assimp/code/SceneCombiner.cpp

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Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, 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 Implements Assimp::SceneCombiner. This is a smart utility
* class that can be used to combine several scenes, meshes, ...
* in one.
*/
#include "AssimpPCH.h"
#include "SceneCombiner.h"
#include "fast_atof.h"
namespace Assimp
{
// ------------------------------------------------------------------------------------------------
// Merges two scenes. Currently only used by the LWS loader.
void SceneCombiner::MergeScenes(aiScene* dest,std::vector<aiScene*>& src,
unsigned int flags)
{
ai_assert(NULL != dest);
ai_assert(0 == dest->mNumTextures);
ai_assert(0 == dest->mNumLights);
ai_assert(0 == dest->mNumCameras);
ai_assert(0 == dest->mNumMeshes);
ai_assert(0 == dest->mNumMaterials);
if (src.empty())return;
// some iterators will be needed multiple times
std::vector<aiScene*>::iterator begin = src.begin(),
end = src.end(), cur;
// this helper array is used as lookup table several times
std::vector<unsigned int> offset(src.size());
std::vector<unsigned int>::iterator ofsbegin = offset.begin(),
offend = offset.end(), ofscur;
unsigned int cnt;
bool bNeedPrefix = false;
// First find out how large the respective output arrays must be
for ( cur = begin; cur != end; ++cur)
{
dest->mNumTextures += (*cur)->mNumTextures;
dest->mNumMaterials += (*cur)->mNumMaterials;
dest->mNumMeshes += (*cur)->mNumMeshes;
dest->mNumLights += (*cur)->mNumLights;
dest->mNumCameras += (*cur)->mNumCameras;
dest->mNumAnimations += (*cur)->mNumAnimations;
if ((*cur)->mNumAnimations > 0 ||
(*cur)->mNumCameras > 0 ||
(*cur)->mNumLights > 0)bNeedPrefix = true;
}
// generate the output texture list + an offset table
if (dest->mNumTextures)
{
aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials];
for ( cur = begin, ofscur = ofsbegin,cnt = 0; cur != end; ++cur,++ofscur)
{
for (unsigned int i = 0; i < (*cur)->mNumTextures;++i,++pip)
*pip = (*cur)->mTextures[i];
*ofscur = cnt;
cnt += (*cur)->mNumTextures;
}
}
// generate the output material list + an offset table
if (dest->mNumMaterials)
{
aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
for ( cur = begin, ofscur = ofsbegin,cnt = 0; cur != end; ++cur,++ofscur)
{
for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i,++pip)
{
*pip = (*cur)->mMaterials[i];
if ((*cur)->mNumTextures != dest->mNumTextures)
{
// We need to update all texture indices of the mesh.
// So we need to search for a material property like
// that follows the following pattern: "$tex.file.<s>.<n>"
// where s is the texture type (i.e. diffuse) and n is
// the index of the texture.
for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
{
aiMaterialProperty* prop = (*pip)->mProperties[a];
if (!strncmp(prop->mKey.data,"$tex.file",9))
{
// Check whether this texture is an embedded texture.
// In this case the property looks like this: *<n>,
// where n is the index of the texture.
aiString& s = *((aiString*)prop->mData);
if ('*' == s.data[0])
{
// Offset the index and write it back ..
const unsigned int idx = strtol10(&s.data[1]) + *ofscur;
itoa10(&s.data[1],sizeof(s.data)-1,idx);
}
}
}
}
}
*ofscur = cnt;
cnt += (*cur)->mNumMaterials;
}
}
// generate the output mesh list + again an offset table
if (dest->mNumMeshes)
{
aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes];
for ( cur = begin, ofscur = ofsbegin,cnt = 0; cur != end; ++cur,++ofscur)
{
for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i,++pip)
{
*pip = (*cur)->mMeshes[i];
// update the material index of the mesh
(*pip)->mMaterialIndex += *ofscur;
}
// reuse the offset array - store now the mesh offset in it
*ofscur = cnt;
cnt += (*cur)->mNumMeshes;
}
}
// Now generate the output node graph. We need to make those
// names in the graph that are referenced by anims or lights
// or cameras unique. So we add a prefix to them ... $SC1_
// First step for now: find out which nodes are referenced by
// anim bones or cameras and add the prefix to their names.
if (bNeedPrefix)
{
for (cur = begin, cnt = 0; cur != end; ++cur)
{
char buffer[10];
buffer[0] = '$';
buffer[1] = 'S';
buffer[2] = 'C';
char* sz = &buffer[itoa10(&buffer[3],sizeof(buffer)-3, cnt++)+2];
*sz++ = '_';
*sz++ = '\0';
// AddNodePrefixes((*cur)->mRootNode,buffer,*cur);
/** CONTINUE WORK HERE **/
}
}
// now copy all cameras
// now delete all input scenes
for (cur = begin; cur != end; ++cur)
{
aiScene* deleteMe = *cur;
// We need to delete the arrays before the destructor is called -
// we are reusing the array members
delete[] deleteMe->mMeshes; deleteMe->mMeshes = NULL;
delete[] deleteMe->mCameras; deleteMe->mCameras = NULL;
delete[] deleteMe->mLights; deleteMe->mLights = NULL;
delete[] deleteMe->mMaterials; deleteMe->mMaterials = NULL;
delete[] deleteMe->mAnimations; deleteMe->mAnimations = NULL;
delete[] deleteMe->mRootNode->mChildren;
deleteMe->mRootNode->mChildren = NULL;
// Now we can safely delete the scene
delete[] deleteMe;
AI_DEBUG_INVALIDATE_PTR(*cur);
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::MergeMeshes(aiMesh* dest,std::vector<aiMesh*>& src,
unsigned int flags)
{
}
}