Model loading and texturing

This commit is contained in:
Dane Johnson
2021-01-18 18:25:47 -06:00
parent 66bf7776c7
commit 155b572aca
1283 changed files with 533814 additions and 42 deletions

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the post processing step to calculate
* tangents and bitangents for all imported meshes
*/
// internal headers
#include "CalcTangentsProcess.h"
#include "ProcessHelper.h"
#include <assimp/TinyFormatter.h>
#include <assimp/qnan.h>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
CalcTangentsProcess::CalcTangentsProcess()
: configMaxAngle( AI_DEG_TO_RAD(45.f) )
, configSourceUV( 0 ) {
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
CalcTangentsProcess::~CalcTangentsProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool CalcTangentsProcess::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_CalcTangentSpace) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void CalcTangentsProcess::SetupProperties(const Importer* pImp)
{
ai_assert( NULL != pImp );
// get the current value of the property
configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
configMaxAngle = std::max(std::min(configMaxAngle,45.0f),0.0f);
configMaxAngle = AI_DEG_TO_RAD(configMaxAngle);
configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX,0);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void CalcTangentsProcess::Execute( aiScene* pScene)
{
ai_assert( NULL != pScene );
ASSIMP_LOG_DEBUG("CalcTangentsProcess 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_INFO("CalcTangentsProcess finished. Tangents have been calculated");
} else {
ASSIMP_LOG_DEBUG("CalcTangentsProcess finished");
}
}
// ------------------------------------------------------------------------------------------------
// Calculates tangents and bi-tangents for the given mesh
bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
{
// we assume that the mesh is still in the verbose vertex format where each face has its own set
// of vertices and no vertices are shared between faces. Sadly I don't know any quick test to
// assert() it here.
// assert( must be verbose, dammit);
if (pMesh->mTangents) // this implies that mBitangents is also there
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("Tangents are undefined for line and point meshes");
return false;
}
// what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement
if( pMesh->mNormals == NULL)
{
ASSIMP_LOG_ERROR("Failed to compute tangents; need normals");
return false;
}
if( configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV] )
{
ASSIMP_LOG_ERROR((Formatter::format("Failed to compute tangents; need UV data in channel"),configSourceUV));
return false;
}
const float angleEpsilon = 0.9999f;
std::vector<bool> vertexDone( pMesh->mNumVertices, false);
const float qnan = get_qnan();
// create space for the tangents and bitangents
pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
const aiVector3D* meshPos = pMesh->mVertices;
const aiVector3D* meshNorm = pMesh->mNormals;
const aiVector3D* meshTex = pMesh->mTextureCoords[configSourceUV];
aiVector3D* meshTang = pMesh->mTangents;
aiVector3D* meshBitang = pMesh->mBitangents;
// calculate the tangent and bitangent for every face
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
{
const aiFace& face = pMesh->mFaces[a];
if (face.mNumIndices < 3)
{
// There are less than three indices, thus the tangent vector
// is not defined. We are finished with these vertices now,
// their tangent vectors are set to qnan.
for (unsigned int i = 0; i < face.mNumIndices;++i)
{
unsigned int idx = face.mIndices[i];
vertexDone [idx] = true;
meshTang [idx] = aiVector3D(qnan);
meshBitang [idx] = aiVector3D(qnan);
}
continue;
}
// triangle or polygon... we always use only the first three indices. A polygon
// is supposed to be planar anyways....
// FIXME: (thom) create correct calculation for multi-vertex polygons maybe?
const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2];
// position differences p1->p2 and p1->p3
aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0];
// texture offset p1->p2 and p1->p3
float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y;
float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y;
float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;
// when t1, t2, t3 in same position in UV space, just use default UV direction.
if ( sx * ty == sy * tx ) {
sx = 0.0; sy = 1.0;
tx = 1.0; ty = 0.0;
}
// tangent points in the direction where to positive X axis of the texture coord's would point in model space
// bitangent's points along the positive Y axis of the texture coord's, respectively
aiVector3D tangent, bitangent;
tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
tangent.y = (w.y * sy - v.y * ty) * dirCorrection;
tangent.z = (w.z * sy - v.z * ty) * dirCorrection;
bitangent.x = (w.x * sx - v.x * tx) * dirCorrection;
bitangent.y = (w.y * sx - v.y * tx) * dirCorrection;
bitangent.z = (w.z * sx - v.z * tx) * dirCorrection;
// store for every vertex of that face
for( unsigned int b = 0; b < face.mNumIndices; ++b ) {
unsigned int p = face.mIndices[b];
// project tangent and bitangent into the plane formed by the vertex' normal
aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
localTangent.NormalizeSafe(); localBitangent.NormalizeSafe();
// reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN.
bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z);
bool invalid_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_special_float(localBitangent.z);
if (invalid_tangent != invalid_bitangent) {
if (invalid_tangent) {
localTangent = meshNorm[p] ^ localBitangent;
localTangent.NormalizeSafe();
} else {
localBitangent = localTangent ^ meshNorm[p];
localBitangent.NormalizeSafe();
}
}
// and write it into the mesh.
meshTang[ p ] = localTangent;
meshBitang[ p ] = localBitangent;
}
}
// create a helper to quickly find locally close vertices among the vertex array
// FIX: check whether we can reuse the SpatialSort of a previous step
SpatialSort* vertexFinder = NULL;
SpatialSort _vertexFinder;
float posEpsilon;
if (shared)
{
std::vector<std::pair<SpatialSort,float> >* avf;
shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
if (avf)
{
std::pair<SpatialSort,float>& 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;
const float fLimit = std::cos(configMaxAngle);
std::vector<unsigned int> closeVertices;
// in the second pass we now smooth out all tangents and bitangents at the same local position
// if they are not too far off.
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;
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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");
}

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@@ -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

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@@ -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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/// @file 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();
}
}
}
}
}

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@@ -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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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;
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#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;
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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;
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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");
}
}
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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;
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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;
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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;
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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;
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** 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 );
}
}
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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;
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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, ")");
}
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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@@ -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

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@@ -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

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@@ -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.");
}
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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;
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#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_

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 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");
}
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/**
* @file 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));
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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@@ -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");
}
}
}

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file 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

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@@ -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

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@@ -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

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@@ -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;
}
}

View 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