assimp/code/MakeVerboseFormat.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 "AssimpPCH.h"
#include "MakeVerboseFormat.h"
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);
DefaultLogger::get()->debug("MakeVerboseFormatProcess begin");
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
{
if( MakeVerboseFormat( pScene->mMeshes[a]))
bHas = true;
}
if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ...");
else DefaultLogger::get()->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];
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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];
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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()];
memcpy(pcMesh->mBones[i]->mWeights,&newWeights[i][0],
sizeof(aiVertexWeight) * newWeights[i].size());
}
else pcMesh->mBones[i]->mWeights = NULL;
}
// 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);
}