Refactoring: Cleanup post-processing steps.
parent
7e5a178637
commit
5d841ec9a5
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@ -397,10 +397,6 @@ struct Material {
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Material(const Material &other) = default;
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Material(Material &&other) AI_NO_EXCEPT = default;
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Material &operator=(Material &&other) AI_NO_EXCEPT = default;
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virtual ~Material() = default;
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//! Name of the material
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@ -58,8 +58,6 @@ class X3DExporter {
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Value(value) {
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// empty
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}
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SAttribute(SAttribute &&rhs) AI_NO_EXCEPT = default;
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};
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/***********************************************/
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@ -76,4 +76,17 @@ ai_real GeometryUtils::calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh
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return area;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether a ray intersects a plane and find the intersection point
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bool GeometryUtils::PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
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const aiVector3D& planeNormal, aiVector3D& pos) {
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const ai_real b = planeNormal * (planePos - ray.pos);
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ai_real h = ray.dir * planeNormal;
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if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
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return false;
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pos = ray.pos + (ray.dir * h);
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return true;
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}
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} // namespace Assimp
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@ -62,6 +62,8 @@ public:
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/// @param mesh The mesh containing the face
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/// @return The area.
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static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh );
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static bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos, const aiVector3D& planeNormal, aiVector3D& pos);
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};
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} // namespace Assimp
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@ -47,11 +47,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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namespace Assimp {
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/// The default class constructor.
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ArmaturePopulate::ArmaturePopulate() = default;
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static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones) {
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for (aiBone *bone : bones) {
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if (bone->mName == bone_name) {
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return true;
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}
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}
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/// The class destructor.
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ArmaturePopulate::~ArmaturePopulate() = default;
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return false;
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}
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bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
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return (pFlags & aiProcess_PopulateArmatureData) != 0;
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@ -78,9 +82,8 @@ void ArmaturePopulate::Execute(aiScene *out) {
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aiBone *bone = kvp.first;
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aiNode *bone_node = kvp.second;
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ASSIMP_LOG_VERBOSE_DEBUG("active node lookup: ", bone->mName.C_Str());
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// lcl transform grab - done in generate_nodes :)
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// bone->mOffsetMatrix = bone_node->mTransformation;
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// lcl transform grab - done in generate_nodes :)
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aiNode *armature = GetArmatureRoot(bone_node, bones);
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ai_assert(armature);
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@ -212,18 +215,6 @@ aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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return nullptr;
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}
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// Simple IsBoneNode check if this could be a bone
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bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
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std::vector<aiBone *> &bones) {
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for (aiBone *bone : bones) {
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if (bone->mName == bone_name) {
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return true;
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}
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}
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return false;
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}
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// Pop this node by name from the stack if found
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// Used in multiple armature situations with duplicate node / bone names
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// Known flaw: cannot have nodes with bone names, will be fixed in later release
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@ -69,10 +69,10 @@ namespace Assimp {
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class ASSIMP_API ArmaturePopulate : public BaseProcess {
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public:
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/// The default class constructor.
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ArmaturePopulate();
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ArmaturePopulate() = default;
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/// The class destructor.
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virtual ~ArmaturePopulate();
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virtual ~ArmaturePopulate() = default;
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/// Overwritten, @see BaseProcess
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virtual bool IsActive( unsigned int pFlags ) const;
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@ -86,9 +86,6 @@ public:
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static aiNode *GetArmatureRoot(aiNode *bone_node,
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std::vector<aiBone *> &bone_list);
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static bool IsBoneNode(const aiString &bone_name,
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std::vector<aiBone *> &bones);
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static aiNode *GetNodeFromStack(const aiString &node_name,
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std::vector<aiNode *> &nodes);
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@ -108,5 +105,4 @@ public:
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} // Namespace Assimp
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#endif // SCALE_PROCESS_H_
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp 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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@ -42,10 +41,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/** @file GenUVCoords step */
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#include "ComputeUVMappingProcess.h"
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#include "ProcessHelper.h"
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#include <assimp/Exceptional.h>
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#include "Geometry/GeometryUtils.h"
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using namespace Assimp;
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@ -59,31 +58,17 @@ namespace {
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
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{
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bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const {
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return (pFlags & aiProcess_GenUVCoords) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether a ray intersects a plane and find the intersection point
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inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
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const aiVector3D& planeNormal, aiVector3D& pos)
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{
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const ai_real b = planeNormal * (planePos - ray.pos);
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ai_real h = ray.dir * planeNormal;
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if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
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return false;
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pos = ray.pos + (ray.dir * h);
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Find the first empty UV channel in a mesh
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inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
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{
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inline unsigned int FindEmptyUVChannel (aiMesh* mesh) {
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for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
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if (!mesh->mTextureCoords[m])return m;
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if (!mesh->mTextureCoords[m]) {
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return m;
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}
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ASSIMP_LOG_ERROR("Unable to compute UV coordinates, no free UV slot found");
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return UINT_MAX;
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@ -91,8 +76,7 @@ inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
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// ------------------------------------------------------------------------------------------------
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// Try to remove UV seams
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void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
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{
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void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) {
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// TODO: just a very rough algorithm. I think it could be done
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// much easier, but I don't know how and am currently too tired to
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// to think about a better solution.
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@ -103,10 +87,11 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
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const static ai_real LOWER_EPSILON = ai_real( 10e-3 );
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const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 );
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for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
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{
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for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx) {
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const aiFace& face = mesh->mFaces[fidx];
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if (face.mNumIndices < 3) continue; // triangles and polygons only, please
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if (face.mNumIndices < 3) {
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continue; // triangles and polygons only, please
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}
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unsigned int smallV = face.mNumIndices, large = smallV;
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bool zero = false, one = false, round_to_zero = false;
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp 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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@ -219,13 +217,6 @@ void MakeLeftHandedProcess::ProcessAnimation(aiNodeAnim *pAnim) {
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// rotation keys
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for (unsigned int a = 0; a < pAnim->mNumRotationKeys; a++) {
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/* That's the safe version, but the float errors add up. So we try the short version instead
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aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
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rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
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rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
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aiQuaternion rotquat( rotmat);
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pAnim->mRotationKeys[a].mValue = rotquat;
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*/
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pAnim->mRotationKeys[a].mValue.x *= -1.0f;
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pAnim->mRotationKeys[a].mValue.y *= -1.0f;
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}
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp 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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@ -87,7 +86,7 @@ void DeboneProcess::Execute( aiScene* pScene) {
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if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) {
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for(unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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if(splitList[a]) {
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numSplits++;
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++numSplits;
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}
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}
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}
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@ -119,8 +118,8 @@ void DeboneProcess::Execute( aiScene* pScene) {
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aiNode *theNode = find ? pScene->mRootNode->FindNode(*find) : nullptr;
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std::pair<unsigned int,aiNode*> push_pair(static_cast<unsigned int>(meshes.size()),theNode);
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mSubMeshIndices[a].push_back(push_pair);
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meshes.push_back(newMeshes[b].first);
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mSubMeshIndices[a].emplace_back(push_pair);
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meshes.emplace_back(newMeshes[b].first);
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out+=newMeshes[b].first->mNumBones;
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}
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@ -360,9 +359,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const {
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unsigned int m = static_cast<unsigned int>(pNode->mNumMeshes), n = static_cast<unsigned int>(mSubMeshIndices.size());
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// first pass, look for meshes which have not moved
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for(unsigned int a=0;a<m;a++) {
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unsigned int srcIndex = pNode->mMeshes[a];
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const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex];
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unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
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@ -376,8 +373,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const {
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// second pass, collect deboned meshes
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for(unsigned int a=0;a<n;a++)
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{
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for(unsigned int a=0;a<n;a++) {
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const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[a];
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unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
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@ -236,8 +236,7 @@ evil_jump_outside:
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face_src.mNumIndices = 0;
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face_src.mIndices = nullptr;
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}
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}
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else {
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} else {
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// Otherwise delete it if we don't need this face
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delete[] face_src.mIndices;
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face_src.mIndices = nullptr;
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp 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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@ -74,63 +72,6 @@ inline void ArrayDelete(T **&in, unsigned int &num) {
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num = 0;
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}
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#if 0
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// ------------------------------------------------------------------------------------------------
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// Updates the node graph - removes all nodes which have the "remove" flag set and the
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// "don't remove" flag not set. Nodes with meshes are never deleted.
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bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
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{
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bool b = false;
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std::list<aiNode*> mine;
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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{
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if(UpdateNodeGraph(node->mChildren[i],mine,false))
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b = true;
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}
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// somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
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// so we can do a simple comparison against MSB here
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if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
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{
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// this node needs to be removed
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if(node->mNumChildren)
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{
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childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
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// set all children to nullptr to make sure they are not deleted when we delete ourself
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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node->mChildren[i] = nullptr;
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}
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b = true;
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delete node;
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}
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else
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{
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AI_RC_UNMASK(node->mNumMeshes);
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childsOfParent.push_back(node);
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if (b)
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{
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// reallocate the array of our children here
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node->mNumChildren = (unsigned int)mine.size();
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aiNode** const children = new aiNode*[mine.size()];
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aiNode** ptr = children;
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for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
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it != end; ++it)
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{
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*ptr++ = *it;
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}
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delete[] node->mChildren;
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node->mChildren = children;
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return false;
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}
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}
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return b;
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}
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#endif
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void RemoveVCProcess::Execute(aiScene *pScene) {
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@ -140,7 +140,7 @@ void ScaleProcess::Execute( aiScene* pScene ) {
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aiMatrix4x4 scaling;
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aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
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aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
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const aiMatrix4x4 RotMatrix = aiMatrix4x4(rotation.GetMatrix());
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bone->mOffsetMatrix = translation * RotMatrix * scaling;
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}
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp 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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@ -54,10 +52,7 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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SortByPTypeProcess::SortByPTypeProcess() :
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mConfigRemoveMeshes(0) {
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// empty
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}
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SortByPTypeProcess::SortByPTypeProcess() : mConfigRemoveMeshes(0) {}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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@ -155,7 +150,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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if (1 == num) {
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if (!(mConfigRemoveMeshes & mesh->mPrimitiveTypes)) {
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*meshIdx = static_cast<unsigned int>(outMeshes.size());
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outMeshes.push_back(mesh);
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outMeshes.emplace_back(mesh);
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} else {
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delete mesh;
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pScene->mMeshes[i] = nullptr;
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@ -311,21 +306,23 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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if (vert) {
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*vert++ = mesh->mVertices[idx];
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//mesh->mVertices[idx].x = get_qnan();
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}
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if (nor) *nor++ = mesh->mNormals[idx];
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if (nor)
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*nor++ = mesh->mNormals[idx];
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if (tan) {
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*tan++ = mesh->mTangents[idx];
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*bit++ = mesh->mBitangents[idx];
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}
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for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++pp) {
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if (!uv[pp]) break;
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if (!uv[pp])
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break;
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*uv[pp]++ = mesh->mTextureCoords[pp][idx];
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}
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for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_COLOR_SETS; ++pp) {
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if (!cols[pp]) break;
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if (!cols[pp])
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break;
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*cols[pp]++ = mesh->mColors[pp][idx];
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}
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@ -351,7 +348,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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}
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}
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if (pp == mesh->mNumAnimMeshes)
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amIdx++;
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++amIdx;
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in.mIndices[q] = outIdx++;
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}
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp 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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@ -166,7 +165,7 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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unsigned int numBones = 0;
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std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
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// indices of the faces which are going to go into this submesh
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std::vector<unsigned int> subMeshFaces;
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IndexArray subMeshFaces;
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subMeshFaces.reserve( pMesh->mNumFaces);
|
||||
// accumulated vertex count of all the faces in this submesh
|
||||
unsigned int numSubMeshVertices = 0;
|
||||
|
@ -202,7 +201,7 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it) {
|
||||
if (!isBoneUsed[*it]) {
|
||||
isBoneUsed[*it] = true;
|
||||
numBones++;
|
||||
++numBones;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -212,18 +211,17 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
|
||||
// remember that this face is handled
|
||||
isFaceHandled[a] = true;
|
||||
numFacesHandled++;
|
||||
++numFacesHandled;
|
||||
}
|
||||
|
||||
// create a new mesh to hold this subset of the source mesh
|
||||
aiMesh* newMesh = new aiMesh;
|
||||
if( pMesh->mName.length > 0 )
|
||||
{
|
||||
if( pMesh->mName.length > 0 ) {
|
||||
newMesh->mName.Set( format() << pMesh->mName.data << "_sub" << poNewMeshes.size());
|
||||
}
|
||||
newMesh->mMaterialIndex = pMesh->mMaterialIndex;
|
||||
newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
|
||||
poNewMeshes.push_back( newMesh);
|
||||
poNewMeshes.emplace_back( newMesh);
|
||||
|
||||
// create all the arrays for this mesh if the old mesh contained them
|
||||
newMesh->mNumVertices = numSubMeshVertices;
|
||||
|
@ -251,7 +249,7 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
// and copy over the data, generating faces with linear indices along the way
|
||||
newMesh->mFaces = new aiFace[subMeshFaces.size()];
|
||||
unsigned int nvi = 0; // next vertex index
|
||||
std::vector<unsigned int> previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
|
||||
IndexArray previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
|
||||
for( unsigned int a = 0; a < subMeshFaces.size(); ++a ) {
|
||||
const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
|
||||
aiFace& dstFace = newMesh->mFaces[a];
|
||||
|
@ -399,10 +397,10 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const {
|
||||
// rebuild the node's mesh index list
|
||||
if( pNode->mNumMeshes == 0 ) {
|
||||
std::vector<unsigned int> newMeshList;
|
||||
IndexArray newMeshList;
|
||||
for( unsigned int a = 0; a < pNode->mNumMeshes; ++a) {
|
||||
unsigned int srcIndex = pNode->mMeshes[a];
|
||||
const std::vector<unsigned int>& replaceMeshes = mSubMeshIndices[srcIndex];
|
||||
const IndexArray& replaceMeshes = mSubMeshIndices[srcIndex];
|
||||
newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
|
||||
}
|
||||
|
||||
|
|
|
@ -76,6 +76,10 @@ public:
|
|||
/// basing on the Importer's configuration property list.
|
||||
virtual void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
/// @brief Will return the maximal number of bones.
|
||||
/// @return The maximal number of bones.
|
||||
size_t getMaxNumberOfBones() const;
|
||||
|
||||
protected:
|
||||
/// Executes the post processing step on the given imported data.
|
||||
/// At the moment a process is not supposed to fail.
|
||||
|
@ -90,14 +94,19 @@ protected:
|
|||
/// Recursively updates the node's mesh list to account for the changed mesh list
|
||||
void UpdateNode( aiNode* pNode) const;
|
||||
|
||||
public:
|
||||
private:
|
||||
/// Max bone count. Splitting occurs if a mesh has more than that number of bones.
|
||||
size_t mMaxBoneCount;
|
||||
|
||||
/// Per mesh index: Array of indices of the new submeshes.
|
||||
std::vector< std::vector<unsigned int> > mSubMeshIndices;
|
||||
using IndexArray = std::vector<unsigned int>;
|
||||
std::vector<IndexArray> mSubMeshIndices;
|
||||
};
|
||||
|
||||
inline size_t SplitByBoneCountProcess::getMaxNumberOfBones() const {
|
||||
return mMaxBoneCount;
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC
|
||||
|
|
|
@ -105,7 +105,7 @@ class Vertex {
|
|||
friend Vertex operator * (ai_real, const Vertex&);
|
||||
|
||||
public:
|
||||
Vertex() {}
|
||||
Vertex() = default;
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** Extract a particular vertex from a mesh and interleave all components */
|
||||
|
|
Loading…
Reference in New Issue