||||
ai_real ComputePositionEpsilon(const aiMesh* pMesh);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Compute a good epsilon value for position comparisons on a array of meshes
|
||||
ai_real ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Compute an unique value for the vertex format of a mesh
|
||||
unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh);
|
||||
|
||||
|
||||
// defs for ComputeVertexBoneWeightTable()
|
||||
typedef std::pair <unsigned int,float> PerVertexWeight;
|
||||
typedef std::vector <PerVertexWeight> VertexWeightTable;
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Compute a per-vertex bone weight table
|
||||
VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Get a string for a given aiTextureType
|
||||
const char* TextureTypeToString(aiTextureType in);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Get a string for a given aiTextureMapping
|
||||
const char* MappingTypeToString(aiTextureMapping in);
|
||||
|
||||
|
||||
// flags for MakeSubmesh()
|
||||
#define AI_SUBMESH_FLAGS_SANS_BONES 0x1
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Split a mesh given a list of faces to be contained in the sub mesh
|
||||
aiMesh* MakeSubmesh(const aiMesh *superMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags);
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Utility postprocess step to share the spatial sort tree between
|
||||
// all steps which use it to speedup its computations.
|
||||
class ComputeSpatialSortProcess : public BaseProcess
|
||||
{
|
||||
bool IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
|
||||
aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
|
||||
}
|
||||
|
||||
void Execute( aiScene* pScene)
|
||||
{
|
||||
typedef std::pair<SpatialSort, ai_real> _Type;
|
||||
ASSIMP_LOG_DEBUG("Generate spatially-sorted vertex cache");
|
||||
|
||||
std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes);
|
||||
std::vector<_Type>::iterator it = p->begin();
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) {
|
||||
aiMesh* mesh = pScene->mMeshes[i];
|
||||
_Type& blubb = *it;
|
||||
blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D));
|
||||
blubb.second = ComputePositionEpsilon(mesh);
|
||||
}
|
||||
|
||||
shared->AddProperty(AI_SPP_SPATIAL_SORT,p);
|
||||
}
|
||||
};
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// ... and the same again to cleanup the whole stuff
|
||||
class DestroySpatialSortProcess : public BaseProcess
|
||||
{
|
||||
bool IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
|
||||
aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
|
||||
}
|
||||
|
||||
void Execute( aiScene* /*pScene*/)
|
||||
{
|
||||
shared->RemoveProperty(AI_SPP_SPATIAL_SORT);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
} // ! namespace Assimp
|
||||
#endif // !! AI_PROCESS_HELPER_H_INCLUDED
|
||||
221
thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.cpp
vendored
Normal file
221
thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.cpp
vendored
Normal file
@@ -0,0 +1,221 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 RemoveRedundantMaterials.cpp
|
||||
* @brief Implementation of the "RemoveRedundantMaterials" post processing step
|
||||
*/
|
||||
|
||||
// internal headers
|
||||
|
||||
#include "RemoveRedundantMaterials.h"
|
||||
#include <assimp/ParsingUtils.h>
|
||||
#include "ProcessHelper.h"
|
||||
#include "Material/MaterialSystem.h"
|
||||
#include <stdio.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
|
||||
: mConfigFixedMaterials() {
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup import properties
|
||||
void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
// Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
|
||||
mConfigFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess begin");
|
||||
|
||||
unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
|
||||
if (pScene->mNumMaterials)
|
||||
{
|
||||
// Find out which materials are referenced by meshes
|
||||
std::vector<bool> abReferenced(pScene->mNumMaterials,false);
|
||||
for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
|
||||
abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
|
||||
|
||||
// If a list of materials to be excluded was given, match the list with
|
||||
// our imported materials and 'salt' all positive matches to ensure that
|
||||
// we get unique hashes later.
|
||||
if (mConfigFixedMaterials.length()) {
|
||||
|
||||
std::list<std::string> strings;
|
||||
ConvertListToStrings(mConfigFixedMaterials,strings);
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
|
||||
aiMaterial* mat = pScene->mMaterials[i];
|
||||
|
||||
aiString name;
|
||||
mat->Get(AI_MATKEY_NAME,name);
|
||||
|
||||
if (name.length) {
|
||||
std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
|
||||
if (it != strings.end()) {
|
||||
|
||||
// Our brilliant 'salt': A single material property with ~ as first
|
||||
// character to mark it as internal and temporary.
|
||||
const int dummy = 1;
|
||||
((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
|
||||
|
||||
// Keep this material even if no mesh references it
|
||||
abReferenced[i] = true;
|
||||
ASSIMP_LOG_DEBUG_F( "Found positive match in exclusion list: \'", name.data, "\'");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: re-implement this algorithm to work in-place
|
||||
unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials];
|
||||
for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) {
|
||||
aiMappingTable[ i ] = 0;
|
||||
}
|
||||
unsigned int iNewNum = 0;
|
||||
|
||||
// Iterate through all materials and calculate a hash for them
|
||||
// store all hashes in a list and so a quick search whether
|
||||
// we do already have a specific hash. This allows us to
|
||||
// determine which materials are identical.
|
||||
uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
||||
{
|
||||
// No mesh is referencing this material, remove it.
|
||||
if (!abReferenced[i]) {
|
||||
++unreferencedRemoved;
|
||||
delete pScene->mMaterials[i];
|
||||
pScene->mMaterials[i] = nullptr;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check all previously mapped materials for a matching hash.
|
||||
// On a match we can delete this material and just make it ref to the same index.
|
||||
uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
|
||||
for (unsigned int a = 0; a < i;++a)
|
||||
{
|
||||
if (abReferenced[a] && me == aiHashes[a]) {
|
||||
++redundantRemoved;
|
||||
me = 0;
|
||||
aiMappingTable[i] = aiMappingTable[a];
|
||||
delete pScene->mMaterials[i];
|
||||
pScene->mMaterials[i] = nullptr;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// This is a new material that is referenced, add to the map.
|
||||
if (me) {
|
||||
aiMappingTable[i] = iNewNum++;
|
||||
}
|
||||
}
|
||||
// If the new material count differs from the original,
|
||||
// we need to rebuild the material list and remap mesh material indexes.
|
||||
if (iNewNum != pScene->mNumMaterials) {
|
||||
ai_assert(iNewNum > 0);
|
||||
aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
|
||||
::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
|
||||
for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
|
||||
{
|
||||
// if the material is not referenced ... remove it
|
||||
if (!abReferenced[p]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// generate new names for modified materials that had no names
|
||||
const unsigned int idx = aiMappingTable[p];
|
||||
if (ppcMaterials[idx]) {
|
||||
aiString sz;
|
||||
if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) {
|
||||
sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p);
|
||||
((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
|
||||
}
|
||||
} else {
|
||||
ppcMaterials[idx] = pScene->mMaterials[p];
|
||||
}
|
||||
}
|
||||
// update all material indices
|
||||
for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
|
||||
aiMesh* mesh = pScene->mMeshes[p];
|
||||
ai_assert( NULL!=mesh );
|
||||
mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
|
||||
}
|
||||
// delete the old material list
|
||||
delete[] pScene->mMaterials;
|
||||
pScene->mMaterials = ppcMaterials;
|
||||
pScene->mNumMaterials = iNewNum;
|
||||
}
|
||||
// delete temporary storage
|
||||
delete[] aiHashes;
|
||||
delete[] aiMappingTable;
|
||||
}
|
||||
if (redundantRemoved == 0 && unreferencedRemoved == 0)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess finished ");
|
||||
}
|
||||
else
|
||||
{
|
||||
ASSIMP_LOG_INFO_F("RemoveRedundantMatsProcess finished. Removed ", redundantRemoved, " redundant and ",
|
||||
unreferencedRemoved, " unused materials.");
|
||||
}
|
||||
}
|
||||
103
thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.h
vendored
Normal file
103
thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.h
vendored
Normal file
@@ -0,0 +1,103 @@
|
||||
/*
|
||||
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 RemoveRedundantMaterials.h
|
||||
* @brief Defines a post processing step to remove redundant materials
|
||||
*/
|
||||
#ifndef AI_REMOVEREDUNDANTMATERIALS_H_INC
|
||||
#define AI_REMOVEREDUNDANTMATERIALS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
#include <assimp/mesh.h>
|
||||
|
||||
class RemoveRedundantMatsTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** RemoveRedundantMatsProcess: Post-processing step to remove redundant
|
||||
* materials from the imported scene.
|
||||
*/
|
||||
class ASSIMP_API RemoveRedundantMatsProcess : public BaseProcess {
|
||||
public:
|
||||
/// The default class constructor.
|
||||
RemoveRedundantMatsProcess();
|
||||
|
||||
/// The class destructor.
|
||||
~RemoveRedundantMatsProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// 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 Set list of fixed (inmutable) materials
|
||||
* @param fixed See #AI_CONFIG_PP_RRM_EXCLUDE_LIST
|
||||
*/
|
||||
void SetFixedMaterialsString(const std::string& fixed = "") {
|
||||
mConfigFixedMaterials = fixed;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Get list of fixed (inmutable) materials
|
||||
* @return See #AI_CONFIG_PP_RRM_EXCLUDE_LIST
|
||||
*/
|
||||
const std::string& GetFixedMaterialsString() const {
|
||||
return mConfigFixedMaterials;
|
||||
}
|
||||
|
||||
private:
|
||||
//! Configuration option: list of all fixed materials
|
||||
std::string mConfigFixedMaterials;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_REMOVEREDUNDANTMATERIALS_H_INC
|
||||
337
thirdparty/assimp/code/PostProcessing/RemoveVCProcess.cpp
vendored
Normal file
337
thirdparty/assimp/code/PostProcessing/RemoveVCProcess.cpp
vendored
Normal file
@@ -0,0 +1,337 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Implementation of the post processing step to remove
|
||||
* any parts of the mesh structure from the imported data.
|
||||
*/
|
||||
|
||||
|
||||
#include "RemoveVCProcess.h"
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
RemoveVCProcess::RemoveVCProcess() :
|
||||
configDeleteFlags()
|
||||
, mScene()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
RemoveVCProcess::~RemoveVCProcess()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool RemoveVCProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_RemoveComponent) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Small helper function to delete all elements in a T** aray using delete
|
||||
template <typename T>
|
||||
inline void ArrayDelete(T**& in, unsigned int& num)
|
||||
{
|
||||
for (unsigned int i = 0; i < num; ++i)
|
||||
delete in[i];
|
||||
|
||||
delete[] in;
|
||||
in = NULL;
|
||||
num = 0;
|
||||
}
|
||||
|
||||
#if 0
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Updates the node graph - removes all nodes which have the "remove" flag set and the
|
||||
// "don't remove" flag not set. Nodes with meshes are never deleted.
|
||||
bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
|
||||
{
|
||||
bool b = false;
|
||||
|
||||
std::list<aiNode*> mine;
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i)
|
||||
{
|
||||
if(UpdateNodeGraph(node->mChildren[i],mine,false))
|
||||
b = true;
|
||||
}
|
||||
|
||||
// somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
|
||||
// so we can do a simple comparison against MSB here
|
||||
if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
|
||||
{
|
||||
// this node needs to be removed
|
||||
if(node->mNumChildren)
|
||||
{
|
||||
childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
|
||||
|
||||
// set all children to NULL to make sure they are not deleted when we delete ourself
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i)
|
||||
node->mChildren[i] = NULL;
|
||||
}
|
||||
b = true;
|
||||
delete node;
|
||||
}
|
||||
else
|
||||
{
|
||||
AI_RC_UNMASK(node->mNumMeshes);
|
||||
childsOfParent.push_back(node);
|
||||
|
||||
if (b)
|
||||
{
|
||||
// reallocate the array of our children here
|
||||
node->mNumChildren = (unsigned int)mine.size();
|
||||
aiNode** const children = new aiNode*[mine.size()];
|
||||
aiNode** ptr = children;
|
||||
|
||||
for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
|
||||
it != end; ++it)
|
||||
{
|
||||
*ptr++ = *it;
|
||||
}
|
||||
delete[] node->mChildren;
|
||||
node->mChildren = children;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return b;
|
||||
}
|
||||
#endif
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void RemoveVCProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("RemoveVCProcess begin");
|
||||
bool bHas = false; //,bMasked = false;
|
||||
|
||||
mScene = pScene;
|
||||
|
||||
// handle animations
|
||||
if ( configDeleteFlags & aiComponent_ANIMATIONS)
|
||||
{
|
||||
|
||||
bHas = true;
|
||||
ArrayDelete(pScene->mAnimations,pScene->mNumAnimations);
|
||||
}
|
||||
|
||||
// handle textures
|
||||
if ( configDeleteFlags & aiComponent_TEXTURES)
|
||||
{
|
||||
bHas = true;
|
||||
ArrayDelete(pScene->mTextures,pScene->mNumTextures);
|
||||
}
|
||||
|
||||
// handle materials
|
||||
if ( configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials)
|
||||
{
|
||||
bHas = true;
|
||||
for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
|
||||
delete pScene->mMaterials[i];
|
||||
|
||||
pScene->mNumMaterials = 1;
|
||||
aiMaterial* helper = (aiMaterial*) pScene->mMaterials[0];
|
||||
ai_assert(NULL != helper);
|
||||
helper->Clear();
|
||||
|
||||
// gray
|
||||
aiColor3D clr(0.6f,0.6f,0.6f);
|
||||
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
|
||||
// add a small ambient color value
|
||||
clr = aiColor3D(0.05f,0.05f,0.05f);
|
||||
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
aiString s;
|
||||
s.Set("Dummy_MaterialsRemoved");
|
||||
helper->AddProperty(&s,AI_MATKEY_NAME);
|
||||
}
|
||||
|
||||
// handle light sources
|
||||
if ( configDeleteFlags & aiComponent_LIGHTS)
|
||||
{
|
||||
bHas = true;
|
||||
ArrayDelete(pScene->mLights,pScene->mNumLights);
|
||||
}
|
||||
|
||||
// handle camneras
|
||||
if ( configDeleteFlags & aiComponent_CAMERAS)
|
||||
{
|
||||
bHas = true;
|
||||
ArrayDelete(pScene->mCameras,pScene->mNumCameras);
|
||||
}
|
||||
|
||||
// handle meshes
|
||||
if (configDeleteFlags & aiComponent_MESHES)
|
||||
{
|
||||
bHas = true;
|
||||
ArrayDelete(pScene->mMeshes,pScene->mNumMeshes);
|
||||
}
|
||||
else
|
||||
{
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
||||
{
|
||||
if( ProcessMesh( pScene->mMeshes[a]))
|
||||
bHas = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// now check whether the result is still a full scene
|
||||
if (!pScene->mNumMeshes || !pScene->mNumMaterials)
|
||||
{
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||
ASSIMP_LOG_DEBUG("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
|
||||
|
||||
// If we have no meshes anymore we should also clear another flag ...
|
||||
if (!pScene->mNumMeshes)
|
||||
pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
||||
}
|
||||
|
||||
if (bHas) {
|
||||
ASSIMP_LOG_INFO("RemoveVCProcess finished. Data structure cleanup has been done.");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("RemoveVCProcess finished. Nothing to be done ...");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup configuration properties for the step
|
||||
void RemoveVCProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,0x0);
|
||||
if (!configDeleteFlags)
|
||||
{
|
||||
ASSIMP_LOG_WARN("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
// if all materials have been deleted let the material
|
||||
// index of the mesh point to the created default material
|
||||
if ( configDeleteFlags & aiComponent_MATERIALS)
|
||||
pMesh->mMaterialIndex = 0;
|
||||
|
||||
// handle normals
|
||||
if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals)
|
||||
{
|
||||
delete[] pMesh->mNormals;
|
||||
pMesh->mNormals = NULL;
|
||||
ret = true;
|
||||
}
|
||||
|
||||
// handle tangents and bitangents
|
||||
if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents)
|
||||
{
|
||||
delete[] pMesh->mTangents;
|
||||
pMesh->mTangents = NULL;
|
||||
|
||||
delete[] pMesh->mBitangents;
|
||||
pMesh->mBitangents = NULL;
|
||||
ret = true;
|
||||
}
|
||||
|
||||
// handle texture coordinates
|
||||
bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
|
||||
for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real)
|
||||
{
|
||||
if (!pMesh->mTextureCoords[i])break;
|
||||
if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b)
|
||||
{
|
||||
delete [] pMesh->mTextureCoords[i];
|
||||
pMesh->mTextureCoords[i] = NULL;
|
||||
ret = true;
|
||||
|
||||
if (!b)
|
||||
{
|
||||
// collapse the rest of the array
|
||||
for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
|
||||
pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
|
||||
|
||||
pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
++i;
|
||||
}
|
||||
|
||||
// handle vertex colors
|
||||
b = (0 != (configDeleteFlags & aiComponent_COLORS));
|
||||
for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real)
|
||||
{
|
||||
if (!pMesh->mColors[i])break;
|
||||
if (configDeleteFlags & aiComponent_COLORSn(i) || b)
|
||||
{
|
||||
delete [] pMesh->mColors[i];
|
||||
pMesh->mColors[i] = NULL;
|
||||
ret = true;
|
||||
|
||||
if (!b)
|
||||
{
|
||||
// collapse the rest of the array
|
||||
for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
|
||||
pMesh->mColors[a-1] = pMesh->mColors[a];
|
||||
|
||||
pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
++i;
|
||||
}
|
||||
|
||||
// handle bones
|
||||
if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones)
|
||||
{
|
||||
ArrayDelete(pMesh->mBones,pMesh->mNumBones);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
124
thirdparty/assimp/code/PostProcessing/RemoveVCProcess.h
vendored
Normal file
124
thirdparty/assimp/code/PostProcessing/RemoveVCProcess.h
vendored
Normal file
@@ -0,0 +1,124 @@
|
||||
/*
|
||||
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 Defines a post processing step to remove specific parts of the scene */
|
||||
#ifndef AI_REMOVEVCPROCESS_H_INCLUDED
|
||||
#define AI_REMOVEVCPROCESS_H_INCLUDED
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/mesh.h>
|
||||
|
||||
class RemoveVCProcessTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** RemoveVCProcess: Class to exclude specific parts of the data structure
|
||||
* from further processing by removing them,
|
||||
*/
|
||||
class ASSIMP_API RemoveVCProcess : public BaseProcess {
|
||||
public:
|
||||
/// The default class constructor.
|
||||
RemoveVCProcess();
|
||||
|
||||
/// The class destructor.
|
||||
~RemoveVCProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
* @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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Manually setup the configuration flags for the step
|
||||
*
|
||||
* @param Bitwise combination of the #aiComponent enumerated values.
|
||||
*/
|
||||
void SetDeleteFlags(unsigned int f)
|
||||
{
|
||||
configDeleteFlags = f;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Query the current configuration.
|
||||
*/
|
||||
unsigned int GetDeleteFlags() const
|
||||
{
|
||||
return configDeleteFlags;
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
bool ProcessMesh (aiMesh* pcMesh);
|
||||
|
||||
/** Configuration flag
|
||||
*/
|
||||
unsigned int configDeleteFlags;
|
||||
|
||||
/** The scene we're working with
|
||||
*/
|
||||
aiScene* mScene;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_REMOVEVCPROCESS_H_INCLUDED
|
||||
208
thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp
vendored
Normal file
208
thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp
vendored
Normal file
@@ -0,0 +1,208 @@
|
||||
/*
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
#include "ScaleProcess.h"
|
||||
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/BaseImporter.h>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
ScaleProcess::ScaleProcess()
|
||||
: BaseProcess()
|
||||
, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
|
||||
}
|
||||
|
||||
ScaleProcess::~ScaleProcess() {
|
||||
// empty
|
||||
}
|
||||
|
||||
void ScaleProcess::setScale( ai_real scale ) {
|
||||
mScale = scale;
|
||||
}
|
||||
|
||||
ai_real ScaleProcess::getScale() const {
|
||||
return mScale;
|
||||
}
|
||||
|
||||
bool ScaleProcess::IsActive( unsigned int pFlags ) const {
|
||||
return ( pFlags & aiProcess_GlobalScale ) != 0;
|
||||
}
|
||||
|
||||
void ScaleProcess::SetupProperties( const Importer* pImp ) {
|
||||
// User scaling
|
||||
mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
|
||||
|
||||
// File scaling * Application Scaling
|
||||
float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, 1.0f );
|
||||
|
||||
// apply scale to the scale
|
||||
// helps prevent bugs with backward compatibility for anyone using normal scaling.
|
||||
mScale *= importerScale;
|
||||
}
|
||||
|
||||
void ScaleProcess::Execute( aiScene* pScene ) {
|
||||
if(mScale == 1.0f) {
|
||||
return; // nothing to scale
|
||||
}
|
||||
|
||||
ai_assert( mScale != 0 );
|
||||
ai_assert( nullptr != pScene );
|
||||
ai_assert( nullptr != pScene->mRootNode );
|
||||
|
||||
if ( nullptr == pScene ) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ( nullptr == pScene->mRootNode ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Process animations and update position transform to new unit system
|
||||
for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
|
||||
{
|
||||
aiAnimation* animation = pScene->mAnimations[animationID];
|
||||
|
||||
for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
|
||||
{
|
||||
aiNodeAnim* anim = animation->mChannels[animationChannel];
|
||||
|
||||
for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
|
||||
{
|
||||
aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
|
||||
vectorKey.mValue *= mScale;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
|
||||
{
|
||||
aiMesh *mesh = pScene->mMeshes[meshID];
|
||||
|
||||
// Reconstruct mesh vertexes to the new unit system
|
||||
for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
|
||||
{
|
||||
aiVector3D& vertex = mesh->mVertices[vertexID];
|
||||
vertex *= mScale;
|
||||
}
|
||||
|
||||
|
||||
// bone placement / scaling
|
||||
for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
|
||||
{
|
||||
// Reconstruct matrix by transform rather than by scale
|
||||
// This prevent scale values being changed which can
|
||||
// be meaningful in some cases
|
||||
// like when you want the modeller to see 1:1 compatibility.
|
||||
aiBone* bone = mesh->mBones[boneID];
|
||||
|
||||
aiVector3D pos, scale;
|
||||
aiQuaternion rotation;
|
||||
|
||||
bone->mOffsetMatrix.Decompose( scale, rotation, pos);
|
||||
|
||||
aiMatrix4x4 translation;
|
||||
aiMatrix4x4::Translation( pos * mScale, translation );
|
||||
|
||||
aiMatrix4x4 scaling;
|
||||
aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
|
||||
|
||||
aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
|
||||
|
||||
bone->mOffsetMatrix = translation * RotMatrix * scaling;
|
||||
}
|
||||
|
||||
|
||||
// animation mesh processing
|
||||
// convert by position rather than scale.
|
||||
for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
|
||||
{
|
||||
aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
|
||||
|
||||
for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
|
||||
{
|
||||
aiVector3D& vertex = animMesh->mVertices[vertexID];
|
||||
vertex *= mScale;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
traverseNodes( pScene->mRootNode );
|
||||
}
|
||||
|
||||
void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
|
||||
applyScaling( node );
|
||||
|
||||
for( size_t i = 0; i < node->mNumChildren; i++)
|
||||
{
|
||||
// recurse into the tree until we are done!
|
||||
traverseNodes( node->mChildren[i], nested_node_id+1 );
|
||||
}
|
||||
}
|
||||
|
||||
void ScaleProcess::applyScaling( aiNode *currentNode ) {
|
||||
if ( nullptr != currentNode ) {
|
||||
// Reconstruct matrix by transform rather than by scale
|
||||
// This prevent scale values being changed which can
|
||||
// be meaningful in some cases
|
||||
// like when you want the modeller to
|
||||
// see 1:1 compatibility.
|
||||
|
||||
aiVector3D pos, scale;
|
||||
aiQuaternion rotation;
|
||||
currentNode->mTransformation.Decompose( scale, rotation, pos);
|
||||
|
||||
aiMatrix4x4 translation;
|
||||
aiMatrix4x4::Translation( pos * mScale, translation );
|
||||
|
||||
aiMatrix4x4 scaling;
|
||||
|
||||
// note: we do not use mScale here, this is on purpose.
|
||||
aiMatrix4x4::Scaling( scale, scaling );
|
||||
|
||||
aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
|
||||
|
||||
currentNode->mTransformation = translation * RotMatrix * scaling;
|
||||
}
|
||||
}
|
||||
|
||||
} // Namespace Assimp
|
||||
97
thirdparty/assimp/code/PostProcessing/ScaleProcess.h
vendored
Normal file
97
thirdparty/assimp/code/PostProcessing/ScaleProcess.h
vendored
Normal file
@@ -0,0 +1,97 @@
|
||||
/*
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
#ifndef SCALE_PROCESS_H_
|
||||
#define SCALE_PROCESS_H_
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
struct aiNode;
|
||||
|
||||
#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
|
||||
# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f
|
||||
#endif // !! AI_DEBONE_THRESHOLD
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** ScaleProcess: Class to rescale the whole model.
|
||||
* Now rescales animations, bones, and blend shapes properly.
|
||||
* Please note this will not write to 'scale' transform it will rewrite mesh
|
||||
* and matrixes so that your scale values
|
||||
* from your model package are preserved, so this is completely intentional
|
||||
* bugs should be reported as soon as they are found.
|
||||
*/
|
||||
class ASSIMP_API ScaleProcess : public BaseProcess {
|
||||
public:
|
||||
/// The default class constructor.
|
||||
ScaleProcess();
|
||||
|
||||
/// The class destructor.
|
||||
virtual ~ScaleProcess();
|
||||
|
||||
/// Will set the scale manually.
|
||||
void setScale( ai_real scale );
|
||||
|
||||
/// Returns the current scaling value.
|
||||
ai_real getScale() const;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual bool IsActive( unsigned int pFlags ) const;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void SetupProperties( const Importer* pImp );
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void Execute( aiScene* pScene );
|
||||
|
||||
private:
|
||||
void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 );
|
||||
void applyScaling( aiNode *currentNode );
|
||||
|
||||
private:
|
||||
ai_real mScale;
|
||||
};
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
|
||||
#endif // SCALE_PROCESS_H_
|
||||
403
thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.cpp
vendored
Normal file
403
thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.cpp
vendored
Normal file
@@ -0,0 +1,403 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 Implementation of the DeterminePTypeHelperProcess and
|
||||
* SortByPTypeProcess post-process steps.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// internal headers
|
||||
#include "ProcessHelper.h"
|
||||
#include "SortByPTypeProcess.h"
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
SortByPTypeProcess::SortByPTypeProcess()
|
||||
: mConfigRemoveMeshes( 0 ) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
SortByPTypeProcess::~SortByPTypeProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool SortByPTypeProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_SortByPType) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void SortByPTypeProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
mConfigRemoveMeshes = pImp->GetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,0);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Update changed meshes in all nodes
|
||||
void UpdateNodes(const std::vector<unsigned int>& replaceMeshIndex, aiNode* node)
|
||||
{
|
||||
if (node->mNumMeshes)
|
||||
{
|
||||
unsigned int newSize = 0;
|
||||
for (unsigned int m = 0; m< node->mNumMeshes; ++m)
|
||||
{
|
||||
unsigned int add = node->mMeshes[m]<<2;
|
||||
for (unsigned int i = 0; i < 4;++i)
|
||||
{
|
||||
if (UINT_MAX != replaceMeshIndex[add+i])++newSize;
|
||||
}
|
||||
}
|
||||
if (!newSize)
|
||||
{
|
||||
delete[] node->mMeshes;
|
||||
node->mNumMeshes = 0;
|
||||
node->mMeshes = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Try to reuse the old array if possible
|
||||
unsigned int* newMeshes = (newSize > node->mNumMeshes
|
||||
? new unsigned int[newSize] : node->mMeshes);
|
||||
|
||||
for (unsigned int m = 0; m< node->mNumMeshes; ++m)
|
||||
{
|
||||
unsigned int add = node->mMeshes[m]<<2;
|
||||
for (unsigned int i = 0; i < 4;++i)
|
||||
{
|
||||
if (UINT_MAX != replaceMeshIndex[add+i])
|
||||
*newMeshes++ = replaceMeshIndex[add+i];
|
||||
}
|
||||
}
|
||||
if (newSize > node->mNumMeshes)
|
||||
delete[] node->mMeshes;
|
||||
|
||||
node->mMeshes = newMeshes-(node->mNumMeshes = newSize);
|
||||
}
|
||||
}
|
||||
|
||||
// call all subnodes recursively
|
||||
for (unsigned int m = 0; m < node->mNumChildren; ++m)
|
||||
UpdateNodes(replaceMeshIndex,node->mChildren[m]);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void SortByPTypeProcess::Execute( aiScene* pScene) {
|
||||
if ( 0 == pScene->mNumMeshes) {
|
||||
ASSIMP_LOG_DEBUG("SortByPTypeProcess skipped, there are no meshes");
|
||||
return;
|
||||
}
|
||||
|
||||
ASSIMP_LOG_DEBUG("SortByPTypeProcess begin");
|
||||
|
||||
unsigned int aiNumMeshesPerPType[4] = {0,0,0,0};
|
||||
|
||||
std::vector<aiMesh*> outMeshes;
|
||||
outMeshes.reserve(pScene->mNumMeshes<<1u);
|
||||
|
||||
bool bAnyChanges = false;
|
||||
|
||||
std::vector<unsigned int> replaceMeshIndex(pScene->mNumMeshes*4,UINT_MAX);
|
||||
std::vector<unsigned int>::iterator meshIdx = replaceMeshIndex.begin();
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
aiMesh* const mesh = pScene->mMeshes[i];
|
||||
ai_assert(0 != mesh->mPrimitiveTypes);
|
||||
|
||||
// if there's just one primitive type in the mesh there's nothing to do for us
|
||||
unsigned int num = 0;
|
||||
if (mesh->mPrimitiveTypes & aiPrimitiveType_POINT) {
|
||||
++aiNumMeshesPerPType[0];
|
||||
++num;
|
||||
}
|
||||
if (mesh->mPrimitiveTypes & aiPrimitiveType_LINE) {
|
||||
++aiNumMeshesPerPType[1];
|
||||
++num;
|
||||
}
|
||||
if (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE) {
|
||||
++aiNumMeshesPerPType[2];
|
||||
++num;
|
||||
}
|
||||
if (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON) {
|
||||
++aiNumMeshesPerPType[3];
|
||||
++num;
|
||||
}
|
||||
|
||||
if (1 == num) {
|
||||
if (!(mConfigRemoveMeshes & mesh->mPrimitiveTypes)) {
|
||||
*meshIdx = static_cast<unsigned int>( outMeshes.size() );
|
||||
outMeshes.push_back(mesh);
|
||||
} else {
|
||||
delete mesh;
|
||||
pScene->mMeshes[ i ] = nullptr;
|
||||
bAnyChanges = true;
|
||||
}
|
||||
|
||||
meshIdx += 4;
|
||||
continue;
|
||||
}
|
||||
bAnyChanges = true;
|
||||
|
||||
// reuse our current mesh arrays for the submesh
|
||||
// with the largest number of primitives
|
||||
unsigned int aiNumPerPType[4] = {0,0,0,0};
|
||||
aiFace* pFirstFace = mesh->mFaces;
|
||||
aiFace* const pLastFace = pFirstFace + mesh->mNumFaces;
|
||||
|
||||
unsigned int numPolyVerts = 0;
|
||||
for (;pFirstFace != pLastFace; ++pFirstFace) {
|
||||
if (pFirstFace->mNumIndices <= 3)
|
||||
++aiNumPerPType[pFirstFace->mNumIndices-1];
|
||||
else
|
||||
{
|
||||
++aiNumPerPType[3];
|
||||
numPolyVerts += pFirstFace-> mNumIndices;
|
||||
}
|
||||
}
|
||||
|
||||
VertexWeightTable* avw = ComputeVertexBoneWeightTable(mesh);
|
||||
for (unsigned int real = 0; real < 4; ++real,++meshIdx)
|
||||
{
|
||||
if ( !aiNumPerPType[real] || mConfigRemoveMeshes & (1u << real))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
*meshIdx = (unsigned int) outMeshes.size();
|
||||
outMeshes.push_back(new aiMesh());
|
||||
aiMesh* out = outMeshes.back();
|
||||
|
||||
// the name carries the adjacency information between the meshes
|
||||
out->mName = mesh->mName;
|
||||
|
||||
// copy data members
|
||||
out->mPrimitiveTypes = 1u << real;
|
||||
out->mMaterialIndex = mesh->mMaterialIndex;
|
||||
|
||||
// allocate output storage
|
||||
out->mNumFaces = aiNumPerPType[real];
|
||||
aiFace* outFaces = out->mFaces = new aiFace[out->mNumFaces];
|
||||
|
||||
out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real+1));
|
||||
|
||||
aiVector3D *vert(nullptr), *nor(nullptr), *tan(nullptr), *bit(nullptr);
|
||||
aiVector3D *uv [AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
aiColor4D *cols [AI_MAX_NUMBER_OF_COLOR_SETS];
|
||||
|
||||
if (mesh->mVertices) {
|
||||
vert = out->mVertices = new aiVector3D[out->mNumVertices];
|
||||
}
|
||||
|
||||
if (mesh->mNormals) {
|
||||
nor = out->mNormals = new aiVector3D[out->mNumVertices];
|
||||
}
|
||||
|
||||
if (mesh->mTangents) {
|
||||
tan = out->mTangents = new aiVector3D[out->mNumVertices];
|
||||
bit = out->mBitangents = new aiVector3D[out->mNumVertices];
|
||||
}
|
||||
|
||||
for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_TEXTURECOORDS;++j) {
|
||||
uv[j] = nullptr;
|
||||
if (mesh->mTextureCoords[j]) {
|
||||
uv[j] = out->mTextureCoords[j] = new aiVector3D[out->mNumVertices];
|
||||
}
|
||||
|
||||
out->mNumUVComponents[j] = mesh->mNumUVComponents[j];
|
||||
}
|
||||
|
||||
for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_COLOR_SETS;++j) {
|
||||
cols[j] = nullptr;
|
||||
if (mesh->mColors[j]) {
|
||||
cols[j] = out->mColors[j] = new aiColor4D[out->mNumVertices];
|
||||
}
|
||||
}
|
||||
|
||||
typedef std::vector< aiVertexWeight > TempBoneInfo;
|
||||
std::vector< TempBoneInfo > tempBones(mesh->mNumBones);
|
||||
|
||||
// try to guess how much storage we'll need
|
||||
for (unsigned int q = 0; q < mesh->mNumBones;++q)
|
||||
{
|
||||
tempBones[q].reserve(mesh->mBones[q]->mNumWeights / (num-1));
|
||||
}
|
||||
|
||||
unsigned int outIdx = 0;
|
||||
for (unsigned int m = 0; m < mesh->mNumFaces; ++m)
|
||||
{
|
||||
aiFace& in = mesh->mFaces[m];
|
||||
if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real+1))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
outFaces->mNumIndices = in.mNumIndices;
|
||||
outFaces->mIndices = in.mIndices;
|
||||
|
||||
for (unsigned int q = 0; q < in.mNumIndices; ++q)
|
||||
{
|
||||
unsigned int idx = in.mIndices[q];
|
||||
|
||||
// process all bones of this index
|
||||
if (avw)
|
||||
{
|
||||
VertexWeightTable& tbl = avw[idx];
|
||||
for (VertexWeightTable::const_iterator it = tbl.begin(), end = tbl.end();
|
||||
it != end; ++it)
|
||||
{
|
||||
tempBones[ (*it).first ].push_back( aiVertexWeight(outIdx, (*it).second) );
|
||||
}
|
||||
}
|
||||
|
||||
if (vert)
|
||||
{
|
||||
*vert++ = mesh->mVertices[idx];
|
||||
//mesh->mVertices[idx].x = get_qnan();
|
||||
}
|
||||
if (nor )*nor++ = mesh->mNormals[idx];
|
||||
if (tan )
|
||||
{
|
||||
*tan++ = mesh->mTangents[idx];
|
||||
*bit++ = mesh->mBitangents[idx];
|
||||
}
|
||||
|
||||
for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++pp)
|
||||
{
|
||||
if (!uv[pp])break;
|
||||
*uv[pp]++ = mesh->mTextureCoords[pp][idx];
|
||||
}
|
||||
|
||||
for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_COLOR_SETS; ++pp)
|
||||
{
|
||||
if (!cols[pp])break;
|
||||
*cols[pp]++ = mesh->mColors[pp][idx];
|
||||
}
|
||||
|
||||
in.mIndices[q] = outIdx++;
|
||||
}
|
||||
|
||||
in.mIndices = nullptr;
|
||||
++outFaces;
|
||||
}
|
||||
ai_assert(outFaces == out->mFaces + out->mNumFaces);
|
||||
|
||||
// now generate output bones
|
||||
for (unsigned int q = 0; q < mesh->mNumBones;++q)
|
||||
if (!tempBones[q].empty())++out->mNumBones;
|
||||
|
||||
if (out->mNumBones)
|
||||
{
|
||||
out->mBones = new aiBone*[out->mNumBones];
|
||||
for (unsigned int q = 0, real = 0; q < mesh->mNumBones;++q)
|
||||
{
|
||||
TempBoneInfo& in = tempBones[q];
|
||||
if (in.empty())continue;
|
||||
|
||||
aiBone* srcBone = mesh->mBones[q];
|
||||
aiBone* bone = out->mBones[real] = new aiBone();
|
||||
|
||||
bone->mName = srcBone->mName;
|
||||
bone->mOffsetMatrix = srcBone->mOffsetMatrix;
|
||||
|
||||
bone->mNumWeights = (unsigned int)in.size();
|
||||
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
||||
|
||||
::memcpy(bone->mWeights,&in[0],bone->mNumWeights*sizeof(aiVertexWeight));
|
||||
|
||||
++real;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// delete the per-vertex bone weights table
|
||||
delete[] avw;
|
||||
|
||||
// delete the input mesh
|
||||
delete mesh;
|
||||
|
||||
// avoid invalid pointer
|
||||
pScene->mMeshes[i] = NULL;
|
||||
}
|
||||
|
||||
if (outMeshes.empty())
|
||||
{
|
||||
// This should not occur
|
||||
throw DeadlyImportError("No meshes remaining");
|
||||
}
|
||||
|
||||
// If we added at least one mesh process all nodes in the node
|
||||
// graph and update their respective mesh indices.
|
||||
if (bAnyChanges)
|
||||
{
|
||||
UpdateNodes(replaceMeshIndex,pScene->mRootNode);
|
||||
}
|
||||
|
||||
if (outMeshes.size() != pScene->mNumMeshes)
|
||||
{
|
||||
delete[] pScene->mMeshes;
|
||||
pScene->mNumMeshes = (unsigned int)outMeshes.size();
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||
}
|
||||
::memcpy(pScene->mMeshes,&outMeshes[0],pScene->mNumMeshes*sizeof(void*));
|
||||
|
||||
if (!DefaultLogger::isNullLogger())
|
||||
{
|
||||
char buffer[1024];
|
||||
::ai_snprintf(buffer,1024,"Points: %u%s, Lines: %u%s, Triangles: %u%s, Polygons: %u%s (Meshes, X = removed)",
|
||||
aiNumMeshesPerPType[0], ((mConfigRemoveMeshes & aiPrimitiveType_POINT) ? "X" : ""),
|
||||
aiNumMeshesPerPType[1], ((mConfigRemoveMeshes & aiPrimitiveType_LINE) ? "X" : ""),
|
||||
aiNumMeshesPerPType[2], ((mConfigRemoveMeshes & aiPrimitiveType_TRIANGLE) ? "X" : ""),
|
||||
aiNumMeshesPerPType[3], ((mConfigRemoveMeshes & aiPrimitiveType_POLYGON) ? "X" : ""));
|
||||
ASSIMP_LOG_INFO(buffer);
|
||||
ASSIMP_LOG_DEBUG("SortByPTypeProcess finished");
|
||||
}
|
||||
}
|
||||
|
||||
82
thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.h
vendored
Normal file
82
thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.h
vendored
Normal file
@@ -0,0 +1,82 @@
|
||||
/*
|
||||
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 Defines a post processing step to sort meshes by the types
|
||||
of primitives they contain */
|
||||
#ifndef AI_SORTBYPTYPEPROCESS_H_INC
|
||||
#define AI_SORTBYPTYPEPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
#include <assimp/mesh.h>
|
||||
|
||||
class SortByPTypeProcessTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** SortByPTypeProcess: Sorts meshes by the types of primitives they contain.
|
||||
* A mesh with 5 lines, 3 points and 145 triangles would be split in 3
|
||||
* submeshes.
|
||||
*/
|
||||
class ASSIMP_API SortByPTypeProcess : public BaseProcess {
|
||||
public:
|
||||
SortByPTypeProcess();
|
||||
~SortByPTypeProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
private:
|
||||
int mConfigRemoveMeshes;
|
||||
};
|
||||
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_SORTBYPTYPEPROCESS_H_INC
|
||||
623
thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.cpp
vendored
Normal file
623
thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.cpp
vendored
Normal file
@@ -0,0 +1,623 @@
|
||||
/*
|
||||
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 Implementation of the SplitLargeMeshes postprocessing step
|
||||
*/
|
||||
|
||||
// internal headers of the post-processing framework
|
||||
#include "SplitLargeMeshes.h"
|
||||
#include "ProcessHelper.h"
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle() {
|
||||
LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle() {
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_SplitLargeMeshes) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene) {
|
||||
if (0xffffffff == this->LIMIT || nullptr == pScene ) {
|
||||
return;
|
||||
}
|
||||
|
||||
ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Triangle begin");
|
||||
std::vector<std::pair<aiMesh*, unsigned int> > avList;
|
||||
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
||||
this->SplitMesh(a, pScene->mMeshes[a],avList);
|
||||
}
|
||||
|
||||
if (avList.size() != pScene->mNumMeshes) {
|
||||
// it seems something has been split. rebuild the mesh list
|
||||
delete[] pScene->mMeshes;
|
||||
pScene->mNumMeshes = (unsigned int)avList.size();
|
||||
pScene->mMeshes = new aiMesh*[avList.size()];
|
||||
|
||||
for (unsigned int i = 0; i < avList.size();++i) {
|
||||
pScene->mMeshes[i] = avList[i].first;
|
||||
}
|
||||
|
||||
// now we need to update all nodes
|
||||
this->UpdateNode(pScene->mRootNode,avList);
|
||||
ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Triangle finished. Meshes have been split");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Triangle finished. There was nothing to do");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup properties
|
||||
void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp) {
|
||||
// get the current value of the split property
|
||||
this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Update a node after some meshes have been split
|
||||
void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
|
||||
const std::vector<std::pair<aiMesh*, unsigned int> >& avList) {
|
||||
// for every index in out list build a new entry
|
||||
std::vector<unsigned int> aiEntries;
|
||||
aiEntries.reserve(pcNode->mNumMeshes + 1);
|
||||
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) {
|
||||
for (unsigned int a = 0; a < avList.size();++a) {
|
||||
if (avList[a].second == pcNode->mMeshes[i]) {
|
||||
aiEntries.push_back(a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now build the new list
|
||||
delete[] pcNode->mMeshes;
|
||||
pcNode->mNumMeshes = (unsigned int)aiEntries.size();
|
||||
pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
|
||||
|
||||
for (unsigned int b = 0; b < pcNode->mNumMeshes;++b) {
|
||||
pcNode->mMeshes[b] = aiEntries[b];
|
||||
}
|
||||
|
||||
// recusively update all other nodes
|
||||
for (unsigned int i = 0; i < pcNode->mNumChildren;++i) {
|
||||
UpdateNode ( pcNode->mChildren[i], avList );
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void SplitLargeMeshesProcess_Triangle::SplitMesh(
|
||||
unsigned int a,
|
||||
aiMesh* pMesh,
|
||||
std::vector<std::pair<aiMesh*, unsigned int> >& avList) {
|
||||
if (pMesh->mNumFaces > SplitLargeMeshesProcess_Triangle::LIMIT) {
|
||||
ASSIMP_LOG_INFO("Mesh exceeds the triangle limit. It will be split ...");
|
||||
|
||||
// we need to split this mesh into sub meshes
|
||||
// determine the size of a submesh
|
||||
const unsigned int iSubMeshes = (pMesh->mNumFaces / LIMIT) + 1;
|
||||
|
||||
const unsigned int iOutFaceNum = pMesh->mNumFaces / iSubMeshes;
|
||||
const unsigned int iOutVertexNum = iOutFaceNum * 3;
|
||||
|
||||
// now generate all submeshes
|
||||
for (unsigned int i = 0; i < iSubMeshes;++i) {
|
||||
aiMesh* pcMesh = new aiMesh;
|
||||
pcMesh->mNumFaces = iOutFaceNum;
|
||||
pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
|
||||
|
||||
// the name carries the adjacency information between the meshes
|
||||
pcMesh->mName = pMesh->mName;
|
||||
|
||||
if (i == iSubMeshes-1) {
|
||||
pcMesh->mNumFaces = iOutFaceNum + (
|
||||
pMesh->mNumFaces - iOutFaceNum * iSubMeshes);
|
||||
}
|
||||
// copy the list of faces
|
||||
pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
|
||||
|
||||
const unsigned int iBase = iOutFaceNum * i;
|
||||
|
||||
// get the total number of indices
|
||||
unsigned int iCnt = 0;
|
||||
for (unsigned int p = iBase; p < pcMesh->mNumFaces + iBase;++p) {
|
||||
iCnt += pMesh->mFaces[p].mNumIndices;
|
||||
}
|
||||
pcMesh->mNumVertices = iCnt;
|
||||
|
||||
// allocate storage
|
||||
if (pMesh->mVertices != nullptr) {
|
||||
pcMesh->mVertices = new aiVector3D[iCnt];
|
||||
}
|
||||
|
||||
if (pMesh->HasNormals()) {
|
||||
pcMesh->mNormals = new aiVector3D[iCnt];
|
||||
}
|
||||
|
||||
if (pMesh->HasTangentsAndBitangents()) {
|
||||
pcMesh->mTangents = new aiVector3D[iCnt];
|
||||
pcMesh->mBitangents = new aiVector3D[iCnt];
|
||||
}
|
||||
|
||||
// texture coordinates
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
|
||||
pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
|
||||
if (pMesh->HasTextureCoords( c)) {
|
||||
pcMesh->mTextureCoords[c] = new aiVector3D[iCnt];
|
||||
}
|
||||
}
|
||||
|
||||
// vertex colors
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) {
|
||||
if (pMesh->HasVertexColors( c)) {
|
||||
pcMesh->mColors[c] = new aiColor4D[iCnt];
|
||||
}
|
||||
}
|
||||
|
||||
if (pMesh->HasBones()) {
|
||||
// assume the number of bones won't change in most cases
|
||||
pcMesh->mBones = new aiBone*[pMesh->mNumBones];
|
||||
|
||||
// iterate through all bones of the mesh and find those which
|
||||
// need to be copied to the split mesh
|
||||
std::vector<aiVertexWeight> avTempWeights;
|
||||
for (unsigned int p = 0; p < pcMesh->mNumBones;++p) {
|
||||
aiBone* const bone = pcMesh->mBones[p];
|
||||
avTempWeights.clear();
|
||||
avTempWeights.reserve(bone->mNumWeights / iSubMeshes);
|
||||
|
||||
for (unsigned int q = 0; q < bone->mNumWeights;++q) {
|
||||
aiVertexWeight& weight = bone->mWeights[q];
|
||||
if(weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum) {
|
||||
avTempWeights.push_back(weight);
|
||||
weight = avTempWeights.back();
|
||||
weight.mVertexId -= iBase;
|
||||
}
|
||||
}
|
||||
|
||||
if (!avTempWeights.empty()) {
|
||||
// we'll need this bone. Copy it ...
|
||||
aiBone* pc = new aiBone();
|
||||
pcMesh->mBones[pcMesh->mNumBones++] = pc;
|
||||
pc->mName = aiString(bone->mName);
|
||||
pc->mNumWeights = (unsigned int)avTempWeights.size();
|
||||
pc->mOffsetMatrix = bone->mOffsetMatrix;
|
||||
|
||||
// no need to reallocate the array for the last submesh.
|
||||
// Here we can reuse the (large) source array, although
|
||||
// we'll waste some memory
|
||||
if (iSubMeshes-1 == i) {
|
||||
pc->mWeights = bone->mWeights;
|
||||
bone->mWeights = nullptr;
|
||||
} else {
|
||||
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
|
||||
}
|
||||
|
||||
// copy the weights
|
||||
::memcpy(pc->mWeights,&avTempWeights[0],sizeof(aiVertexWeight)*pc->mNumWeights);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// (we will also need to copy the array of indices)
|
||||
unsigned int iCurrent = 0;
|
||||
for (unsigned int p = 0; p < pcMesh->mNumFaces;++p) {
|
||||
pcMesh->mFaces[p].mNumIndices = 3;
|
||||
// allocate a new array
|
||||
const unsigned int iTemp = p + iBase;
|
||||
const unsigned int iNumIndices = pMesh->mFaces[iTemp].mNumIndices;
|
||||
|
||||
// setup face type and number of indices
|
||||
pcMesh->mFaces[p].mNumIndices = iNumIndices;
|
||||
unsigned int* pi = pMesh->mFaces[iTemp].mIndices;
|
||||
unsigned int* piOut = pcMesh->mFaces[p].mIndices = new unsigned int[iNumIndices];
|
||||
|
||||
// need to update the output primitive types
|
||||
switch (iNumIndices) {
|
||||
case 1:
|
||||
pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
||||
break;
|
||||
case 2:
|
||||
pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
||||
break;
|
||||
case 3:
|
||||
pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||
break;
|
||||
default:
|
||||
pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
|
||||
}
|
||||
|
||||
// and copy the contents of the old array, offset by current base
|
||||
for (unsigned int v = 0; v < iNumIndices;++v) {
|
||||
unsigned int iIndex = pi[v];
|
||||
unsigned int iIndexOut = iCurrent++;
|
||||
piOut[v] = iIndexOut;
|
||||
|
||||
// copy positions
|
||||
if (pMesh->mVertices != nullptr) {
|
||||
pcMesh->mVertices[iIndexOut] = pMesh->mVertices[iIndex];
|
||||
}
|
||||
|
||||
// copy normals
|
||||
if (pMesh->HasNormals()) {
|
||||
pcMesh->mNormals[iIndexOut] = pMesh->mNormals[iIndex];
|
||||
}
|
||||
|
||||
// copy tangents/bitangents
|
||||
if (pMesh->HasTangentsAndBitangents()) {
|
||||
pcMesh->mTangents[iIndexOut] = pMesh->mTangents[iIndex];
|
||||
pcMesh->mBitangents[iIndexOut] = pMesh->mBitangents[iIndex];
|
||||
}
|
||||
|
||||
// texture coordinates
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
|
||||
if (pMesh->HasTextureCoords( c ) ) {
|
||||
pcMesh->mTextureCoords[c][iIndexOut] = pMesh->mTextureCoords[c][iIndex];
|
||||
}
|
||||
}
|
||||
// vertex colors
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) {
|
||||
if (pMesh->HasVertexColors( c)) {
|
||||
pcMesh->mColors[c][iIndexOut] = pMesh->mColors[c][iIndex];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// add the newly created mesh to the list
|
||||
avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
|
||||
}
|
||||
|
||||
// now delete the old mesh data
|
||||
delete pMesh;
|
||||
} else {
|
||||
avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex() {
|
||||
LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex() {
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_SplitLargeMeshes) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene) {
|
||||
if (0xffffffff == this->LIMIT || nullptr == pScene ) {
|
||||
return;
|
||||
}
|
||||
|
||||
ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Vertex begin");
|
||||
|
||||
std::vector<std::pair<aiMesh*, unsigned int> > avList;
|
||||
|
||||
//Check for point cloud first,
|
||||
//Do not process point cloud, splitMesh works only with faces data
|
||||
for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
if ( pScene->mMeshes[a]->mPrimitiveTypes == aiPrimitiveType_POINT ) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a ) {
|
||||
this->SplitMesh(a, pScene->mMeshes[a], avList);
|
||||
}
|
||||
|
||||
if (avList.size() != pScene->mNumMeshes) {
|
||||
// it seems something has been split. rebuild the mesh list
|
||||
delete[] pScene->mMeshes;
|
||||
pScene->mNumMeshes = (unsigned int)avList.size();
|
||||
pScene->mMeshes = new aiMesh*[avList.size()];
|
||||
|
||||
for (unsigned int i = 0; i < avList.size();++i) {
|
||||
pScene->mMeshes[i] = avList[i].first;
|
||||
}
|
||||
|
||||
// now we need to update all nodes
|
||||
SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList);
|
||||
ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Vertex finished. Meshes have been split");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Vertex finished. There was nothing to do");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup properties
|
||||
void SplitLargeMeshesProcess_Vertex::SetupProperties( const Importer* pImp) {
|
||||
this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
||||
unsigned int a,
|
||||
aiMesh* pMesh,
|
||||
std::vector<std::pair<aiMesh*, unsigned int> >& avList) {
|
||||
if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT) {
|
||||
typedef std::vector< std::pair<unsigned int,float> > VertexWeightTable;
|
||||
|
||||
// build a per-vertex weight list if necessary
|
||||
VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(pMesh);
|
||||
|
||||
// we need to split this mesh into sub meshes
|
||||
// determine the estimated size of a submesh
|
||||
// (this could be too large. Max waste is a single digit percentage)
|
||||
const unsigned int iSubMeshes = (pMesh->mNumVertices / SplitLargeMeshesProcess_Vertex::LIMIT) + 1;
|
||||
|
||||
// create a std::vector<unsigned int> to indicate which vertices
|
||||
// have already been copied
|
||||
std::vector<unsigned int> avWasCopied;
|
||||
avWasCopied.resize(pMesh->mNumVertices,0xFFFFFFFF);
|
||||
|
||||
// try to find a good estimate for the number of output faces
|
||||
// per mesh. Add 12.5% as buffer
|
||||
unsigned int iEstimatedSize = pMesh->mNumFaces / iSubMeshes;
|
||||
iEstimatedSize += iEstimatedSize >> 3;
|
||||
|
||||
// now generate all submeshes
|
||||
unsigned int iBase( 0 );
|
||||
while (true) {
|
||||
const unsigned int iOutVertexNum = SplitLargeMeshesProcess_Vertex::LIMIT;
|
||||
aiMesh* pcMesh = new aiMesh;
|
||||
pcMesh->mNumVertices = 0;
|
||||
pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
|
||||
|
||||
// the name carries the adjacency information between the meshes
|
||||
pcMesh->mName = pMesh->mName;
|
||||
|
||||
typedef std::vector<aiVertexWeight> BoneWeightList;
|
||||
if (pMesh->HasBones()) {
|
||||
pcMesh->mBones = new aiBone*[pMesh->mNumBones];
|
||||
::memset(pcMesh->mBones,0,sizeof(void*)*pMesh->mNumBones);
|
||||
}
|
||||
|
||||
// clear the temporary helper array
|
||||
if (iBase) {
|
||||
// we can't use memset here we unsigned int needn' be 32 bits
|
||||
for (auto &elem : avWasCopied) {
|
||||
elem = 0xffffffff;
|
||||
}
|
||||
}
|
||||
|
||||
// output vectors
|
||||
std::vector<aiFace> vFaces;
|
||||
|
||||
// reserve enough storage for most cases
|
||||
if (pMesh->HasPositions()) {
|
||||
pcMesh->mVertices = new aiVector3D[iOutVertexNum];
|
||||
}
|
||||
if (pMesh->HasNormals()) {
|
||||
pcMesh->mNormals = new aiVector3D[iOutVertexNum];
|
||||
}
|
||||
if (pMesh->HasTangentsAndBitangents()) {
|
||||
pcMesh->mTangents = new aiVector3D[iOutVertexNum];
|
||||
pcMesh->mBitangents = new aiVector3D[iOutVertexNum];
|
||||
}
|
||||
for (unsigned int c = 0; pMesh->HasVertexColors(c);++c) {
|
||||
pcMesh->mColors[c] = new aiColor4D[iOutVertexNum];
|
||||
}
|
||||
for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c) {
|
||||
pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
|
||||
pcMesh->mTextureCoords[c] = new aiVector3D[iOutVertexNum];
|
||||
}
|
||||
vFaces.reserve(iEstimatedSize);
|
||||
|
||||
// (we will also need to copy the array of indices)
|
||||
while (iBase < pMesh->mNumFaces) {
|
||||
// allocate a new array
|
||||
const unsigned int iNumIndices = pMesh->mFaces[iBase].mNumIndices;
|
||||
|
||||
// doesn't catch degenerates but is quite fast
|
||||
unsigned int iNeed = 0;
|
||||
for (unsigned int v = 0; v < iNumIndices;++v) {
|
||||
unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
|
||||
|
||||
// check whether we do already have this vertex
|
||||
if (0xFFFFFFFF == avWasCopied[iIndex]) {
|
||||
iNeed++;
|
||||
}
|
||||
}
|
||||
if (pcMesh->mNumVertices + iNeed > iOutVertexNum) {
|
||||
// don't use this face
|
||||
break;
|
||||
}
|
||||
|
||||
vFaces.push_back(aiFace());
|
||||
aiFace& rFace = vFaces.back();
|
||||
|
||||
// setup face type and number of indices
|
||||
rFace.mNumIndices = iNumIndices;
|
||||
rFace.mIndices = new unsigned int[iNumIndices];
|
||||
|
||||
// need to update the output primitive types
|
||||
switch (rFace.mNumIndices) {
|
||||
case 1:
|
||||
pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
||||
break;
|
||||
case 2:
|
||||
pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
||||
break;
|
||||
case 3:
|
||||
pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||
break;
|
||||
default:
|
||||
pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
|
||||
}
|
||||
|
||||
// and copy the contents of the old array, offset by current base
|
||||
for (unsigned int v = 0; v < iNumIndices;++v) {
|
||||
unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
|
||||
|
||||
// check whether we do already have this vertex
|
||||
if (0xFFFFFFFF != avWasCopied[iIndex]) {
|
||||
rFace.mIndices[v] = avWasCopied[iIndex];
|
||||
continue;
|
||||
}
|
||||
|
||||
// copy positions
|
||||
pcMesh->mVertices[pcMesh->mNumVertices] = (pMesh->mVertices[iIndex]);
|
||||
|
||||
// copy normals
|
||||
if (pMesh->HasNormals()) {
|
||||
pcMesh->mNormals[pcMesh->mNumVertices] = (pMesh->mNormals[iIndex]);
|
||||
}
|
||||
|
||||
// copy tangents/bitangents
|
||||
if (pMesh->HasTangentsAndBitangents()) {
|
||||
pcMesh->mTangents[pcMesh->mNumVertices] = (pMesh->mTangents[iIndex]);
|
||||
pcMesh->mBitangents[pcMesh->mNumVertices] = (pMesh->mBitangents[iIndex]);
|
||||
}
|
||||
|
||||
// texture coordinates
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
|
||||
if (pMesh->HasTextureCoords( c)) {
|
||||
pcMesh->mTextureCoords[c][pcMesh->mNumVertices] = pMesh->mTextureCoords[c][iIndex];
|
||||
}
|
||||
}
|
||||
// vertex colors
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) {
|
||||
if (pMesh->HasVertexColors( c)) {
|
||||
pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex];
|
||||
}
|
||||
}
|
||||
// check whether we have bone weights assigned to this vertex
|
||||
rFace.mIndices[v] = pcMesh->mNumVertices;
|
||||
if (avPerVertexWeights) {
|
||||
VertexWeightTable& table = avPerVertexWeights[ pcMesh->mNumVertices ];
|
||||
if( !table.empty() ) {
|
||||
for (VertexWeightTable::const_iterator iter = table.begin();
|
||||
iter != table.end();++iter) {
|
||||
// allocate the bone weight array if necessary
|
||||
BoneWeightList* pcWeightList = (BoneWeightList*)pcMesh->mBones[(*iter).first];
|
||||
if (nullptr == pcWeightList) {
|
||||
pcMesh->mBones[(*iter).first] = (aiBone*)(pcWeightList = new BoneWeightList());
|
||||
}
|
||||
pcWeightList->push_back(aiVertexWeight(pcMesh->mNumVertices,(*iter).second));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
avWasCopied[iIndex] = pcMesh->mNumVertices;
|
||||
pcMesh->mNumVertices++;
|
||||
}
|
||||
++iBase;
|
||||
if(pcMesh->mNumVertices == iOutVertexNum) {
|
||||
// break here. The face is only added if it was complete
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// check which bones we'll need to create for this submesh
|
||||
if (pMesh->HasBones()) {
|
||||
aiBone** ppCurrent = pcMesh->mBones;
|
||||
for (unsigned int k = 0; k < pMesh->mNumBones;++k) {
|
||||
// check whether the bone is existing
|
||||
BoneWeightList* pcWeightList;
|
||||
if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k])) {
|
||||
aiBone* pcOldBone = pMesh->mBones[k];
|
||||
aiBone* pcOut( nullptr );
|
||||
*ppCurrent++ = pcOut = new aiBone();
|
||||
pcOut->mName = aiString(pcOldBone->mName);
|
||||
pcOut->mOffsetMatrix = pcOldBone->mOffsetMatrix;
|
||||
pcOut->mNumWeights = (unsigned int)pcWeightList->size();
|
||||
pcOut->mWeights = new aiVertexWeight[pcOut->mNumWeights];
|
||||
|
||||
// copy the vertex weights
|
||||
::memcpy(pcOut->mWeights,&pcWeightList->operator[](0),
|
||||
pcOut->mNumWeights * sizeof(aiVertexWeight));
|
||||
|
||||
// delete the temporary bone weight list
|
||||
delete pcWeightList;
|
||||
pcMesh->mNumBones++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// copy the face list to the mesh
|
||||
pcMesh->mFaces = new aiFace[vFaces.size()];
|
||||
pcMesh->mNumFaces = (unsigned int)vFaces.size();
|
||||
|
||||
for (unsigned int p = 0; p < pcMesh->mNumFaces;++p) {
|
||||
pcMesh->mFaces[p] = vFaces[p];
|
||||
}
|
||||
|
||||
// add the newly created mesh to the list
|
||||
avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
|
||||
|
||||
if (iBase == pMesh->mNumFaces) {
|
||||
// have all faces ... finish the outer loop, too
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// delete the per-vertex weight list again
|
||||
delete[] avPerVertexWeights;
|
||||
|
||||
// now delete the old mesh data
|
||||
delete pMesh;
|
||||
return;
|
||||
}
|
||||
avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
|
||||
}
|
||||
209
thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.h
vendored
Normal file
209
thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.h
vendored
Normal file
@@ -0,0 +1,209 @@
|
||||
/*
|
||||
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 Defines a post processing step to split large meshes into sub-meshes
|
||||
*/
|
||||
#ifndef AI_SPLITLARGEMESHES_H_INC
|
||||
#define AI_SPLITLARGEMESHES_H_INC
|
||||
|
||||
#include <vector>
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/mesh.h>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
// Forward declarations
|
||||
class SplitLargeMeshesTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
class SplitLargeMeshesProcess_Triangle;
|
||||
class SplitLargeMeshesProcess_Vertex;
|
||||
|
||||
// NOTE: If you change these limits, don't forget to change the
|
||||
// corresponding values in all Assimp ports
|
||||
|
||||
// **********************************************************
|
||||
// Java: ConfigProperty.java,
|
||||
// ConfigProperty.DEFAULT_VERTEX_SPLIT_LIMIT
|
||||
// ConfigProperty.DEFAULT_TRIANGLE_SPLIT_LIMIT
|
||||
// **********************************************************
|
||||
|
||||
// default limit for vertices
|
||||
#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
|
||||
# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
|
||||
#endif
|
||||
|
||||
// default limit for triangles
|
||||
#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
|
||||
# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
|
||||
#endif
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Post-processing filter to split large meshes into sub-meshes
|
||||
*
|
||||
* Applied BEFORE the JoinVertices-Step occurs.
|
||||
* Returns NON-UNIQUE vertices, splits by triangle number.
|
||||
*/
|
||||
class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess
|
||||
{
|
||||
friend class SplitLargeMeshesProcess_Vertex;
|
||||
|
||||
public:
|
||||
|
||||
SplitLargeMeshesProcess_Triangle();
|
||||
~SplitLargeMeshesProcess_Triangle();
|
||||
|
||||
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);
|
||||
|
||||
|
||||
//! Set the split limit - needed for unit testing
|
||||
inline void SetLimit(unsigned int l)
|
||||
{LIMIT = l;}
|
||||
|
||||
//! Get the split limit
|
||||
inline unsigned int GetLimit() const
|
||||
{return LIMIT;}
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Apply the algorithm to a given mesh
|
||||
void SplitMesh (unsigned int a, aiMesh* pcMesh,
|
||||
std::vector<std::pair<aiMesh*, unsigned int> >& avList);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Update a node in the asset after a few of its meshes
|
||||
//! have been split
|
||||
static void UpdateNode(aiNode* pcNode,
|
||||
const std::vector<std::pair<aiMesh*, unsigned int> >& avList);
|
||||
|
||||
public:
|
||||
//! Triangle limit
|
||||
unsigned int LIMIT;
|
||||
};
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Post-processing filter to split large meshes into sub-meshes
|
||||
*
|
||||
* Applied AFTER the JoinVertices-Step occurs.
|
||||
* Returns UNIQUE vertices, splits by vertex number.
|
||||
*/
|
||||
class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
SplitLargeMeshesProcess_Vertex();
|
||||
~SplitLargeMeshesProcess_Vertex();
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
* @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);
|
||||
|
||||
|
||||
//! Set the split limit - needed for unit testing
|
||||
inline void SetLimit(unsigned int l)
|
||||
{LIMIT = l;}
|
||||
|
||||
//! Get the split limit
|
||||
inline unsigned int GetLimit() const
|
||||
{return LIMIT;}
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Apply the algorithm to a given mesh
|
||||
void SplitMesh (unsigned int a, aiMesh* pcMesh,
|
||||
std::vector<std::pair<aiMesh*, unsigned int> >& avList);
|
||||
|
||||
// NOTE: Reuse SplitLargeMeshesProcess_Triangle::UpdateNode()
|
||||
|
||||
public:
|
||||
//! Triangle limit
|
||||
unsigned int LIMIT;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_SPLITLARGEMESHES_H_INC
|
||||
566
thirdparty/assimp/code/PostProcessing/TextureTransform.cpp
vendored
Normal file
566
thirdparty/assimp/code/PostProcessing/TextureTransform.cpp
vendored
Normal file
@@ -0,0 +1,566 @@
|
||||
/*
|
||||
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 A helper class that processes texture transformations */
|
||||
|
||||
|
||||
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
#include "TextureTransform.h"
|
||||
#include <assimp/StringUtils.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
TextureTransformStep::TextureTransformStep() :
|
||||
configFlags()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
TextureTransformStep::~TextureTransformStep()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool TextureTransformStep::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_TransformUVCoords) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup properties
|
||||
void TextureTransformStep::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
|
||||
{
|
||||
/* This function tries to simplify the input UV transformation.
|
||||
* That's very important as it allows us to reduce the number
|
||||
* of output UV channels. The order in which the transformations
|
||||
* are applied is - as always - scaling, rotation, translation.
|
||||
*/
|
||||
|
||||
char szTemp[512];
|
||||
int rounded = 0;
|
||||
|
||||
|
||||
/* Optimize the rotation angle. That's slightly difficult as
|
||||
* we have an inprecise floating-point number (when comparing
|
||||
* UV transformations we'll take that into account by using
|
||||
* an epsilon of 5 degrees). If there is a rotation value, we can't
|
||||
* perform any further optimizations.
|
||||
*/
|
||||
if (info.mRotation)
|
||||
{
|
||||
float out = info.mRotation;
|
||||
if ((rounded = static_cast<int>((info.mRotation / static_cast<float>(AI_MATH_TWO_PI)))))
|
||||
{
|
||||
out -= rounded * static_cast<float>(AI_MATH_PI);
|
||||
ASSIMP_LOG_INFO_F("Texture coordinate rotation ", info.mRotation, " can be simplified to ", out);
|
||||
}
|
||||
|
||||
// Next step - convert negative rotation angles to positives
|
||||
if (out < 0.f)
|
||||
out = (float)AI_MATH_TWO_PI * 2 + out;
|
||||
|
||||
info.mRotation = out;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
/* Optimize UV translation in the U direction. To determine whether
|
||||
* or not we can optimize we need to look at the requested mapping
|
||||
* type (e.g. if mirroring is active there IS a difference between
|
||||
* offset 2 and 3)
|
||||
*/
|
||||
if ((rounded = (int)info.mTranslation.x)) {
|
||||
float out = 0.0f;
|
||||
szTemp[0] = 0;
|
||||
if (aiTextureMapMode_Wrap == info.mapU) {
|
||||
// Wrap - simple take the fraction of the field
|
||||
out = info.mTranslation.x-(float)rounded;
|
||||
ai_snprintf(szTemp, 512, "[w] UV U offset %f can be simplified to %f", info.mTranslation.x, out);
|
||||
}
|
||||
else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) {
|
||||
// Mirror
|
||||
if (rounded % 2)
|
||||
rounded--;
|
||||
out = info.mTranslation.x-(float)rounded;
|
||||
|
||||
ai_snprintf(szTemp,512,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out);
|
||||
}
|
||||
else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU) {
|
||||
// Clamp - translations beyond 1,1 are senseless
|
||||
ai_snprintf(szTemp,512,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x);
|
||||
|
||||
out = 1.f;
|
||||
}
|
||||
if (szTemp[0]) {
|
||||
ASSIMP_LOG_INFO(szTemp);
|
||||
info.mTranslation.x = out;
|
||||
}
|
||||
}
|
||||
|
||||
/* Optimize UV translation in the V direction. To determine whether
|
||||
* or not we can optimize we need to look at the requested mapping
|
||||
* type (e.g. if mirroring is active there IS a difference between
|
||||
* offset 2 and 3)
|
||||
*/
|
||||
if ((rounded = (int)info.mTranslation.y)) {
|
||||
float out = 0.0f;
|
||||
szTemp[0] = 0;
|
||||
if (aiTextureMapMode_Wrap == info.mapV) {
|
||||
// Wrap - simple take the fraction of the field
|
||||
out = info.mTranslation.y-(float)rounded;
|
||||
::ai_snprintf(szTemp,512,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
|
||||
}
|
||||
else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) {
|
||||
// Mirror
|
||||
if (rounded % 2)
|
||||
rounded--;
|
||||
out = info.mTranslation.x-(float)rounded;
|
||||
|
||||
::ai_snprintf(szTemp,512,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
|
||||
}
|
||||
else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) {
|
||||
// Clamp - translations beyond 1,1 are senseless
|
||||
::ai_snprintf(szTemp,512,"[c] UV V offset %f canbe clamped to 1.0f",info.mTranslation.y);
|
||||
|
||||
out = 1.f;
|
||||
}
|
||||
if (szTemp[0]) {
|
||||
ASSIMP_LOG_INFO(szTemp);
|
||||
info.mTranslation.y = out;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n)
|
||||
{
|
||||
// Don't set if == 0 && wasn't set before
|
||||
for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) {
|
||||
const TTUpdateInfo& info = *it;
|
||||
|
||||
if (info.directShortcut)
|
||||
*info.directShortcut = n;
|
||||
else if (!n)
|
||||
{
|
||||
info.mat->AddProperty<int>((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline const char* MappingModeToChar(aiTextureMapMode map)
|
||||
{
|
||||
if (aiTextureMapMode_Wrap == map)
|
||||
return "-w";
|
||||
|
||||
if (aiTextureMapMode_Mirror == map)
|
||||
return "-m";
|
||||
|
||||
return "-c";
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void TextureTransformStep::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("TransformUVCoordsProcess begin");
|
||||
|
||||
|
||||
/* We build a per-mesh list of texture transformations we'll need
|
||||
* to apply. To achieve this, we iterate through all materials,
|
||||
* find all textures and get their transformations and UV indices.
|
||||
* Then we search for all meshes using this material.
|
||||
*/
|
||||
typedef std::list<STransformVecInfo> MeshTrafoList;
|
||||
std::vector<MeshTrafoList> meshLists(pScene->mNumMeshes);
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
|
||||
|
||||
aiMaterial* mat = pScene->mMaterials[i];
|
||||
for (unsigned int a = 0; a < mat->mNumProperties;++a) {
|
||||
|
||||
aiMaterialProperty* prop = mat->mProperties[a];
|
||||
if (!::strcmp( prop->mKey.data, "$tex.file")) {
|
||||
STransformVecInfo info;
|
||||
|
||||
// Setup a shortcut structure to allow for a fast updating
|
||||
// of the UV index later
|
||||
TTUpdateInfo update;
|
||||
update.mat = (aiMaterial*) mat;
|
||||
update.semantic = prop->mSemantic;
|
||||
update.index = prop->mIndex;
|
||||
|
||||
// Get textured properties and transform
|
||||
for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) {
|
||||
aiMaterialProperty* prop2 = mat->mProperties[a2];
|
||||
if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) {
|
||||
info.uvIndex = *((int*)prop2->mData);
|
||||
|
||||
// Store a direct pointer for later use
|
||||
update.directShortcut = (unsigned int*) prop2->mData;
|
||||
}
|
||||
|
||||
else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) {
|
||||
info.mapU = *((aiTextureMapMode*)prop2->mData);
|
||||
}
|
||||
else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) {
|
||||
info.mapV = *((aiTextureMapMode*)prop2->mData);
|
||||
}
|
||||
else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) {
|
||||
// ValidateDS should check this
|
||||
ai_assert(prop2->mDataLength >= 20);
|
||||
::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5);
|
||||
|
||||
// Directly remove this property from the list
|
||||
mat->mNumProperties--;
|
||||
for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) {
|
||||
mat->mProperties[a3] = mat->mProperties[a3+1];
|
||||
}
|
||||
|
||||
delete prop2;
|
||||
|
||||
// Warn: could be an underflow, but this does not invoke undefined behaviour
|
||||
--a2;
|
||||
}
|
||||
}
|
||||
|
||||
// Find out which transformations are to be evaluated
|
||||
if (!(configFlags & AI_UVTRAFO_ROTATION)) {
|
||||
info.mRotation = 0.f;
|
||||
}
|
||||
if (!(configFlags & AI_UVTRAFO_SCALING)) {
|
||||
info.mScaling = aiVector2D(1.f,1.f);
|
||||
}
|
||||
if (!(configFlags & AI_UVTRAFO_TRANSLATION)) {
|
||||
info.mTranslation = aiVector2D(0.f,0.f);
|
||||
}
|
||||
|
||||
// Do some preprocessing
|
||||
PreProcessUVTransform(info);
|
||||
info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u);
|
||||
|
||||
// Find out whether this material is used by more than
|
||||
// one mesh. This will make our task much, much more difficult!
|
||||
unsigned int cnt = 0;
|
||||
for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {
|
||||
if (pScene->mMeshes[n]->mMaterialIndex == i)
|
||||
++cnt;
|
||||
}
|
||||
|
||||
if (!cnt)
|
||||
continue;
|
||||
else if (1 != cnt) {
|
||||
// This material is referenced by more than one mesh!
|
||||
// So we need to make sure the UV index for the texture
|
||||
// is identical for each of it ...
|
||||
info.lockedPos = AI_TT_UV_IDX_LOCK_TBD;
|
||||
}
|
||||
|
||||
// Get all corresponding meshes
|
||||
for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {
|
||||
aiMesh* mesh = pScene->mMeshes[n];
|
||||
if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0])
|
||||
continue;
|
||||
|
||||
unsigned int uv = info.uvIndex;
|
||||
if (!mesh->mTextureCoords[uv]) {
|
||||
// If the requested UV index is not available, take the first one instead.
|
||||
uv = 0;
|
||||
}
|
||||
|
||||
if (mesh->mNumUVComponents[info.uvIndex] >= 3){
|
||||
ASSIMP_LOG_WARN("UV transformations on 3D mapping channels are not supported");
|
||||
continue;
|
||||
}
|
||||
|
||||
MeshTrafoList::iterator it;
|
||||
|
||||
// Check whether we have this transform setup already
|
||||
for (it = meshLists[n].begin();it != meshLists[n].end(); ++it) {
|
||||
|
||||
if ((*it) == info && (*it).uvIndex == uv) {
|
||||
(*it).updateList.push_back(update);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (it == meshLists[n].end()) {
|
||||
meshLists[n].push_back(info);
|
||||
meshLists[n].back().uvIndex = uv;
|
||||
meshLists[n].back().updateList.push_back(update);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
char buffer[1024]; // should be sufficiently large
|
||||
unsigned int outChannels = 0, inChannels = 0, transformedChannels = 0;
|
||||
|
||||
// Now process all meshes. Important: we don't remove unreferenced UV channels.
|
||||
// This is a job for the RemoveUnreferencedData-Step.
|
||||
for (unsigned int q = 0; q < pScene->mNumMeshes;++q) {
|
||||
|
||||
aiMesh* mesh = pScene->mMeshes[q];
|
||||
MeshTrafoList& trafo = meshLists[q];
|
||||
|
||||
inChannels += mesh->GetNumUVChannels();
|
||||
|
||||
if (!mesh->mTextureCoords[0] || trafo.empty() || (trafo.size() == 1 && trafo.begin()->IsUntransformed())) {
|
||||
outChannels += mesh->GetNumUVChannels();
|
||||
continue;
|
||||
}
|
||||
|
||||
// Move untransformed UV channels to the first position in the list ....
|
||||
// except if we need a new locked index which should be as small as possible
|
||||
bool veto = false, need = false;
|
||||
unsigned int cnt = 0;
|
||||
unsigned int untransformed = 0;
|
||||
|
||||
MeshTrafoList::iterator it,it2;
|
||||
for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {
|
||||
|
||||
if (!(*it).IsUntransformed()) {
|
||||
need = true;
|
||||
}
|
||||
|
||||
if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD) {
|
||||
// Lock this index and make sure it won't be changed
|
||||
(*it).lockedPos = cnt;
|
||||
veto = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!veto && it != trafo.begin() && (*it).IsUntransformed()) {
|
||||
for (it2 = trafo.begin();it2 != it; ++it2) {
|
||||
if (!(*it2).IsUntransformed())
|
||||
break;
|
||||
}
|
||||
trafo.insert(it2,*it);
|
||||
trafo.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!need)
|
||||
continue;
|
||||
|
||||
// Find all that are not at their 'locked' position and move them to it.
|
||||
// Conflicts are possible but quite unlikely.
|
||||
cnt = 0;
|
||||
for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {
|
||||
if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) {
|
||||
it2 = trafo.begin();unsigned int t = 0;
|
||||
while (t != (*it).lockedPos)
|
||||
++it2;
|
||||
|
||||
if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) {
|
||||
ASSIMP_LOG_ERROR("Channel mismatch, can't compute all transformations properly [design bug]");
|
||||
continue;
|
||||
}
|
||||
|
||||
std::swap(*it2,*it);
|
||||
if ((*it).lockedPos == untransformed)
|
||||
untransformed = cnt;
|
||||
}
|
||||
}
|
||||
|
||||
// ... and add dummies for all unreferenced channels
|
||||
// at the end of the list
|
||||
bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
|
||||
ref[n] = (!mesh->mTextureCoords[n] ? true : false);
|
||||
|
||||
for (it = trafo.begin();it != trafo.end(); ++it)
|
||||
ref[(*it).uvIndex] = true;
|
||||
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
|
||||
if (ref[n])
|
||||
continue;
|
||||
trafo.push_back(STransformVecInfo());
|
||||
trafo.back().uvIndex = n;
|
||||
}
|
||||
|
||||
// Then check whether this list breaks the channel limit.
|
||||
// The unimportant ones are at the end of the list, so
|
||||
// it shouldn't be too worse if we remove them.
|
||||
unsigned int size = (unsigned int)trafo.size();
|
||||
if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
||||
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
ASSIMP_LOG_ERROR_F(static_cast<unsigned int>(trafo.size()), " UV channels required but just ",
|
||||
AI_MAX_NUMBER_OF_TEXTURECOORDS, " available");
|
||||
}
|
||||
size = AI_MAX_NUMBER_OF_TEXTURECOORDS;
|
||||
}
|
||||
|
||||
|
||||
aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
|
||||
old[n] = mesh->mTextureCoords[n];
|
||||
|
||||
// Now continue and generate the output channels. Channels
|
||||
// that we're not going to need later can be overridden.
|
||||
it = trafo.begin();
|
||||
for (unsigned int n = 0; n < trafo.size();++n,++it) {
|
||||
|
||||
if (n >= size) {
|
||||
// Try to use an untransformed channel for all channels we threw over board
|
||||
UpdateUVIndex((*it).updateList,untransformed);
|
||||
continue;
|
||||
}
|
||||
|
||||
outChannels++;
|
||||
|
||||
// Write to the log
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
::ai_snprintf(buffer,1024,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s",
|
||||
q,n,
|
||||
(*it).mTranslation.x,
|
||||
(*it).mTranslation.y,
|
||||
(*it).mScaling.x,
|
||||
(*it).mScaling.y,
|
||||
AI_RAD_TO_DEG( (*it).mRotation),
|
||||
MappingModeToChar ((*it).mapU),
|
||||
MappingModeToChar ((*it).mapV));
|
||||
|
||||
ASSIMP_LOG_INFO(buffer);
|
||||
}
|
||||
|
||||
// Check whether we need a new buffer here
|
||||
if (mesh->mTextureCoords[n]) {
|
||||
|
||||
it2 = it;++it2;
|
||||
for (unsigned int m = n+1; m < size;++m, ++it2) {
|
||||
|
||||
if ((*it2).uvIndex == n){
|
||||
it2 = trafo.begin();
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (it2 == trafo.begin()){
|
||||
mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
|
||||
}
|
||||
}
|
||||
else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
|
||||
|
||||
aiVector3D* src = old[(*it).uvIndex];
|
||||
aiVector3D* dest, *end;
|
||||
dest = mesh->mTextureCoords[n];
|
||||
|
||||
ai_assert(NULL != src);
|
||||
|
||||
// Copy the data to the destination array
|
||||
if (dest != src)
|
||||
::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices);
|
||||
|
||||
end = dest + mesh->mNumVertices;
|
||||
|
||||
// Build a transformation matrix and transform all UV coords with it
|
||||
if (!(*it).IsUntransformed()) {
|
||||
const aiVector2D& trl = (*it).mTranslation;
|
||||
const aiVector2D& scl = (*it).mScaling;
|
||||
|
||||
// fixme: simplify ..
|
||||
++transformedChannels;
|
||||
aiMatrix3x3 matrix;
|
||||
|
||||
aiMatrix3x3 m2,m3,m4,m5;
|
||||
|
||||
m4.a1 = scl.x;
|
||||
m4.b2 = scl.y;
|
||||
|
||||
m2.a3 = m2.b3 = 0.5f;
|
||||
m3.a3 = m3.b3 = -0.5f;
|
||||
|
||||
if ((*it).mRotation > AI_TT_ROTATION_EPSILON )
|
||||
aiMatrix3x3::RotationZ((*it).mRotation,matrix);
|
||||
|
||||
m5.a3 += trl.x; m5.b3 += trl.y;
|
||||
matrix = m2 * m4 * matrix * m3 * m5;
|
||||
|
||||
for (src = dest; src != end; ++src) { /* manual homogenious divide */
|
||||
src->z = 1.f;
|
||||
*src = matrix * *src;
|
||||
src->x /= src->z;
|
||||
src->y /= src->z;
|
||||
src->z = 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
// Update all UV indices
|
||||
UpdateUVIndex((*it).updateList,n);
|
||||
}
|
||||
}
|
||||
|
||||
// Print some detailed statistics into the log
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
|
||||
if (transformedChannels) {
|
||||
ASSIMP_LOG_INFO_F("TransformUVCoordsProcess end: ", outChannels, " output channels (in: ", inChannels, ", modified: ", transformedChannels,")");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("TransformUVCoordsProcess finished");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
232
thirdparty/assimp/code/PostProcessing/TextureTransform.h
vendored
Normal file
232
thirdparty/assimp/code/PostProcessing/TextureTransform.h
vendored
Normal file
@@ -0,0 +1,232 @@
|
||||
/*
|
||||
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 Definition of a helper step that processes texture transformations */
|
||||
#ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED
|
||||
#define AI_TEXTURE_TRANSFORM_H_INCLUDED
|
||||
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/material.h>
|
||||
#include <list>
|
||||
|
||||
struct aiNode;
|
||||
struct aiMaterial;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff
|
||||
#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee
|
||||
|
||||
|
||||
#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5))
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Small helper structure representing a shortcut into the material list
|
||||
* to be able to update some values quickly.
|
||||
*/
|
||||
struct TTUpdateInfo {
|
||||
TTUpdateInfo() AI_NO_EXCEPT
|
||||
: directShortcut(nullptr)
|
||||
, mat(nullptr)
|
||||
, semantic(0)
|
||||
, index(0) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! Direct shortcut, if available
|
||||
unsigned int* directShortcut;
|
||||
|
||||
//! Material
|
||||
aiMaterial *mat;
|
||||
|
||||
//! Texture type and index
|
||||
unsigned int semantic, index;
|
||||
};
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper class representing texture coordinate transformations
|
||||
*/
|
||||
struct STransformVecInfo : public aiUVTransform {
|
||||
STransformVecInfo() AI_NO_EXCEPT
|
||||
: uvIndex(0)
|
||||
, mapU(aiTextureMapMode_Wrap)
|
||||
, mapV(aiTextureMapMode_Wrap)
|
||||
, lockedPos(AI_TT_UV_IDX_LOCK_NONE) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! Source texture coordinate index
|
||||
unsigned int uvIndex;
|
||||
|
||||
//! Texture mapping mode in the u, v direction
|
||||
aiTextureMapMode mapU,mapV;
|
||||
|
||||
//! Locked destination UV index
|
||||
//! AI_TT_UV_IDX_LOCK_TBD - to be determined
|
||||
//! AI_TT_UV_IDX_LOCK_NONE - none (default)
|
||||
unsigned int lockedPos;
|
||||
|
||||
//! Update info - shortcuts into all materials
|
||||
//! that are referencing this transform setup
|
||||
std::list<TTUpdateInfo> updateList;
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Compare two transform setups
|
||||
*/
|
||||
inline bool operator== (const STransformVecInfo& other) const
|
||||
{
|
||||
// We use a small epsilon here
|
||||
const static float epsilon = 0.05f;
|
||||
|
||||
if (std::fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
|
||||
std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (std::fabs( mScaling.x - other.mScaling.x ) > epsilon ||
|
||||
std::fabs( mScaling.y - other.mScaling.y ) > epsilon)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (std::fabs( mRotation - other.mRotation) > epsilon)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
inline bool operator!= (const STransformVecInfo& other) const
|
||||
{
|
||||
return !(*this == other);
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether this is an untransformed texture coordinate set
|
||||
*/
|
||||
inline bool IsUntransformed() const
|
||||
{
|
||||
return (1.0f == mScaling.x && 1.f == mScaling.y &&
|
||||
!mTranslation.x && !mTranslation.y &&
|
||||
mRotation < AI_TT_ROTATION_EPSILON);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Build a 3x3 matrix from the transformations
|
||||
*/
|
||||
inline void GetMatrix(aiMatrix3x3& mOut)
|
||||
{
|
||||
mOut = aiMatrix3x3();
|
||||
|
||||
if (1.0f != mScaling.x || 1.0f != mScaling.y)
|
||||
{
|
||||
aiMatrix3x3 mScale;
|
||||
mScale.a1 = mScaling.x;
|
||||
mScale.b2 = mScaling.y;
|
||||
mOut = mScale;
|
||||
}
|
||||
if (mRotation)
|
||||
{
|
||||
aiMatrix3x3 mRot;
|
||||
mRot.a1 = mRot.b2 = std::cos(mRotation);
|
||||
mRot.a2 = mRot.b1 = std::sin(mRotation);
|
||||
mRot.a2 = -mRot.a2;
|
||||
mOut *= mRot;
|
||||
}
|
||||
if (mTranslation.x || mTranslation.y)
|
||||
{
|
||||
aiMatrix3x3 mTrans;
|
||||
mTrans.a3 = mTranslation.x;
|
||||
mTrans.b3 = mTranslation.y;
|
||||
mOut *= mTrans;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper step to compute final UV coordinate sets if there are scalings
|
||||
* or rotations in the original data read from the file.
|
||||
*/
|
||||
class TextureTransformStep : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
TextureTransformStep();
|
||||
~TextureTransformStep();
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Preprocess a specific UV transformation setup
|
||||
*
|
||||
* @param info Transformation setup to be preprocessed.
|
||||
*/
|
||||
void PreProcessUVTransform(STransformVecInfo& info);
|
||||
|
||||
private:
|
||||
|
||||
unsigned int configFlags;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED
|
||||
530
thirdparty/assimp/code/PostProcessing/TriangulateProcess.cpp
vendored
Normal file
530
thirdparty/assimp/code/PostProcessing/TriangulateProcess.cpp
vendored
Normal file
@@ -0,0 +1,530 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 TriangulateProcess.cpp
|
||||
* @brief Implementation of the post processing step to split up
|
||||
* all faces with more than three indices into triangles.
|
||||
*
|
||||
*
|
||||
* The triangulation algorithm will handle concave or convex polygons.
|
||||
* Self-intersecting or non-planar polygons are not rejected, but
|
||||
* they're probably not triangulated correctly.
|
||||
*
|
||||
* DEBUG SWITCHES - do not enable any of them in release builds:
|
||||
*
|
||||
* AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
||||
* - generates vertex colors to represent the face winding order.
|
||||
* the first vertex of a polygon becomes red, the last blue.
|
||||
* AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
* - dump all polygons and their triangulation sequences to
|
||||
* a file
|
||||
*/
|
||||
#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
|
||||
|
||||
#include "PostProcessing/TriangulateProcess.h"
|
||||
#include "PostProcessing/ProcessHelper.h"
|
||||
#include "Common/PolyTools.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
//#define AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
||||
//#define AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
|
||||
#define POLY_GRID_Y 40
|
||||
#define POLY_GRID_X 70
|
||||
#define POLY_GRID_XPAD 20
|
||||
#define POLY_OUTPUT_FILE "assimp_polygons_debug.txt"
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
TriangulateProcess::TriangulateProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
TriangulateProcess::~TriangulateProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool TriangulateProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_Triangulate) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void TriangulateProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("TriangulateProcess begin");
|
||||
|
||||
bool bHas = false;
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
||||
{
|
||||
if (pScene->mMeshes[ a ]) {
|
||||
if ( TriangulateMesh( pScene->mMeshes[ a ] ) ) {
|
||||
bHas = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if ( bHas ) {
|
||||
ASSIMP_LOG_INFO( "TriangulateProcess finished. All polygons have been triangulated." );
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG( "TriangulateProcess finished. There was nothing to be done." );
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Triangulates the given mesh.
|
||||
bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
||||
{
|
||||
// Now we have aiMesh::mPrimitiveTypes, so this is only here for test cases
|
||||
if (!pMesh->mPrimitiveTypes) {
|
||||
bool bNeed = false;
|
||||
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
|
||||
const aiFace& face = pMesh->mFaces[a];
|
||||
|
||||
if( face.mNumIndices != 3) {
|
||||
bNeed = true;
|
||||
}
|
||||
}
|
||||
if (!bNeed)
|
||||
return false;
|
||||
}
|
||||
else if (!(pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Find out how many output faces we'll get
|
||||
unsigned int numOut = 0, max_out = 0;
|
||||
bool get_normals = true;
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
|
||||
aiFace& face = pMesh->mFaces[a];
|
||||
if (face.mNumIndices <= 4) {
|
||||
get_normals = false;
|
||||
}
|
||||
if( face.mNumIndices <= 3) {
|
||||
numOut++;
|
||||
|
||||
}
|
||||
else {
|
||||
numOut += face.mNumIndices-2;
|
||||
max_out = std::max(max_out,face.mNumIndices);
|
||||
}
|
||||
}
|
||||
|
||||
// Just another check whether aiMesh::mPrimitiveTypes is correct
|
||||
ai_assert(numOut != pMesh->mNumFaces);
|
||||
|
||||
aiVector3D* nor_out = NULL;
|
||||
|
||||
// if we don't have normals yet, but expect them to be a cheap side
|
||||
// product of triangulation anyway, allocate storage for them.
|
||||
if (!pMesh->mNormals && get_normals) {
|
||||
// XXX need a mechanism to inform the GenVertexNormals process to treat these normals as preprocessed per-face normals
|
||||
// nor_out = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
|
||||
}
|
||||
|
||||
// the output mesh will contain triangles, but no polys anymore
|
||||
pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||
pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
|
||||
|
||||
aiFace* out = new aiFace[numOut](), *curOut = out;
|
||||
std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
|
||||
std::vector<aiVector2D> temp_verts(max_out+2);
|
||||
|
||||
// Apply vertex colors to represent the face winding?
|
||||
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
||||
if (!pMesh->mColors[0])
|
||||
pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
|
||||
else
|
||||
new(pMesh->mColors[0]) aiColor4D[pMesh->mNumVertices];
|
||||
|
||||
aiColor4D* clr = pMesh->mColors[0];
|
||||
#endif
|
||||
|
||||
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
FILE* fout = fopen(POLY_OUTPUT_FILE,"a");
|
||||
#endif
|
||||
|
||||
const aiVector3D* verts = pMesh->mVertices;
|
||||
|
||||
// use std::unique_ptr to avoid slow std::vector<bool> specialiations
|
||||
std::unique_ptr<bool[]> done(new bool[max_out]);
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
|
||||
aiFace& face = pMesh->mFaces[a];
|
||||
|
||||
unsigned int* idx = face.mIndices;
|
||||
int num = (int)face.mNumIndices, ear = 0, tmp, prev = num-1, next = 0, max = num;
|
||||
|
||||
// Apply vertex colors to represent the face winding?
|
||||
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
|
||||
for (unsigned int i = 0; i < face.mNumIndices; ++i) {
|
||||
aiColor4D& c = clr[idx[i]];
|
||||
c.r = (i+1) / (float)max;
|
||||
c.b = 1.f - c.r;
|
||||
}
|
||||
#endif
|
||||
|
||||
aiFace* const last_face = curOut;
|
||||
|
||||
// if it's a simple point,line or triangle: just copy it
|
||||
if( face.mNumIndices <= 3)
|
||||
{
|
||||
aiFace& nface = *curOut++;
|
||||
nface.mNumIndices = face.mNumIndices;
|
||||
nface.mIndices = face.mIndices;
|
||||
|
||||
face.mIndices = NULL;
|
||||
continue;
|
||||
}
|
||||
// optimized code for quadrilaterals
|
||||
else if ( face.mNumIndices == 4) {
|
||||
|
||||
// quads can have at maximum one concave vertex. Determine
|
||||
// this vertex (if it exists) and start tri-fanning from
|
||||
// it.
|
||||
unsigned int start_vertex = 0;
|
||||
for (unsigned int i = 0; i < 4; ++i) {
|
||||
const aiVector3D& v0 = verts[face.mIndices[(i+3) % 4]];
|
||||
const aiVector3D& v1 = verts[face.mIndices[(i+2) % 4]];
|
||||
const aiVector3D& v2 = verts[face.mIndices[(i+1) % 4]];
|
||||
|
||||
const aiVector3D& v = verts[face.mIndices[i]];
|
||||
|
||||
aiVector3D left = (v0-v);
|
||||
aiVector3D diag = (v1-v);
|
||||
aiVector3D right = (v2-v);
|
||||
|
||||
left.Normalize();
|
||||
diag.Normalize();
|
||||
right.Normalize();
|
||||
|
||||
const float angle = std::acos(left*diag) + std::acos(right*diag);
|
||||
if (angle > AI_MATH_PI_F) {
|
||||
// this is the concave point
|
||||
start_vertex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const unsigned int temp[] = {face.mIndices[0], face.mIndices[1], face.mIndices[2], face.mIndices[3]};
|
||||
|
||||
aiFace& nface = *curOut++;
|
||||
nface.mNumIndices = 3;
|
||||
nface.mIndices = face.mIndices;
|
||||
|
||||
nface.mIndices[0] = temp[start_vertex];
|
||||
nface.mIndices[1] = temp[(start_vertex + 1) % 4];
|
||||
nface.mIndices[2] = temp[(start_vertex + 2) % 4];
|
||||
|
||||
aiFace& sface = *curOut++;
|
||||
sface.mNumIndices = 3;
|
||||
sface.mIndices = new unsigned int[3];
|
||||
|
||||
sface.mIndices[0] = temp[start_vertex];
|
||||
sface.mIndices[1] = temp[(start_vertex + 2) % 4];
|
||||
sface.mIndices[2] = temp[(start_vertex + 3) % 4];
|
||||
|
||||
// prevent double deletion of the indices field
|
||||
face.mIndices = NULL;
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
// A polygon with more than 3 vertices can be either concave or convex.
|
||||
// Usually everything we're getting is convex and we could easily
|
||||
// triangulate by tri-fanning. However, LightWave is probably the only
|
||||
// modeling suite to make extensive use of highly concave, monster polygons ...
|
||||
// so we need to apply the full 'ear cutting' algorithm to get it right.
|
||||
|
||||
// RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
|
||||
// We project it onto a plane to get a 2d triangle.
|
||||
|
||||
// Collect all vertices of of the polygon.
|
||||
for (tmp = 0; tmp < max; ++tmp) {
|
||||
temp_verts3d[tmp] = verts[idx[tmp]];
|
||||
}
|
||||
|
||||
// Get newell normal of the polygon. Store it for future use if it's a polygon-only mesh
|
||||
aiVector3D n;
|
||||
NewellNormal<3,3,3>(n,max,&temp_verts3d.front().x,&temp_verts3d.front().y,&temp_verts3d.front().z);
|
||||
if (nor_out) {
|
||||
for (tmp = 0; tmp < max; ++tmp)
|
||||
nor_out[idx[tmp]] = n;
|
||||
}
|
||||
|
||||
// Select largest normal coordinate to ignore for projection
|
||||
const float ax = (n.x>0 ? n.x : -n.x);
|
||||
const float ay = (n.y>0 ? n.y : -n.y);
|
||||
const float az = (n.z>0 ? n.z : -n.z);
|
||||
|
||||
unsigned int ac = 0, bc = 1; /* no z coord. projection to xy */
|
||||
float inv = n.z;
|
||||
if (ax > ay) {
|
||||
if (ax > az) { /* no x coord. projection to yz */
|
||||
ac = 1; bc = 2;
|
||||
inv = n.x;
|
||||
}
|
||||
}
|
||||
else if (ay > az) { /* no y coord. projection to zy */
|
||||
ac = 2; bc = 0;
|
||||
inv = n.y;
|
||||
}
|
||||
|
||||
// Swap projection axes to take the negated projection vector into account
|
||||
if (inv < 0.f) {
|
||||
std::swap(ac,bc);
|
||||
}
|
||||
|
||||
for (tmp =0; tmp < max; ++tmp) {
|
||||
temp_verts[tmp].x = verts[idx[tmp]][ac];
|
||||
temp_verts[tmp].y = verts[idx[tmp]][bc];
|
||||
done[tmp] = false;
|
||||
}
|
||||
|
||||
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
// plot the plane onto which we mapped the polygon to a 2D ASCII pic
|
||||
aiVector2D bmin,bmax;
|
||||
ArrayBounds(&temp_verts[0],max,bmin,bmax);
|
||||
|
||||
char grid[POLY_GRID_Y][POLY_GRID_X+POLY_GRID_XPAD];
|
||||
std::fill_n((char*)grid,POLY_GRID_Y*(POLY_GRID_X+POLY_GRID_XPAD),' ');
|
||||
|
||||
for (int i =0; i < max; ++i) {
|
||||
const aiVector2D& v = (temp_verts[i] - bmin) / (bmax-bmin);
|
||||
const size_t x = static_cast<size_t>(v.x*(POLY_GRID_X-1)), y = static_cast<size_t>(v.y*(POLY_GRID_Y-1));
|
||||
char* loc = grid[y]+x;
|
||||
if (grid[y][x] != ' ') {
|
||||
for(;*loc != ' '; ++loc);
|
||||
*loc++ = '_';
|
||||
}
|
||||
*(loc+::ai_snprintf(loc, POLY_GRID_XPAD,"%i",i)) = ' ';
|
||||
}
|
||||
|
||||
|
||||
for(size_t y = 0; y < POLY_GRID_Y; ++y) {
|
||||
grid[y][POLY_GRID_X+POLY_GRID_XPAD-1] = '\0';
|
||||
fprintf(fout,"%s\n",grid[y]);
|
||||
}
|
||||
|
||||
fprintf(fout,"\ntriangulation sequence: ");
|
||||
#endif
|
||||
|
||||
//
|
||||
// FIXME: currently this is the slow O(kn) variant with a worst case
|
||||
// complexity of O(n^2) (I think). Can be done in O(n).
|
||||
while (num > 3) {
|
||||
|
||||
// Find the next ear of the polygon
|
||||
int num_found = 0;
|
||||
for (ear = next;;prev = ear,ear = next) {
|
||||
|
||||
// break after we looped two times without a positive match
|
||||
for (next=ear+1;done[(next>=max?next=0:next)];++next);
|
||||
if (next < ear) {
|
||||
if (++num_found == 2) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
const aiVector2D* pnt1 = &temp_verts[ear],
|
||||
*pnt0 = &temp_verts[prev],
|
||||
*pnt2 = &temp_verts[next];
|
||||
|
||||
// Must be a convex point. Assuming ccw winding, it must be on the right of the line between p-1 and p+1.
|
||||
if (OnLeftSideOfLine2D(*pnt0,*pnt2,*pnt1)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// and no other point may be contained in this triangle
|
||||
for ( tmp = 0; tmp < max; ++tmp) {
|
||||
|
||||
// We need to compare the actual values because it's possible that multiple indexes in
|
||||
// the polygon are referring to the same position. concave_polygon.obj is a sample
|
||||
//
|
||||
// FIXME: Use 'epsiloned' comparisons instead? Due to numeric inaccuracies in
|
||||
// PointInTriangle() I'm guessing that it's actually possible to construct
|
||||
// input data that would cause us to end up with no ears. The problem is,
|
||||
// which epsilon? If we chose a too large value, we'd get wrong results
|
||||
const aiVector2D& vtmp = temp_verts[tmp];
|
||||
if ( vtmp != *pnt1 && vtmp != *pnt2 && vtmp != *pnt0 && PointInTriangle2D(*pnt0,*pnt1,*pnt2,vtmp)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (tmp != max) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// this vertex is an ear
|
||||
break;
|
||||
}
|
||||
if (num_found == 2) {
|
||||
|
||||
// Due to the 'two ear theorem', every simple polygon with more than three points must
|
||||
// have 2 'ears'. Here's definitely something wrong ... but we don't give up yet.
|
||||
//
|
||||
|
||||
// Instead we're continuing with the standard tri-fanning algorithm which we'd
|
||||
// use if we had only convex polygons. That's life.
|
||||
ASSIMP_LOG_ERROR("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
|
||||
|
||||
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
fprintf(fout,"critical error here, no ear found! ");
|
||||
#endif
|
||||
num = 0;
|
||||
break;
|
||||
|
||||
curOut -= (max-num); /* undo all previous work */
|
||||
for (tmp = 0; tmp < max-2; ++tmp) {
|
||||
aiFace& nface = *curOut++;
|
||||
|
||||
nface.mNumIndices = 3;
|
||||
if (!nface.mIndices)
|
||||
nface.mIndices = new unsigned int[3];
|
||||
|
||||
nface.mIndices[0] = 0;
|
||||
nface.mIndices[1] = tmp+1;
|
||||
nface.mIndices[2] = tmp+2;
|
||||
|
||||
}
|
||||
num = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
aiFace& nface = *curOut++;
|
||||
nface.mNumIndices = 3;
|
||||
|
||||
if (!nface.mIndices) {
|
||||
nface.mIndices = new unsigned int[3];
|
||||
}
|
||||
|
||||
// setup indices for the new triangle ...
|
||||
nface.mIndices[0] = prev;
|
||||
nface.mIndices[1] = ear;
|
||||
nface.mIndices[2] = next;
|
||||
|
||||
// exclude the ear from most further processing
|
||||
done[ear] = true;
|
||||
--num;
|
||||
}
|
||||
if (num > 0) {
|
||||
// We have three indices forming the last 'ear' remaining. Collect them.
|
||||
aiFace& nface = *curOut++;
|
||||
nface.mNumIndices = 3;
|
||||
if (!nface.mIndices) {
|
||||
nface.mIndices = new unsigned int[3];
|
||||
}
|
||||
|
||||
for (tmp = 0; done[tmp]; ++tmp);
|
||||
nface.mIndices[0] = tmp;
|
||||
|
||||
for (++tmp; done[tmp]; ++tmp);
|
||||
nface.mIndices[1] = tmp;
|
||||
|
||||
for (++tmp; done[tmp]; ++tmp);
|
||||
nface.mIndices[2] = tmp;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
|
||||
for(aiFace* f = last_face; f != curOut; ++f) {
|
||||
unsigned int* i = f->mIndices;
|
||||
fprintf(fout," (%i %i %i)",i[0],i[1],i[2]);
|
||||
}
|
||||
|
||||
fprintf(fout,"\n*********************************************************************\n");
|
||||
fflush(fout);
|
||||
|
||||
#endif
|
||||
|
||||
for(aiFace* f = last_face; f != curOut; ) {
|
||||
unsigned int* i = f->mIndices;
|
||||
|
||||
// drop dumb 0-area triangles - deactivated for now:
|
||||
//FindDegenerates post processing step can do the same thing
|
||||
//if (std::fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
|
||||
// ASSIMP_LOG_DEBUG("Dropping triangle with area 0");
|
||||
// --curOut;
|
||||
|
||||
// delete[] f->mIndices;
|
||||
// f->mIndices = nullptr;
|
||||
|
||||
// for(aiFace* ff = f; ff != curOut; ++ff) {
|
||||
// ff->mNumIndices = (ff+1)->mNumIndices;
|
||||
// ff->mIndices = (ff+1)->mIndices;
|
||||
// (ff+1)->mIndices = nullptr;
|
||||
// }
|
||||
// continue;
|
||||
//}
|
||||
|
||||
i[0] = idx[i[0]];
|
||||
i[1] = idx[i[1]];
|
||||
i[2] = idx[i[2]];
|
||||
++f;
|
||||
}
|
||||
|
||||
delete[] face.mIndices;
|
||||
face.mIndices = NULL;
|
||||
}
|
||||
|
||||
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
||||
fclose(fout);
|
||||
#endif
|
||||
|
||||
// kill the old faces
|
||||
delete [] pMesh->mFaces;
|
||||
|
||||
// ... and store the new ones
|
||||
pMesh->mFaces = out;
|
||||
pMesh->mNumFaces = (unsigned int)(curOut-out); /* not necessarily equal to numOut */
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
|
||||
91
thirdparty/assimp/code/PostProcessing/TriangulateProcess.h
vendored
Normal file
91
thirdparty/assimp/code/PostProcessing/TriangulateProcess.h
vendored
Normal file
@@ -0,0 +1,91 @@
|
||||
/*
|
||||
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 Defines a post processing step to triangulate all faces
|
||||
with more than three vertices.
|
||||
*/
|
||||
#ifndef AI_TRIANGULATEPROCESS_H_INC
|
||||
#define AI_TRIANGULATEPROCESS_H_INC
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
struct aiMesh;
|
||||
|
||||
class TriangulateProcessTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The TriangulateProcess splits up all faces with more than three indices
|
||||
* into triangles. You usually want this to happen because the graphics cards
|
||||
* need their data as triangles.
|
||||
*/
|
||||
class ASSIMP_API TriangulateProcess : public BaseProcess {
|
||||
public:
|
||||
TriangulateProcess();
|
||||
~TriangulateProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag field.
|
||||
* @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;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Triangulates the given mesh.
|
||||
* @param pMesh The mesh to triangulate.
|
||||
*/
|
||||
bool TriangulateMesh( aiMesh* pMesh);
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_TRIANGULATEPROCESS_H_INC
|
||||
979
thirdparty/assimp/code/PostProcessing/ValidateDataStructure.cpp
vendored
Normal file
979
thirdparty/assimp/code/PostProcessing/ValidateDataStructure.cpp
vendored
Normal file
@@ -0,0 +1,979 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
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 ValidateDataStructure.cpp
|
||||
* @brief Implementation of the post processing step to validate
|
||||
* the data structure returned by Assimp.
|
||||
*/
|
||||
|
||||
// internal headers
|
||||
#include "ValidateDataStructure.h"
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include <assimp/fast_atof.h>
|
||||
#include "ProcessHelper.h"
|
||||
#include <memory>
|
||||
|
||||
// CRT headers
|
||||
#include <stdarg.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
ValidateDSProcess::ValidateDSProcess() :
|
||||
mScene()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
ValidateDSProcess::~ValidateDSProcess()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool ValidateDSProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_ValidateDataStructure) != 0;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_WONT_RETURN void ValidateDSProcess::ReportError(const char* msg,...)
|
||||
{
|
||||
ai_assert(NULL != msg);
|
||||
|
||||
va_list args;
|
||||
va_start(args,msg);
|
||||
|
||||
char szBuffer[3000];
|
||||
const int iLen = vsprintf(szBuffer,msg,args);
|
||||
ai_assert(iLen > 0);
|
||||
|
||||
va_end(args);
|
||||
|
||||
throw DeadlyImportError("Validation failed: " + std::string(szBuffer,iLen));
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::ReportWarning(const char* msg,...)
|
||||
{
|
||||
ai_assert(NULL != msg);
|
||||
|
||||
va_list args;
|
||||
va_start(args,msg);
|
||||
|
||||
char szBuffer[3000];
|
||||
const int iLen = vsprintf(szBuffer,msg,args);
|
||||
ai_assert(iLen > 0);
|
||||
|
||||
va_end(args);
|
||||
ASSIMP_LOG_WARN("Validation warning: " + std::string(szBuffer,iLen));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline
|
||||
int HasNameMatch(const aiString& in, aiNode* node) {
|
||||
int result = (node->mName == in ? 1 : 0 );
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i) {
|
||||
result += HasNameMatch(in,node->mChildren[i]);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename T>
|
||||
inline
|
||||
void ValidateDSProcess::DoValidation(T** parray, unsigned int size, const char* firstName, const char* secondName) {
|
||||
// validate all entries
|
||||
if (size)
|
||||
{
|
||||
if (!parray)
|
||||
{
|
||||
ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
|
||||
firstName, secondName, size);
|
||||
}
|
||||
for (unsigned int i = 0; i < size;++i)
|
||||
{
|
||||
if (!parray[i])
|
||||
{
|
||||
ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
|
||||
firstName,i,secondName,size);
|
||||
}
|
||||
Validate(parray[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename T>
|
||||
inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
|
||||
const char* firstName, const char* secondName)
|
||||
{
|
||||
// validate all entries
|
||||
if (size)
|
||||
{
|
||||
if (!parray) {
|
||||
ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
|
||||
firstName, secondName, size);
|
||||
}
|
||||
for (unsigned int i = 0; i < size;++i)
|
||||
{
|
||||
if (!parray[i])
|
||||
{
|
||||
ReportError("aiScene::%s[%u] is NULL (aiScene::%s is %u)",
|
||||
firstName,i,secondName,size);
|
||||
}
|
||||
Validate(parray[i]);
|
||||
|
||||
// check whether there are duplicate names
|
||||
for (unsigned int a = i+1; a < size;++a)
|
||||
{
|
||||
if (parray[i]->mName == parray[a]->mName)
|
||||
{
|
||||
ReportError("aiScene::%s[%u] has the same name as "
|
||||
"aiScene::%s[%u]",firstName, i,secondName, a);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename T>
|
||||
inline
|
||||
void ValidateDSProcess::DoValidationWithNameCheck(T** array, unsigned int size, const char* firstName,
|
||||
const char* secondName) {
|
||||
// validate all entries
|
||||
DoValidationEx(array,size,firstName,secondName);
|
||||
|
||||
for (unsigned int i = 0; i < size;++i) {
|
||||
int res = HasNameMatch(array[i]->mName,mScene->mRootNode);
|
||||
if (0 == res) {
|
||||
const std::string name = static_cast<char*>(array[i]->mName.data);
|
||||
ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)",
|
||||
firstName,i, name.c_str());
|
||||
} else if (1 != res) {
|
||||
const std::string name = static_cast<char*>(array[i]->mName.data);
|
||||
ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name",
|
||||
firstName,i, name.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void ValidateDSProcess::Execute( aiScene* pScene) {
|
||||
mScene = pScene;
|
||||
ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin");
|
||||
|
||||
// validate the node graph of the scene
|
||||
Validate(pScene->mRootNode);
|
||||
|
||||
// validate all meshes
|
||||
if (pScene->mNumMeshes) {
|
||||
DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes");
|
||||
}
|
||||
else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
|
||||
ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
|
||||
}
|
||||
else if (pScene->mMeshes) {
|
||||
ReportError("aiScene::mMeshes is non-null although there are no meshes");
|
||||
}
|
||||
|
||||
// validate all animations
|
||||
if (pScene->mNumAnimations) {
|
||||
DoValidation(pScene->mAnimations,pScene->mNumAnimations,
|
||||
"mAnimations","mNumAnimations");
|
||||
}
|
||||
else if (pScene->mAnimations) {
|
||||
ReportError("aiScene::mAnimations is non-null although there are no animations");
|
||||
}
|
||||
|
||||
// validate all cameras
|
||||
if (pScene->mNumCameras) {
|
||||
DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras,
|
||||
"mCameras","mNumCameras");
|
||||
}
|
||||
else if (pScene->mCameras) {
|
||||
ReportError("aiScene::mCameras is non-null although there are no cameras");
|
||||
}
|
||||
|
||||
// validate all lights
|
||||
if (pScene->mNumLights) {
|
||||
DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights,
|
||||
"mLights","mNumLights");
|
||||
}
|
||||
else if (pScene->mLights) {
|
||||
ReportError("aiScene::mLights is non-null although there are no lights");
|
||||
}
|
||||
|
||||
// validate all textures
|
||||
if (pScene->mNumTextures) {
|
||||
DoValidation(pScene->mTextures,pScene->mNumTextures,
|
||||
"mTextures","mNumTextures");
|
||||
}
|
||||
else if (pScene->mTextures) {
|
||||
ReportError("aiScene::mTextures is non-null although there are no textures");
|
||||
}
|
||||
|
||||
// validate all materials
|
||||
if (pScene->mNumMaterials) {
|
||||
DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials");
|
||||
}
|
||||
#if 0
|
||||
// NOTE: ScenePreprocessor generates a default material if none is there
|
||||
else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
|
||||
ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
|
||||
}
|
||||
#endif
|
||||
else if (pScene->mMaterials) {
|
||||
ReportError("aiScene::mMaterials is non-null although there are no materials");
|
||||
}
|
||||
|
||||
// if (!has)ReportError("The aiScene data structure is empty");
|
||||
ASSIMP_LOG_DEBUG("ValidateDataStructureProcess end");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiLight* pLight)
|
||||
{
|
||||
if (pLight->mType == aiLightSource_UNDEFINED)
|
||||
ReportWarning("aiLight::mType is aiLightSource_UNDEFINED");
|
||||
|
||||
if (!pLight->mAttenuationConstant &&
|
||||
!pLight->mAttenuationLinear &&
|
||||
!pLight->mAttenuationQuadratic) {
|
||||
ReportWarning("aiLight::mAttenuationXXX - all are zero");
|
||||
}
|
||||
|
||||
if (pLight->mAngleInnerCone > pLight->mAngleOuterCone)
|
||||
ReportError("aiLight::mAngleInnerCone is larger than aiLight::mAngleOuterCone");
|
||||
|
||||
if (pLight->mColorDiffuse.IsBlack() && pLight->mColorAmbient.IsBlack()
|
||||
&& pLight->mColorSpecular.IsBlack())
|
||||
{
|
||||
ReportWarning("aiLight::mColorXXX - all are black and won't have any influence");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiCamera* pCamera)
|
||||
{
|
||||
if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear)
|
||||
ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear");
|
||||
|
||||
// FIX: there are many 3ds files with invalid FOVs. No reason to
|
||||
// reject them at all ... a warning is appropriate.
|
||||
if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI)
|
||||
ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV",pCamera->mHorizontalFOV);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiMesh* pMesh)
|
||||
{
|
||||
// validate the material index of the mesh
|
||||
if (mScene->mNumMaterials && pMesh->mMaterialIndex >= mScene->mNumMaterials)
|
||||
{
|
||||
ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)",
|
||||
pMesh->mMaterialIndex,mScene->mNumMaterials-1);
|
||||
}
|
||||
|
||||
Validate(&pMesh->mName);
|
||||
|
||||
for (unsigned int i = 0; i < pMesh->mNumFaces; ++i)
|
||||
{
|
||||
aiFace& face = pMesh->mFaces[i];
|
||||
|
||||
if (pMesh->mPrimitiveTypes)
|
||||
{
|
||||
switch (face.mNumIndices)
|
||||
{
|
||||
case 0:
|
||||
ReportError("aiMesh::mFaces[%i].mNumIndices is 0",i);
|
||||
break;
|
||||
case 1:
|
||||
if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POINT))
|
||||
{
|
||||
ReportError("aiMesh::mFaces[%i] is a POINT but aiMesh::mPrimitiveTypes "
|
||||
"does not report the POINT flag",i);
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_LINE))
|
||||
{
|
||||
ReportError("aiMesh::mFaces[%i] is a LINE but aiMesh::mPrimitiveTypes "
|
||||
"does not report the LINE flag",i);
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
|
||||
{
|
||||
ReportError("aiMesh::mFaces[%i] is a TRIANGLE but aiMesh::mPrimitiveTypes "
|
||||
"does not report the TRIANGLE flag",i);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON))
|
||||
{
|
||||
this->ReportError("aiMesh::mFaces[%i] is a POLYGON but aiMesh::mPrimitiveTypes "
|
||||
"does not report the POLYGON flag",i);
|
||||
}
|
||||
break;
|
||||
};
|
||||
}
|
||||
|
||||
if (!face.mIndices)
|
||||
ReportError("aiMesh::mFaces[%i].mIndices is NULL",i);
|
||||
}
|
||||
|
||||
// positions must always be there ...
|
||||
if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) {
|
||||
ReportError("The mesh %s contains no vertices", pMesh->mName.C_Str());
|
||||
}
|
||||
|
||||
if (pMesh->mNumVertices > AI_MAX_VERTICES) {
|
||||
ReportError("Mesh has too many vertices: %u, but the limit is %u",pMesh->mNumVertices,AI_MAX_VERTICES);
|
||||
}
|
||||
if (pMesh->mNumFaces > AI_MAX_FACES) {
|
||||
ReportError("Mesh has too many faces: %u, but the limit is %u",pMesh->mNumFaces,AI_MAX_FACES);
|
||||
}
|
||||
|
||||
// if tangents are there there must also be bitangent vectors ...
|
||||
if ((pMesh->mTangents != NULL) != (pMesh->mBitangents != NULL)) {
|
||||
ReportError("If there are tangents, bitangent vectors must be present as well");
|
||||
}
|
||||
|
||||
// faces, too
|
||||
if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) {
|
||||
ReportError("Mesh %s contains no faces", pMesh->mName.C_Str());
|
||||
}
|
||||
|
||||
// now check whether the face indexing layout is correct:
|
||||
// unique vertices, pseudo-indexed.
|
||||
std::vector<bool> abRefList;
|
||||
abRefList.resize(pMesh->mNumVertices,false);
|
||||
for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
|
||||
{
|
||||
aiFace& face = pMesh->mFaces[i];
|
||||
if (face.mNumIndices > AI_MAX_FACE_INDICES) {
|
||||
ReportError("Face %u has too many faces: %u, but the limit is %u",i,face.mNumIndices,AI_MAX_FACE_INDICES);
|
||||
}
|
||||
|
||||
for (unsigned int a = 0; a < face.mNumIndices;++a)
|
||||
{
|
||||
if (face.mIndices[a] >= pMesh->mNumVertices) {
|
||||
ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range",i,a);
|
||||
}
|
||||
// the MSB flag is temporarily used by the extra verbose
|
||||
// mode to tell us that the JoinVerticesProcess might have
|
||||
// been executed already.
|
||||
/*if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && !(this->mScene->mFlags & AI_SCENE_FLAGS_ALLOW_SHARED) &&
|
||||
abRefList[face.mIndices[a]])
|
||||
{
|
||||
ReportError("aiMesh::mVertices[%i] is referenced twice - second "
|
||||
"time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
|
||||
}*/
|
||||
abRefList[face.mIndices[a]] = true;
|
||||
}
|
||||
}
|
||||
|
||||
// check whether there are vertices that aren't referenced by a face
|
||||
bool b = false;
|
||||
for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
|
||||
if (!abRefList[i])b = true;
|
||||
}
|
||||
abRefList.clear();
|
||||
if (b) {
|
||||
ReportWarning("There are unreferenced vertices");
|
||||
}
|
||||
|
||||
// texture channel 2 may not be set if channel 1 is zero ...
|
||||
{
|
||||
unsigned int i = 0;
|
||||
for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
|
||||
{
|
||||
if (!pMesh->HasTextureCoords(i))break;
|
||||
}
|
||||
for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
|
||||
if (pMesh->HasTextureCoords(i))
|
||||
{
|
||||
ReportError("Texture coordinate channel %i exists "
|
||||
"although the previous channel was NULL.",i);
|
||||
}
|
||||
}
|
||||
// the same for the vertex colors
|
||||
{
|
||||
unsigned int i = 0;
|
||||
for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
|
||||
{
|
||||
if (!pMesh->HasVertexColors(i))break;
|
||||
}
|
||||
for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
|
||||
if (pMesh->HasVertexColors(i))
|
||||
{
|
||||
ReportError("Vertex color channel %i is exists "
|
||||
"although the previous channel was NULL.",i);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// now validate all bones
|
||||
if (pMesh->mNumBones)
|
||||
{
|
||||
if (!pMesh->mBones)
|
||||
{
|
||||
ReportError("aiMesh::mBones is NULL (aiMesh::mNumBones is %i)",
|
||||
pMesh->mNumBones);
|
||||
}
|
||||
std::unique_ptr<float[]> afSum(nullptr);
|
||||
if (pMesh->mNumVertices)
|
||||
{
|
||||
afSum.reset(new float[pMesh->mNumVertices]);
|
||||
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
|
||||
afSum[i] = 0.0f;
|
||||
}
|
||||
|
||||
// check whether there are duplicate bone names
|
||||
for (unsigned int i = 0; i < pMesh->mNumBones;++i)
|
||||
{
|
||||
const aiBone* bone = pMesh->mBones[i];
|
||||
if (bone->mNumWeights > AI_MAX_BONE_WEIGHTS) {
|
||||
ReportError("Bone %u has too many weights: %u, but the limit is %u",i,bone->mNumWeights,AI_MAX_BONE_WEIGHTS);
|
||||
}
|
||||
|
||||
if (!pMesh->mBones[i])
|
||||
{
|
||||
ReportError("aiMesh::mBones[%i] is NULL (aiMesh::mNumBones is %i)",
|
||||
i,pMesh->mNumBones);
|
||||
}
|
||||
Validate(pMesh,pMesh->mBones[i],afSum.get());
|
||||
|
||||
for (unsigned int a = i+1; a < pMesh->mNumBones;++a)
|
||||
{
|
||||
if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName)
|
||||
{
|
||||
const char *name = "unknown";
|
||||
if (nullptr != pMesh->mBones[ i ]->mName.C_Str()) {
|
||||
name = pMesh->mBones[ i ]->mName.C_Str();
|
||||
}
|
||||
ReportError("aiMesh::mBones[%i], name = \"%s\" has the same name as "
|
||||
"aiMesh::mBones[%i]", i, name, a );
|
||||
}
|
||||
}
|
||||
}
|
||||
// check whether all bone weights for a vertex sum to 1.0 ...
|
||||
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
|
||||
{
|
||||
if (afSum[i] && (afSum[i] <= 0.94 || afSum[i] >= 1.05)) {
|
||||
ReportWarning("aiMesh::mVertices[%i]: bone weight sum != 1.0 (sum is %f)",i,afSum[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (pMesh->mBones)
|
||||
{
|
||||
ReportError("aiMesh::mBones is non-null although there are no bones");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiMesh* pMesh, const aiBone* pBone,float* afSum) {
|
||||
this->Validate(&pBone->mName);
|
||||
|
||||
if (!pBone->mNumWeights) {
|
||||
//ReportError("aiBone::mNumWeights is zero");
|
||||
}
|
||||
|
||||
// check whether all vertices affected by this bone are valid
|
||||
for (unsigned int i = 0; i < pBone->mNumWeights;++i)
|
||||
{
|
||||
if (pBone->mWeights[i].mVertexId >= pMesh->mNumVertices) {
|
||||
ReportError("aiBone::mWeights[%i].mVertexId is out of range",i);
|
||||
}
|
||||
else if (!pBone->mWeights[i].mWeight || pBone->mWeights[i].mWeight > 1.0f) {
|
||||
ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value",i);
|
||||
}
|
||||
afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
|
||||
{
|
||||
Validate(&pAnimation->mName);
|
||||
|
||||
// validate all materials
|
||||
if (pAnimation->mNumChannels)
|
||||
{
|
||||
if (!pAnimation->mChannels) {
|
||||
ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)",
|
||||
pAnimation->mNumChannels);
|
||||
}
|
||||
for (unsigned int i = 0; i < pAnimation->mNumChannels;++i)
|
||||
{
|
||||
if (!pAnimation->mChannels[i])
|
||||
{
|
||||
ReportError("aiAnimation::mChannels[%i] is NULL (aiAnimation::mNumChannels is %i)",
|
||||
i, pAnimation->mNumChannels);
|
||||
}
|
||||
Validate(pAnimation, pAnimation->mChannels[i]);
|
||||
}
|
||||
}
|
||||
else {
|
||||
ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
|
||||
aiTextureType type)
|
||||
{
|
||||
const char* szType = TextureTypeToString(type);
|
||||
|
||||
// ****************************************************************************
|
||||
// Search all keys of the material ...
|
||||
// textures must be specified with ascending indices
|
||||
// (e.g. diffuse #2 may not be specified if diffuse #1 is not there ...)
|
||||
// ****************************************************************************
|
||||
|
||||
int iNumIndices = 0;
|
||||
int iIndex = -1;
|
||||
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
|
||||
aiMaterialProperty* prop = pMaterial->mProperties[ i ];
|
||||
ai_assert(nullptr != prop);
|
||||
if ( !::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == static_cast<unsigned int>(type)) {
|
||||
iIndex = std::max(iIndex, (int) prop->mIndex);
|
||||
++iNumIndices;
|
||||
|
||||
if (aiPTI_String != prop->mType) {
|
||||
ReportError("Material property %s is expected to be a string", prop->mKey.data);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (iIndex +1 != iNumIndices) {
|
||||
ReportError("%s #%i is set, but there are only %i %s textures",
|
||||
szType,iIndex,iNumIndices,szType);
|
||||
}
|
||||
if (!iNumIndices)return;
|
||||
std::vector<aiTextureMapping> mappings(iNumIndices);
|
||||
|
||||
// Now check whether all UV indices are valid ...
|
||||
bool bNoSpecified = true;
|
||||
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
|
||||
{
|
||||
aiMaterialProperty* prop = pMaterial->mProperties[i];
|
||||
if (prop->mSemantic != type)continue;
|
||||
|
||||
if ((int)prop->mIndex >= iNumIndices)
|
||||
{
|
||||
ReportError("Found texture property with index %i, although there "
|
||||
"are only %i textures of type %s",
|
||||
prop->mIndex, iNumIndices, szType);
|
||||
}
|
||||
|
||||
if (!::strcmp(prop->mKey.data,"$tex.mapping")) {
|
||||
if (aiPTI_Integer != prop->mType || prop->mDataLength < sizeof(aiTextureMapping))
|
||||
{
|
||||
ReportError("Material property %s%i is expected to be an integer (size is %i)",
|
||||
prop->mKey.data,prop->mIndex,prop->mDataLength);
|
||||
}
|
||||
mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
|
||||
}
|
||||
else if (!::strcmp(prop->mKey.data,"$tex.uvtrafo")) {
|
||||
if (aiPTI_Float != prop->mType || prop->mDataLength < sizeof(aiUVTransform))
|
||||
{
|
||||
ReportError("Material property %s%i is expected to be 5 floats large (size is %i)",
|
||||
prop->mKey.data,prop->mIndex, prop->mDataLength);
|
||||
}
|
||||
mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
|
||||
}
|
||||
else if (!::strcmp(prop->mKey.data,"$tex.uvwsrc")) {
|
||||
if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength)
|
||||
{
|
||||
ReportError("Material property %s%i is expected to be an integer (size is %i)",
|
||||
prop->mKey.data,prop->mIndex,prop->mDataLength);
|
||||
}
|
||||
bNoSpecified = false;
|
||||
|
||||
// Ignore UV indices for texture channels that are not there ...
|
||||
|
||||
// Get the value
|
||||
iIndex = *((unsigned int*)prop->mData);
|
||||
|
||||
// Check whether there is a mesh using this material
|
||||
// which has not enough UV channels ...
|
||||
for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
|
||||
{
|
||||
aiMesh* mesh = this->mScene->mMeshes[a];
|
||||
if(mesh->mMaterialIndex == (unsigned int)i)
|
||||
{
|
||||
int iChannels = 0;
|
||||
while (mesh->HasTextureCoords(iChannels))++iChannels;
|
||||
if (iIndex >= iChannels)
|
||||
{
|
||||
ReportWarning("Invalid UV index: %i (key %s). Mesh %i has only %i UV channels",
|
||||
iIndex,prop->mKey.data,a,iChannels);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (bNoSpecified)
|
||||
{
|
||||
// Assume that all textures are using the first UV channel
|
||||
for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
|
||||
{
|
||||
aiMesh* mesh = mScene->mMeshes[a];
|
||||
if(mesh->mMaterialIndex == (unsigned int)iIndex && mappings[0] == aiTextureMapping_UV)
|
||||
{
|
||||
if (!mesh->mTextureCoords[0])
|
||||
{
|
||||
// This is a special case ... it could be that the
|
||||
// original mesh format intended the use of a special
|
||||
// mapping here.
|
||||
ReportWarning("UV-mapped texture, but there are no UV coords");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
|
||||
{
|
||||
// check whether there are material keys that are obviously not legal
|
||||
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
|
||||
{
|
||||
const aiMaterialProperty* prop = pMaterial->mProperties[i];
|
||||
if (!prop) {
|
||||
ReportError("aiMaterial::mProperties[%i] is NULL (aiMaterial::mNumProperties is %i)",
|
||||
i,pMaterial->mNumProperties);
|
||||
}
|
||||
if (!prop->mDataLength || !prop->mData) {
|
||||
ReportError("aiMaterial::mProperties[%i].mDataLength or "
|
||||
"aiMaterial::mProperties[%i].mData is 0",i,i);
|
||||
}
|
||||
// check all predefined types
|
||||
if (aiPTI_String == prop->mType) {
|
||||
// FIX: strings are now stored in a less expensive way, but we can't use the
|
||||
// validation routine for 'normal' aiStrings
|
||||
if (prop->mDataLength < 5 || prop->mDataLength < 4 + (*reinterpret_cast<uint32_t*>(prop->mData)) + 1) {
|
||||
ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
||||
"too small to contain a string (%i, needed: %i)",
|
||||
i,prop->mDataLength,static_cast<int>(sizeof(aiString)));
|
||||
}
|
||||
if(prop->mData[prop->mDataLength-1]) {
|
||||
ReportError("Missing null-terminator in string material property");
|
||||
}
|
||||
// Validate((const aiString*)prop->mData);
|
||||
}
|
||||
else if (aiPTI_Float == prop->mType) {
|
||||
if (prop->mDataLength < sizeof(float)) {
|
||||
ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
||||
"too small to contain a float (%i, needed: %i)",
|
||||
i,prop->mDataLength, static_cast<int>(sizeof(float)));
|
||||
}
|
||||
}
|
||||
else if (aiPTI_Integer == prop->mType) {
|
||||
if (prop->mDataLength < sizeof(int)) {
|
||||
ReportError("aiMaterial::mProperties[%i].mDataLength is "
|
||||
"too small to contain an integer (%i, needed: %i)",
|
||||
i,prop->mDataLength, static_cast<int>(sizeof(int)));
|
||||
}
|
||||
}
|
||||
// TODO: check whether there is a key with an unknown name ...
|
||||
}
|
||||
|
||||
// make some more specific tests
|
||||
ai_real fTemp;
|
||||
int iShading;
|
||||
if (AI_SUCCESS == aiGetMaterialInteger( pMaterial,AI_MATKEY_SHADING_MODEL,&iShading)) {
|
||||
switch ((aiShadingMode)iShading)
|
||||
{
|
||||
case aiShadingMode_Blinn:
|
||||
case aiShadingMode_CookTorrance:
|
||||
case aiShadingMode_Phong:
|
||||
|
||||
if (AI_SUCCESS != aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS,&fTemp)) {
|
||||
ReportWarning("A specular shading model is specified but there is no "
|
||||
"AI_MATKEY_SHININESS key");
|
||||
}
|
||||
if (AI_SUCCESS == aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS_STRENGTH,&fTemp) && !fTemp) {
|
||||
ReportWarning("A specular shading model is specified but the value of the "
|
||||
"AI_MATKEY_SHININESS_STRENGTH key is 0.0");
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) {
|
||||
ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)");
|
||||
}
|
||||
|
||||
// Check whether there are invalid texture keys
|
||||
// TODO: that's a relict of the past, where texture type and index were baked
|
||||
// into the material string ... we could do that in one single pass.
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_DIFFUSE);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_SPECULAR);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_AMBIENT);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_EMISSIVE);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_OPACITY);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_SHININESS);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_HEIGHT);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_NORMALS);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_DISPLACEMENT);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_LIGHTMAP);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_REFLECTION);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiTexture* pTexture)
|
||||
{
|
||||
// the data section may NEVER be NULL
|
||||
if (!pTexture->pcData) {
|
||||
ReportError("aiTexture::pcData is NULL");
|
||||
}
|
||||
if (pTexture->mHeight)
|
||||
{
|
||||
if (!pTexture->mWidth){
|
||||
ReportError("aiTexture::mWidth is zero (aiTexture::mHeight is %i, uncompressed texture)",
|
||||
pTexture->mHeight);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!pTexture->mWidth) {
|
||||
ReportError("aiTexture::mWidth is zero (compressed texture)");
|
||||
}
|
||||
if ('\0' != pTexture->achFormatHint[3]) {
|
||||
ReportWarning("aiTexture::achFormatHint must be zero-terminated");
|
||||
}
|
||||
else if ('.' == pTexture->achFormatHint[0]) {
|
||||
ReportWarning("aiTexture::achFormatHint should contain a file extension "
|
||||
"without a leading dot (format hint: %s).",pTexture->achFormatHint);
|
||||
}
|
||||
}
|
||||
|
||||
const char* sz = pTexture->achFormatHint;
|
||||
if ((sz[0] >= 'A' && sz[0] <= 'Z') ||
|
||||
(sz[1] >= 'A' && sz[1] <= 'Z') ||
|
||||
(sz[2] >= 'A' && sz[2] <= 'Z') ||
|
||||
(sz[3] >= 'A' && sz[3] <= 'Z')) {
|
||||
ReportError("aiTexture::achFormatHint contains non-lowercase letters");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
|
||||
const aiNodeAnim* pNodeAnim)
|
||||
{
|
||||
Validate(&pNodeAnim->mNodeName);
|
||||
|
||||
if (!pNodeAnim->mNumPositionKeys && !pNodeAnim->mScalingKeys && !pNodeAnim->mNumRotationKeys) {
|
||||
ReportError("Empty node animation channel");
|
||||
}
|
||||
// otherwise check whether one of the keys exceeds the total duration of the animation
|
||||
if (pNodeAnim->mNumPositionKeys)
|
||||
{
|
||||
if (!pNodeAnim->mPositionKeys)
|
||||
{
|
||||
ReportError("aiNodeAnim::mPositionKeys is NULL (aiNodeAnim::mNumPositionKeys is %i)",
|
||||
pNodeAnim->mNumPositionKeys);
|
||||
}
|
||||
double dLast = -10e10;
|
||||
for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys;++i)
|
||||
{
|
||||
// ScenePreprocessor will compute the duration if still the default value
|
||||
// (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
|
||||
// seems to be due the compilers register usage/width.
|
||||
if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration+0.001)
|
||||
{
|
||||
ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger "
|
||||
"than aiAnimation::mDuration (which is %.5f)",i,
|
||||
(float)pNodeAnim->mPositionKeys[i].mTime,
|
||||
(float)pAnimation->mDuration);
|
||||
}
|
||||
if (i && pNodeAnim->mPositionKeys[i].mTime <= dLast)
|
||||
{
|
||||
ReportWarning("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is smaller "
|
||||
"than aiAnimation::mPositionKeys[%i] (which is %.5f)",i,
|
||||
(float)pNodeAnim->mPositionKeys[i].mTime,
|
||||
i-1, (float)dLast);
|
||||
}
|
||||
dLast = pNodeAnim->mPositionKeys[i].mTime;
|
||||
}
|
||||
}
|
||||
// rotation keys
|
||||
if (pNodeAnim->mNumRotationKeys)
|
||||
{
|
||||
if (!pNodeAnim->mRotationKeys)
|
||||
{
|
||||
ReportError("aiNodeAnim::mRotationKeys is NULL (aiNodeAnim::mNumRotationKeys is %i)",
|
||||
pNodeAnim->mNumRotationKeys);
|
||||
}
|
||||
double dLast = -10e10;
|
||||
for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys;++i)
|
||||
{
|
||||
if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration+0.001)
|
||||
{
|
||||
ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger "
|
||||
"than aiAnimation::mDuration (which is %.5f)",i,
|
||||
(float)pNodeAnim->mRotationKeys[i].mTime,
|
||||
(float)pAnimation->mDuration);
|
||||
}
|
||||
if (i && pNodeAnim->mRotationKeys[i].mTime <= dLast)
|
||||
{
|
||||
ReportWarning("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is smaller "
|
||||
"than aiAnimation::mRotationKeys[%i] (which is %.5f)",i,
|
||||
(float)pNodeAnim->mRotationKeys[i].mTime,
|
||||
i-1, (float)dLast);
|
||||
}
|
||||
dLast = pNodeAnim->mRotationKeys[i].mTime;
|
||||
}
|
||||
}
|
||||
// scaling keys
|
||||
if (pNodeAnim->mNumScalingKeys)
|
||||
{
|
||||
if (!pNodeAnim->mScalingKeys) {
|
||||
ReportError("aiNodeAnim::mScalingKeys is NULL (aiNodeAnim::mNumScalingKeys is %i)",
|
||||
pNodeAnim->mNumScalingKeys);
|
||||
}
|
||||
double dLast = -10e10;
|
||||
for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys;++i)
|
||||
{
|
||||
if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration+0.001)
|
||||
{
|
||||
ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger "
|
||||
"than aiAnimation::mDuration (which is %.5f)",i,
|
||||
(float)pNodeAnim->mScalingKeys[i].mTime,
|
||||
(float)pAnimation->mDuration);
|
||||
}
|
||||
if (i && pNodeAnim->mScalingKeys[i].mTime <= dLast)
|
||||
{
|
||||
ReportWarning("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is smaller "
|
||||
"than aiAnimation::mScalingKeys[%i] (which is %.5f)",i,
|
||||
(float)pNodeAnim->mScalingKeys[i].mTime,
|
||||
i-1, (float)dLast);
|
||||
}
|
||||
dLast = pNodeAnim->mScalingKeys[i].mTime;
|
||||
}
|
||||
}
|
||||
|
||||
if (!pNodeAnim->mNumScalingKeys && !pNodeAnim->mNumRotationKeys &&
|
||||
!pNodeAnim->mNumPositionKeys)
|
||||
{
|
||||
ReportError("A node animation channel must have at least one subtrack");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiNode* pNode)
|
||||
{
|
||||
if (!pNode) {
|
||||
ReportError("A node of the scenegraph is NULL");
|
||||
}
|
||||
// Validate node name string first so that it's safe to use in below expressions
|
||||
this->Validate(&pNode->mName);
|
||||
const char* nodeName = (&pNode->mName)->C_Str();
|
||||
if (pNode != mScene->mRootNode && !pNode->mParent){
|
||||
ReportError("Non-root node %s lacks a valid parent (aiNode::mParent is NULL) ", nodeName);
|
||||
}
|
||||
|
||||
// validate all meshes
|
||||
if (pNode->mNumMeshes)
|
||||
{
|
||||
if (!pNode->mMeshes)
|
||||
{
|
||||
ReportError("aiNode::mMeshes is NULL for node %s (aiNode::mNumMeshes is %i)",
|
||||
nodeName, pNode->mNumMeshes);
|
||||
}
|
||||
std::vector<bool> abHadMesh;
|
||||
abHadMesh.resize(mScene->mNumMeshes,false);
|
||||
for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
|
||||
{
|
||||
if (pNode->mMeshes[i] >= mScene->mNumMeshes)
|
||||
{
|
||||
ReportError("aiNode::mMeshes[%i] is out of range for node %s (maximum is %i)",
|
||||
pNode->mMeshes[i], nodeName, mScene->mNumMeshes-1);
|
||||
}
|
||||
if (abHadMesh[pNode->mMeshes[i]])
|
||||
{
|
||||
ReportError("aiNode::mMeshes[%i] is already referenced by this node %s (value: %i)",
|
||||
i, nodeName, pNode->mMeshes[i]);
|
||||
}
|
||||
abHadMesh[pNode->mMeshes[i]] = true;
|
||||
}
|
||||
}
|
||||
if (pNode->mNumChildren)
|
||||
{
|
||||
if (!pNode->mChildren) {
|
||||
ReportError("aiNode::mChildren is NULL for node %s (aiNode::mNumChildren is %i)",
|
||||
nodeName, pNode->mNumChildren);
|
||||
}
|
||||
for (unsigned int i = 0; i < pNode->mNumChildren;++i) {
|
||||
Validate(pNode->mChildren[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiString* pString)
|
||||
{
|
||||
if (pString->length > MAXLEN)
|
||||
{
|
||||
ReportError("aiString::length is too large (%u, maximum is %lu)",
|
||||
pString->length,MAXLEN);
|
||||
}
|
||||
const char* sz = pString->data;
|
||||
while (true)
|
||||
{
|
||||
if ('\0' == *sz)
|
||||
{
|
||||
if (pString->length != (unsigned int)(sz-pString->data)) {
|
||||
ReportError("aiString::data is invalid: the terminal zero is at a wrong offset");
|
||||
}
|
||||
break;
|
||||
}
|
||||
else if (sz >= &pString->data[MAXLEN]) {
|
||||
ReportError("aiString::data is invalid. There is no terminal character");
|
||||
}
|
||||
++sz;
|
||||
}
|
||||
}
|
||||
189
thirdparty/assimp/code/PostProcessing/ValidateDataStructure.h
vendored
Normal file
189
thirdparty/assimp/code/PostProcessing/ValidateDataStructure.h
vendored
Normal file
@@ -0,0 +1,189 @@
|
||||
/*
|
||||
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 Defines a (dummy) post processing step to validate the loader's
|
||||
* output data structure (for debugging)
|
||||
*/
|
||||
#ifndef AI_VALIDATEPROCESS_H_INC
|
||||
#define AI_VALIDATEPROCESS_H_INC
|
||||
|
||||
#include <assimp/types.h>
|
||||
#include <assimp/material.h>
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
struct aiBone;
|
||||
struct aiMesh;
|
||||
struct aiAnimation;
|
||||
struct aiNodeAnim;
|
||||
struct aiTexture;
|
||||
struct aiMaterial;
|
||||
struct aiNode;
|
||||
struct aiString;
|
||||
struct aiCamera;
|
||||
struct aiLight;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
/** Validates the whole ASSIMP scene data structure for correctness.
|
||||
* ImportErrorException is thrown of the scene is corrupt.*/
|
||||
// --------------------------------------------------------------------------------------
|
||||
class ValidateDSProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
ValidateDSProcess();
|
||||
~ValidateDSProcess();
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Report a validation error. This will throw an exception,
|
||||
* control won't return.
|
||||
* @param msg Format string for sprintf().*/
|
||||
AI_WONT_RETURN void ReportError(const char* msg,...) AI_WONT_RETURN_SUFFIX;
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Report a validation warning. This won't throw an exception,
|
||||
* control will return to the caller.
|
||||
* @param msg Format string for sprintf().*/
|
||||
void ReportWarning(const char* msg,...);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates a mesh
|
||||
* @param pMesh Input mesh*/
|
||||
void Validate( const aiMesh* pMesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates a bone
|
||||
* @param pMesh Input mesh
|
||||
* @param pBone Input bone*/
|
||||
void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates an animation
|
||||
* @param pAnimation Input animation*/
|
||||
void Validate( const aiAnimation* pAnimation);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates a material
|
||||
* @param pMaterial Input material*/
|
||||
void Validate( const aiMaterial* pMaterial);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Search the material data structure for invalid or corrupt
|
||||
* texture keys.
|
||||
* @param pMaterial Input material
|
||||
* @param type Type of the texture*/
|
||||
void SearchForInvalidTextures(const aiMaterial* pMaterial,
|
||||
aiTextureType type);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates a texture
|
||||
* @param pTexture Input texture*/
|
||||
void Validate( const aiTexture* pTexture);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates a light source
|
||||
* @param pLight Input light
|
||||
*/
|
||||
void Validate( const aiLight* pLight);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates a camera
|
||||
* @param pCamera Input camera*/
|
||||
void Validate( const aiCamera* pCamera);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates a bone animation channel
|
||||
* @param pAnimation Animation channel.
|
||||
* @param pBoneAnim Input bone animation */
|
||||
void Validate( const aiAnimation* pAnimation,
|
||||
const aiNodeAnim* pBoneAnim);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates a node and all of its subnodes
|
||||
* @param Node Input node*/
|
||||
void Validate( const aiNode* pNode);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates a string
|
||||
* @param pString Input string*/
|
||||
void Validate( const aiString* pString);
|
||||
|
||||
private:
|
||||
|
||||
// template to validate one of the aiScene::mXXX arrays
|
||||
template <typename T>
|
||||
inline void DoValidation(T** array, unsigned int size,
|
||||
const char* firstName, const char* secondName);
|
||||
|
||||
// extended version: checks whether T::mName occurs twice
|
||||
template <typename T>
|
||||
inline void DoValidationEx(T** array, unsigned int size,
|
||||
const char* firstName, const char* secondName);
|
||||
|
||||
// extension to the first template which does also search
|
||||
// the nodegraph for an item with the same name
|
||||
template <typename T>
|
||||
inline void DoValidationWithNameCheck(T** array, unsigned int size,
|
||||
const char* firstName, const char* secondName);
|
||||
|
||||
aiScene* mScene;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_VALIDATEPROCESS_H_INC
|
||||
Reference in New Issue
Block a user