Refactoring: Cleanup post-processing steps.

pull/5086/head
Kim Kulling 2023-04-16 18:20:14 +02:00
parent 7e5a178637
commit 5d841ec9a5
16 changed files with 75 additions and 163 deletions

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@ -397,10 +397,6 @@ struct Material {
Material(const Material &other) = default;
Material(Material &&other) AI_NO_EXCEPT = default;
Material &operator=(Material &&other) AI_NO_EXCEPT = default;
virtual ~Material() = default;
//! Name of the material

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@ -58,8 +58,6 @@ class X3DExporter {
Value(value) {
// empty
}
SAttribute(SAttribute &&rhs) AI_NO_EXCEPT = default;
};
/***********************************************/

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@ -76,4 +76,17 @@ ai_real GeometryUtils::calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh
return area;
}
// ------------------------------------------------------------------------------------------------
// Check whether a ray intersects a plane and find the intersection point
bool GeometryUtils::PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
const aiVector3D& planeNormal, aiVector3D& pos) {
const ai_real b = planeNormal * (planePos - ray.pos);
ai_real h = ray.dir * planeNormal;
if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
return false;
pos = ray.pos + (ray.dir * h);
return true;
}
} // namespace Assimp

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@ -62,6 +62,8 @@ public:
/// @param mesh The mesh containing the face
/// @return The area.
static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh );
static bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos, const aiVector3D& planeNormal, aiVector3D& pos);
};
} // namespace Assimp

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@ -47,11 +47,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
/// The default class constructor.
ArmaturePopulate::ArmaturePopulate() = default;
static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones) {
for (aiBone *bone : bones) {
if (bone->mName == bone_name) {
return true;
}
}
/// The class destructor.
ArmaturePopulate::~ArmaturePopulate() = default;
return false;
}
bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_PopulateArmatureData) != 0;
@ -78,9 +82,8 @@ void ArmaturePopulate::Execute(aiScene *out) {
aiBone *bone = kvp.first;
aiNode *bone_node = kvp.second;
ASSIMP_LOG_VERBOSE_DEBUG("active node lookup: ", bone->mName.C_Str());
// lcl transform grab - done in generate_nodes :)
// bone->mOffsetMatrix = bone_node->mTransformation;
aiNode *armature = GetArmatureRoot(bone_node, bones);
ai_assert(armature);
@ -212,18 +215,6 @@ aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
return nullptr;
}
// Simple IsBoneNode check if this could be a bone
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones) {
for (aiBone *bone : bones) {
if (bone->mName == bone_name) {
return true;
}
}
return false;
}
// Pop this node by name from the stack if found
// Used in multiple armature situations with duplicate node / bone names
// Known flaw: cannot have nodes with bone names, will be fixed in later release

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@ -69,10 +69,10 @@ namespace Assimp {
class ASSIMP_API ArmaturePopulate : public BaseProcess {
public:
/// The default class constructor.
ArmaturePopulate();
ArmaturePopulate() = default;
/// The class destructor.
virtual ~ArmaturePopulate();
virtual ~ArmaturePopulate() = default;
/// Overwritten, @see BaseProcess
virtual bool IsActive( unsigned int pFlags ) const;
@ -86,9 +86,6 @@ public:
static aiNode *GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list);
static bool IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones);
static aiNode *GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes);
@ -108,5 +105,4 @@ public:
} // Namespace Assimp
#endif // SCALE_PROCESS_H_

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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -42,10 +41,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file GenUVCoords step */
#include "ComputeUVMappingProcess.h"
#include "ProcessHelper.h"
#include <assimp/Exceptional.h>
#include "Geometry/GeometryUtils.h"
using namespace Assimp;
@ -59,31 +58,17 @@ namespace {
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
{
bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const {
return (pFlags & aiProcess_GenUVCoords) != 0;
}
// ------------------------------------------------------------------------------------------------
// Check whether a ray intersects a plane and find the intersection point
inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
const aiVector3D& planeNormal, aiVector3D& pos)
{
const ai_real b = planeNormal * (planePos - ray.pos);
ai_real h = ray.dir * planeNormal;
if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
return false;
pos = ray.pos + (ray.dir * h);
return true;
}
// ------------------------------------------------------------------------------------------------
// Find the first empty UV channel in a mesh
inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
{
inline unsigned int FindEmptyUVChannel (aiMesh* mesh) {
for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
if (!mesh->mTextureCoords[m])return m;
if (!mesh->mTextureCoords[m]) {
return m;
}
ASSIMP_LOG_ERROR("Unable to compute UV coordinates, no free UV slot found");
return UINT_MAX;
@ -91,8 +76,7 @@ inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
// ------------------------------------------------------------------------------------------------
// Try to remove UV seams
void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
{
void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) {
// TODO: just a very rough algorithm. I think it could be done
// much easier, but I don't know how and am currently too tired to
// to think about a better solution.
@ -103,10 +87,11 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
const static ai_real LOWER_EPSILON = ai_real( 10e-3 );
const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 );
for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
{
for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx) {
const aiFace& face = mesh->mFaces[fidx];
if (face.mNumIndices < 3) continue; // triangles and polygons only, please
if (face.mNumIndices < 3) {
continue; // triangles and polygons only, please
}
unsigned int smallV = face.mNumIndices, large = smallV;
bool zero = false, one = false, round_to_zero = false;

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -219,13 +217,6 @@ void MakeLeftHandedProcess::ProcessAnimation(aiNodeAnim *pAnim) {
// rotation keys
for (unsigned int a = 0; a < pAnim->mNumRotationKeys; a++) {
/* That's the safe version, but the float errors add up. So we try the short version instead
aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
aiQuaternion rotquat( rotmat);
pAnim->mRotationKeys[a].mValue = rotquat;
*/
pAnim->mRotationKeys[a].mValue.x *= -1.0f;
pAnim->mRotationKeys[a].mValue.y *= -1.0f;
}

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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -87,7 +86,7 @@ void DeboneProcess::Execute( aiScene* pScene) {
if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) {
for(unsigned int a = 0; a < pScene->mNumMeshes; a++) {
if(splitList[a]) {
numSplits++;
++numSplits;
}
}
}
@ -119,8 +118,8 @@ void DeboneProcess::Execute( aiScene* pScene) {
aiNode *theNode = find ? pScene->mRootNode->FindNode(*find) : nullptr;
std::pair<unsigned int,aiNode*> push_pair(static_cast<unsigned int>(meshes.size()),theNode);
mSubMeshIndices[a].push_back(push_pair);
meshes.push_back(newMeshes[b].first);
mSubMeshIndices[a].emplace_back(push_pair);
meshes.emplace_back(newMeshes[b].first);
out+=newMeshes[b].first->mNumBones;
}
@ -360,9 +359,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const {
unsigned int m = static_cast<unsigned int>(pNode->mNumMeshes), n = static_cast<unsigned int>(mSubMeshIndices.size());
// first pass, look for meshes which have not moved
for(unsigned int a=0;a<m;a++) {
unsigned int srcIndex = pNode->mMeshes[a];
const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex];
unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
@ -376,8 +373,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const {
// second pass, collect deboned meshes
for(unsigned int a=0;a<n;a++)
{
for(unsigned int a=0;a<n;a++) {
const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[a];
unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());

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@ -236,8 +236,7 @@ evil_jump_outside:
face_src.mNumIndices = 0;
face_src.mIndices = nullptr;
}
}
else {
} else {
// Otherwise delete it if we don't need this face
delete[] face_src.mIndices;
face_src.mIndices = nullptr;

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -74,63 +72,6 @@ inline void ArrayDelete(T **&in, unsigned int &num) {
num = 0;
}
#if 0
// ------------------------------------------------------------------------------------------------
// Updates the node graph - removes all nodes which have the "remove" flag set and the
// "don't remove" flag not set. Nodes with meshes are never deleted.
bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
{
bool b = false;
std::list<aiNode*> mine;
for (unsigned int i = 0; i < node->mNumChildren;++i)
{
if(UpdateNodeGraph(node->mChildren[i],mine,false))
b = true;
}
// somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
// so we can do a simple comparison against MSB here
if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
{
// this node needs to be removed
if(node->mNumChildren)
{
childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
// set all children to nullptr to make sure they are not deleted when we delete ourself
for (unsigned int i = 0; i < node->mNumChildren;++i)
node->mChildren[i] = nullptr;
}
b = true;
delete node;
}
else
{
AI_RC_UNMASK(node->mNumMeshes);
childsOfParent.push_back(node);
if (b)
{
// reallocate the array of our children here
node->mNumChildren = (unsigned int)mine.size();
aiNode** const children = new aiNode*[mine.size()];
aiNode** ptr = children;
for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
it != end; ++it)
{
*ptr++ = *it;
}
delete[] node->mChildren;
node->mChildren = children;
return false;
}
}
return b;
}
#endif
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void RemoveVCProcess::Execute(aiScene *pScene) {

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@ -86,9 +86,9 @@ void ScaleProcess::Execute( aiScene* pScene ) {
return; // nothing to scale
}
ai_assert( mScale != 0 );
ai_assert( nullptr != pScene );
ai_assert( nullptr != pScene->mRootNode );
ai_assert(mScale != 0 );
ai_assert(nullptr != pScene );
ai_assert(nullptr != pScene->mRootNode );
if ( nullptr == pScene ) {
return;
@ -140,7 +140,7 @@ void ScaleProcess::Execute( aiScene* pScene ) {
aiMatrix4x4 scaling;
aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
const aiMatrix4x4 RotMatrix = aiMatrix4x4(rotation.GetMatrix());
bone->mOffsetMatrix = translation * RotMatrix * scaling;
}

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -54,10 +52,7 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
SortByPTypeProcess::SortByPTypeProcess() :
mConfigRemoveMeshes(0) {
// empty
}
SortByPTypeProcess::SortByPTypeProcess() : mConfigRemoveMeshes(0) {}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
@ -155,7 +150,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
if (1 == num) {
if (!(mConfigRemoveMeshes & mesh->mPrimitiveTypes)) {
*meshIdx = static_cast<unsigned int>(outMeshes.size());
outMeshes.push_back(mesh);
outMeshes.emplace_back(mesh);
} else {
delete mesh;
pScene->mMeshes[i] = nullptr;
@ -311,21 +306,23 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
if (vert) {
*vert++ = mesh->mVertices[idx];
//mesh->mVertices[idx].x = get_qnan();
}
if (nor) *nor++ = mesh->mNormals[idx];
if (nor)
*nor++ = mesh->mNormals[idx];
if (tan) {
*tan++ = mesh->mTangents[idx];
*bit++ = mesh->mBitangents[idx];
}
for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++pp) {
if (!uv[pp]) break;
if (!uv[pp])
break;
*uv[pp]++ = mesh->mTextureCoords[pp][idx];
}
for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_COLOR_SETS; ++pp) {
if (!cols[pp]) break;
if (!cols[pp])
break;
*cols[pp]++ = mesh->mColors[pp][idx];
}
@ -351,7 +348,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
}
}
if (pp == mesh->mNumAnimMeshes)
amIdx++;
++amIdx;
in.mIndices[q] = outIdx++;
}

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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -166,7 +165,7 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
unsigned int numBones = 0;
std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
// indices of the faces which are going to go into this submesh
std::vector<unsigned int> subMeshFaces;
IndexArray subMeshFaces;
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());
}

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@ -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

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@ -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 */