2008-05-25 22:29:05 +00:00
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the post processing step "MakeVerboseFormat"
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*/
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2008-10-13 16:45:48 +00:00
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#include "../AssimpPCH.h"
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#include "MakeVerboseFormat.h"
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2008-05-25 22:29:05 +00:00
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using namespace Assimp;
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2008-06-22 10:09:26 +00:00
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// ------------------------------------------------------------------------------------------------
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2008-05-25 22:29:05 +00:00
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MakeVerboseFormatProcess::MakeVerboseFormatProcess()
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{
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// nothing to do here
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}
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2008-06-22 10:09:26 +00:00
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// ------------------------------------------------------------------------------------------------
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2008-05-25 22:29:05 +00:00
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MakeVerboseFormatProcess::~MakeVerboseFormatProcess()
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{
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// nothing to do here
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}
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2008-06-22 10:09:26 +00:00
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// ------------------------------------------------------------------------------------------------
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2008-05-25 22:29:05 +00:00
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// Executes the post processing step on the given imported data.
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void MakeVerboseFormatProcess::Execute( aiScene* pScene)
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{
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ai_assert(NULL != pScene);
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DefaultLogger::get()->debug("MakeVerboseFormatProcess begin");
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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2009-02-05 18:33:25 +00:00
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if( MakeVerboseFormat( pScene->mMeshes[a]))
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2008-05-25 22:29:05 +00:00
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bHas = true;
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}
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2009-02-05 18:33:25 +00:00
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if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ...");
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2008-05-25 22:29:05 +00:00
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else DefaultLogger::get()->debug("MakeVerboseFormatProcess. There was nothing to do.");
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2009-02-05 18:33:25 +00:00
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pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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2008-05-25 22:29:05 +00:00
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}
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2008-06-22 10:09:26 +00:00
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// ------------------------------------------------------------------------------------------------
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2008-05-25 22:29:05 +00:00
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// Executes the post processing step on the given imported data.
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bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
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{
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ai_assert(NULL != pcMesh);
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unsigned int iOldNumVertices = pcMesh->mNumVertices;
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const unsigned int iNumVerts = pcMesh->mNumFaces*3;
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aiVector3D* pvPositions = new aiVector3D[iNumVerts];
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aiVector3D* pvNormals;
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if (pcMesh->HasNormals())
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{
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pvNormals = new aiVector3D[iNumVerts];
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}
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aiVector3D* pvTangents, *pvBitangents;
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if (pcMesh->HasTangentsAndBitangents())
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{
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pvTangents = new aiVector3D[iNumVerts];
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pvBitangents = new aiVector3D[iNumVerts];
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}
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ai_assert(AI_MAX_NUMBER_OF_TEXTURECOORDS == 4);
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ai_assert(AI_MAX_NUMBER_OF_COLOR_SETS == 4);
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aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {NULL,NULL,NULL,NULL};
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aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {NULL,NULL,NULL,NULL};
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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apvTextureCoords[p++] = new aiVector3D[iNumVerts];
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p = 0;
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while (pcMesh->HasVertexColors(p))
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apvColorSets[p++] = new aiColor4D[iNumVerts];
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// allocate enough memory to hold output bones and vertex weights ...
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std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
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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
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
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2008-05-25 22:29:05 +00:00
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newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
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}
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// iterate through all faces and build a clean list
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unsigned int iIndex = 0;
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for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
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{
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aiFace* pcFace = &pcMesh->mFaces[a];
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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
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for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
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2008-05-25 22:29:05 +00:00
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{
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// need to build a clean list of bones, too
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
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{
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for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
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{
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const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
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if(pcFace->mIndices[q] == w.mVertexId)
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{
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aiVertexWeight wNew;
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wNew.mVertexId = iIndex;
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wNew.mWeight = w.mWeight;
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newWeights[i].push_back(wNew);
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}
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}
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}
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pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
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if (pcMesh->HasNormals())
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{
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pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
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}
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if (pcMesh->HasTangentsAndBitangents())
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{
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pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
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pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
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}
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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{
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apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
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++p;
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}
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p = 0;
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while (pcMesh->HasVertexColors(p))
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{
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apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
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++p;
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}
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pcFace->mIndices[q] = iIndex;
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}
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}
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// build output vertex weights
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
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{
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delete pcMesh->mBones[i]->mWeights;
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if (!newWeights[i].empty())
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{
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pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
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memcpy(pcMesh->mBones[i]->mWeights,&newWeights[i][0],
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sizeof(aiVertexWeight) * newWeights[i].size());
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}
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else pcMesh->mBones[i]->mWeights = NULL;
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}
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// delete the old members
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delete[] pcMesh->mVertices;
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pcMesh->mVertices = pvPositions;
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p = 0;
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while (pcMesh->HasTextureCoords(p))
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{
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delete pcMesh->mTextureCoords[p];
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pcMesh->mTextureCoords[p] = apvTextureCoords[p];
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++p;
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}
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p = 0;
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while (pcMesh->HasVertexColors(p))
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{
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delete pcMesh->mColors[p];
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pcMesh->mColors[p] = apvColorSets[p];
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++p;
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}
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pcMesh->mNumVertices = iNumVerts;
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if (pcMesh->HasNormals())
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{
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delete[] pcMesh->mNormals;
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pcMesh->mNormals = pvNormals;
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}
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if (pcMesh->HasTangentsAndBitangents())
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{
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delete[] pcMesh->mTangents;
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pcMesh->mTangents = pvTangents;
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delete[] pcMesh->mBitangents;
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pcMesh->mBitangents = pvBitangents;
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}
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return (pcMesh->mNumVertices != iOldNumVertices);
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2008-09-12 20:25:11 +00:00
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}
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