2008-11-02 16:58:31 +00:00
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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
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following 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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#include "AssimpPCH.h"
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#include "ScenePreprocessor.h"
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using namespace Assimp;
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2009-01-12 22:06:54 +00:00
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// ---------------------------------------------------------------------------------------------
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void ScenePreprocessor::ProcessScene ()
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2008-11-02 16:58:31 +00:00
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{
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2009-01-12 22:06:54 +00:00
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ai_assert(scene != NULL);
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2008-11-02 16:58:31 +00:00
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2008-11-04 20:41:11 +00:00
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// Process all meshes
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for (unsigned int i = 0; i < scene->mNumMeshes;++i)
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ProcessMesh(scene->mMeshes[i]);
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2008-11-02 16:58:31 +00:00
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// - nothing to do for nodes for the moment
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// - nothing to do for textures for the moment
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// - nothing to do for lights for the moment
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// - nothing to do for cameras for the moment
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// Process all animations
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for (unsigned int i = 0; i < scene->mNumAnimations;++i)
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ProcessAnimation(scene->mAnimations[i]);
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2009-01-09 21:29:54 +00:00
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// Generate a default material if none was specified
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if (!scene->mNumMaterials && scene->mNumMeshes)
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{
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scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 1];
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MaterialHelper* helper = new MaterialHelper();
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scene->mMaterials[0] = helper;
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// gray
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aiColor3D clr(0.6f,0.6f,0.6f);
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helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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// add a small ambient color value
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clr = aiColor3D(0.05f,0.05f,0.05f);
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helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
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// setup the default name
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aiString name(AI_DEFAULT_MATERIAL_NAME);
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helper->AddProperty(&name,AI_MATKEY_NAME);
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for (unsigned int i = 0; i < scene->mNumMeshes;++i)
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scene->mMeshes[i]->mMaterialIndex = 0;
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DefaultLogger::get()->debug("ScenePreprocessor: Added default material \'" AI_DEFAULT_MATERIAL_NAME "\'");
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}
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2008-11-02 16:58:31 +00:00
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}
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2009-01-12 22:06:54 +00:00
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// ---------------------------------------------------------------------------------------------
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2008-11-04 20:41:11 +00:00
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void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
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{
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2009-01-06 17:24:47 +00:00
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// If aiMesh::mNumUVComponents is *not* set assign the default value of 2
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
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{
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2009-01-08 22:44:07 +00:00
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if (!mesh->mTextureCoords[i])
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mesh->mNumUVComponents[i] = 0;
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else if( !mesh->mNumUVComponents[i])
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2009-01-06 17:24:47 +00:00
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mesh->mNumUVComponents[i] = 2;
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}
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2008-11-04 20:41:11 +00:00
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// If the information which primitive types are there in the
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// mesh is currently not available, compute it.
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if (!mesh->mPrimitiveTypes)
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{
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for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
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{
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aiFace& face = mesh->mFaces[a];
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switch (face.mNumIndices)
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{
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case 3u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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case 2u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case 1u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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default:
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mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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break;
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}
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}
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}
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}
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2008-11-02 16:58:31 +00:00
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2009-01-12 22:06:54 +00:00
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// ---------------------------------------------------------------------------------------------
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2008-11-02 16:58:31 +00:00
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void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
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{
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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double first = 10e10, last = -10e10;
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2008-11-02 16:58:31 +00:00
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for (unsigned int i = 0; i < anim->mNumChannels;++i)
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{
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aiNodeAnim* channel = anim->mChannels[i];
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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/* If the exact duration of the animation is not given
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* compute it now.
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*/
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if (anim->mDuration == -1.)
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{
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// Position keys
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for (unsigned int i = 0; i < channel->mNumPositionKeys;++i)
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{
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aiVectorKey& key = channel->mPositionKeys[i];
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first = std::min (first, key.mTime);
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last = std::max (last, key.mTime);
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}
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// Scaling keys
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for (unsigned int i = 0; i < channel->mNumScalingKeys;++i)
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{
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aiVectorKey& key = channel->mScalingKeys[i];
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first = std::min (first, key.mTime);
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last = std::max (last, key.mTime);
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}
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// Rotation keys
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for (unsigned int i = 0; i < channel->mNumRotationKeys;++i)
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{
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aiQuatKey& key = channel->mRotationKeys[i];
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first = std::min (first, key.mTime);
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last = std::max (last, key.mTime);
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}
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}
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2008-11-02 16:58:31 +00:00
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/* Check whether the animation channel has no rotation
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* or position tracks. In this case we generate a dummy
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* track from the information we have in the transformation
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* matrix of the corresponding node.
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*/
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if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys)
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{
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// Find the node that belongs to this animation
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aiNode* node = scene->mRootNode->FindNode(channel->mNodeName);
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if (node) // ValidateDS will complain later if 'node' is NULL
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{
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// Decompose the transformation matrix of the node
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aiVector3D scaling, position;
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aiQuaternion rotation;
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node->mTransformation.Decompose(scaling, rotation,position);
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// No rotation keys? Generate a dummy track
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if (!channel->mNumRotationKeys)
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{
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channel->mNumRotationKeys = 1;
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channel->mRotationKeys = new aiQuatKey[1];
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aiQuatKey& q = channel->mRotationKeys[0];
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q.mTime = 0.;
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q.mValue = rotation;
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DefaultLogger::get()->debug("ScenePreprocessor: Dummy rotation track has been generated");
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}
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// No scaling keys? Generate a dummy track
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if (!channel->mNumScalingKeys)
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{
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channel->mNumScalingKeys = 1;
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channel->mScalingKeys = new aiVectorKey[1];
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aiVectorKey& q = channel->mScalingKeys[0];
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q.mTime = 0.;
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q.mValue = scaling;
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DefaultLogger::get()->debug("ScenePreprocessor: Dummy scaling track has been generated");
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}
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// No position keys? Generate a dummy track
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if (!channel->mNumPositionKeys)
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{
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channel->mNumPositionKeys = 1;
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channel->mPositionKeys = new aiVectorKey[1];
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aiVectorKey& q = channel->mPositionKeys[0];
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q.mTime = 0.;
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q.mValue = position;
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DefaultLogger::get()->debug("ScenePreprocessor: Dummy position track has been generated");
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}
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}
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}
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}
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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if (anim->mDuration == -1.)
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{
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DefaultLogger::get()->debug("Setting animation duration");
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2008-11-26 13:17:39 +00:00
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anim->mDuration = last - std::min( first, 0. );
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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}
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2008-12-07 20:00:58 +00:00
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}
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