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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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 "AssimpPCH.h"
- #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') {
- DefaultLogger::get()->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 (10e10f, 10e10f, 10e10f);
- max = aiVector3D (-10e10f,-10e10f,-10e10f);
- 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)*0.5f;
- }
-
- // -------------------------------------------------------------------------------
- void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
- aiVector3D& max, const aiMatrix4x4& m)
- {
- FindAABBTransformed(mesh,min,max,m);
- out = min + (max-min)*0.5f;
- }
-
- // -------------------------------------------------------------------------------
- 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);
- }
-
- // -------------------------------------------------------------------------------
- float ComputePositionEpsilon(const aiMesh* pMesh)
- {
- const float epsilon = 1e-4f;
-
- // 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;
- }
-
- // -------------------------------------------------------------------------------
- float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
- {
- const float epsilon = 1e-4f;
-
- // 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]] = 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 = subMeshFaces.size();
- oMesh->mNumVertices = 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( a) ; ++a ) {
- oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
- oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
- }
-
- for( size_t a = 0; pMesh->HasVertexColors( 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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