Merge pull request #2818 from RichardTea/backfacing-odd-negative-scale-2383
Backfacing odd negative scale 2383pull/2827/head
commit
6df5e10c88
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@ -137,8 +137,9 @@ public:
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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protected:
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void ProcessMesh( aiMesh* pMesh);
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public:
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/** Some other types of post-processing require winding order flips */
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static void ProcessMesh( aiMesh* pMesh);
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};
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// ---------------------------------------------------------------------------
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@ -43,13 +43,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* @brief Implementation of the aiProcess_OptimizGraph step
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*/
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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#include "OptimizeGraph.h"
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#include "ProcessHelper.h"
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#include <assimp/SceneCombiner.h>
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#include "ConvertToLHProcess.h"
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#include <assimp/Exceptional.h>
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#include <assimp/SceneCombiner.h>
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#include <stdio.h>
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using namespace Assimp;
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@ -60,292 +60,299 @@ using namespace Assimp;
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* The unhashed variant should be faster, except for *very* large data sets
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*/
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#ifdef AI_OG_USE_HASHING
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// Use our standard hashing function to compute the hash
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# define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
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// Use our standard hashing function to compute the hash
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#define AI_OG_GETKEY(str) SuperFastHash(str.data, str.length)
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#else
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// Otherwise hope that std::string will utilize a static buffer
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// for shorter node names. This would avoid endless heap copying.
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# define AI_OG_GETKEY(str) std::string(str.data)
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// Otherwise hope that std::string will utilize a static buffer
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// for shorter node names. This would avoid endless heap copying.
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#define AI_OG_GETKEY(str) std::string(str.data)
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#endif
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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OptimizeGraphProcess::OptimizeGraphProcess()
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: mScene()
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, nodes_in()
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, nodes_out()
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, count_merged() {
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// empty
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OptimizeGraphProcess::OptimizeGraphProcess() :
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mScene(),
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nodes_in(),
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nodes_out(),
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count_merged() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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OptimizeGraphProcess::~OptimizeGraphProcess() {
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// empty
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// empty
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}
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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 OptimizeGraphProcess::IsActive( unsigned int pFlags) const {
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return (0 != (pFlags & aiProcess_OptimizeGraph));
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bool OptimizeGraphProcess::IsActive(unsigned int pFlags) const {
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return (0 != (pFlags & aiProcess_OptimizeGraph));
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties for the post-processing step
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void OptimizeGraphProcess::SetupProperties(const Importer* pImp) {
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// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
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std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
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AddLockedNodeList(tmp);
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void OptimizeGraphProcess::SetupProperties(const Importer *pImp) {
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// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
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std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST, "");
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AddLockedNodeList(tmp);
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}
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// ------------------------------------------------------------------------------------------------
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// Collect new children
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void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes) {
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nodes_in += nd->mNumChildren;
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void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &nodes) {
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nodes_in += nd->mNumChildren;
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// Process children
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std::list<aiNode*> child_nodes;
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for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
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CollectNewChildren(nd->mChildren[i],child_nodes);
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nd->mChildren[i] = nullptr;
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}
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// Process children
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std::list<aiNode *> child_nodes;
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for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
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CollectNewChildren(nd->mChildren[i], child_nodes);
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nd->mChildren[i] = nullptr;
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}
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// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
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if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
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for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
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if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end()) {
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for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
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(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
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nodes.push_back(*it);
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if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
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(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
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nodes.push_back(*it);
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it = child_nodes.erase(it);
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continue;
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}
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++it;
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}
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it = child_nodes.erase(it);
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continue;
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}
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++it;
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}
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if (nd->mNumMeshes || !child_nodes.empty()) {
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nodes.push_back(nd);
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} else {
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delete nd; /* bye, node */
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return;
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}
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} else {
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if (nd->mNumMeshes || !child_nodes.empty()) {
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nodes.push_back(nd);
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} else {
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delete nd; /* bye, node */
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return;
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}
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} else {
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// Retain our current position in the hierarchy
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nodes.push_back(nd);
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// Retain our current position in the hierarchy
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nodes.push_back(nd);
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// Now check for possible optimizations in our list of child nodes. join as many as possible
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aiNode* join_master = NULL;
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aiMatrix4x4 inv;
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// Now check for possible optimizations in our list of child nodes. join as many as possible
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aiNode *join_master = nullptr;
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aiMatrix4x4 inv;
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const LockedSetType::const_iterator end = locked.end();
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const LockedSetType::const_iterator end = locked.end();
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std::list<aiNode*> join;
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for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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aiNode* child = *it;
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if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
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std::list<aiNode *> join;
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for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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aiNode *child = *it;
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if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
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// There may be no instanced meshes
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unsigned int n = 0;
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for (; n < child->mNumMeshes;++n) {
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if (meshes[child->mMeshes[n]] > 1) {
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break;
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}
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}
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if (n == child->mNumMeshes) {
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if (!join_master) {
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join_master = child;
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inv = join_master->mTransformation;
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inv.Inverse();
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} else {
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child->mTransformation = inv * child->mTransformation ;
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// There may be no instanced meshes
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unsigned int n = 0;
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for (; n < child->mNumMeshes; ++n) {
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if (meshes[child->mMeshes[n]] > 1) {
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break;
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}
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}
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if (n == child->mNumMeshes) {
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if (!join_master) {
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join_master = child;
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inv = join_master->mTransformation;
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inv.Inverse();
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} else {
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child->mTransformation = inv * child->mTransformation;
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join.push_back(child);
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it = child_nodes.erase(it);
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continue;
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}
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}
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}
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++it;
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}
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if (join_master && !join.empty()) {
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join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i",count_merged++);
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join.push_back(child);
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it = child_nodes.erase(it);
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continue;
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}
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}
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}
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++it;
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}
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if (join_master && !join.empty()) {
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join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i", count_merged++);
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unsigned int out_meshes = 0;
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for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
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out_meshes += (*it)->mNumMeshes;
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}
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unsigned int out_meshes = 0;
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for (std::list<aiNode *>::const_iterator it = join.cbegin(); it != join.cend(); ++it) {
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out_meshes += (*it)->mNumMeshes;
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}
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// copy all mesh references in one array
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if (out_meshes) {
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unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
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for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
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*tmp++ = join_master->mMeshes[n];
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}
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// copy all mesh references in one array
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if (out_meshes) {
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unsigned int *meshes = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshes;
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for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) {
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*tmp++ = join_master->mMeshes[n];
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}
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for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
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for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
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for (const aiNode *join_node : join) {
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for (unsigned int n = 0; n < join_node->mNumMeshes; ++n) {
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*tmp = (*it)->mMeshes[n];
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aiMesh* mesh = mScene->mMeshes[*tmp++];
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*tmp = join_node->mMeshes[n];
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aiMesh *mesh = mScene->mMeshes[*tmp++];
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// manually move the mesh into the right coordinate system
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const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
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for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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// Assume the transformation is affine
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// manually move the mesh into the right coordinate system
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mesh->mVertices[a] *= (*it)->mTransformation;
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// Check for odd negative scale (mirror)
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if (join_node->mTransformation.Determinant() < 0) {
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// Reverse the mesh face winding order
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FlipWindingOrderProcess::ProcessMesh(mesh);
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}
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if (mesh->HasNormals())
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mesh->mNormals[a] *= IT;
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// Update positions, normals and tangents
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const aiMatrix3x3 IT = aiMatrix3x3(join_node->mTransformation).Inverse().Transpose();
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for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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if (mesh->HasTangentsAndBitangents()) {
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mesh->mTangents[a] *= IT;
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mesh->mBitangents[a] *= IT;
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}
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}
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}
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delete *it; // bye, node
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}
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delete[] join_master->mMeshes;
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join_master->mMeshes = meshes;
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join_master->mNumMeshes += out_meshes;
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}
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}
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}
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// reassign children if something changed
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if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
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mesh->mVertices[a] *= join_node->mTransformation;
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delete[] nd->mChildren;
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if (mesh->HasNormals())
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mesh->mNormals[a] *= IT;
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if (!child_nodes.empty()) {
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nd->mChildren = new aiNode*[child_nodes.size()];
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}
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else nd->mChildren = nullptr;
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}
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if (mesh->HasTangentsAndBitangents()) {
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mesh->mTangents[a] *= IT;
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mesh->mBitangents[a] *= IT;
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}
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}
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}
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delete join_node; // bye, node
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}
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delete[] join_master->mMeshes;
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join_master->mMeshes = meshes;
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join_master->mNumMeshes += out_meshes;
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}
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}
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}
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// reassign children if something changed
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if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
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nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
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delete[] nd->mChildren;
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if (nd->mChildren) {
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aiNode** tmp = nd->mChildren;
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for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
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aiNode* node = *tmp++ = *it;
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node->mParent = nd;
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}
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}
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if (!child_nodes.empty()) {
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nd->mChildren = new aiNode *[child_nodes.size()];
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} else
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nd->mChildren = nullptr;
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}
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nodes_out += static_cast<unsigned int>(child_nodes.size());
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nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
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if (nd->mChildren) {
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aiNode **tmp = nd->mChildren;
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for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
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aiNode *node = *tmp++ = *it;
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node->mParent = nd;
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}
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}
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nodes_out += static_cast<unsigned int>(child_nodes.size());
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}
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// ------------------------------------------------------------------------------------------------
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// Execute the post-processing step on the given scene
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void OptimizeGraphProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
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nodes_in = nodes_out = count_merged = 0;
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mScene = pScene;
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void OptimizeGraphProcess::Execute(aiScene *pScene) {
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ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
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nodes_in = nodes_out = count_merged = 0;
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mScene = pScene;
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meshes.resize(pScene->mNumMeshes,0);
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FindInstancedMeshes(pScene->mRootNode);
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meshes.resize(pScene->mNumMeshes, 0);
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FindInstancedMeshes(pScene->mRootNode);
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// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
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locked.clear();
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for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
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// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
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locked.clear();
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for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
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#ifdef AI_OG_USE_HASHING
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locked.insert(SuperFastHash((*it).c_str()));
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locked.insert(SuperFastHash((*it).c_str()));
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#else
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locked.insert(*it);
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locked.insert(*it);
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#endif
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}
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}
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for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
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for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
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aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a];
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locked.insert(AI_OG_GETKEY(anim->mNodeName));
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}
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}
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for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
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for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
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aiNodeAnim *anim = pScene->mAnimations[i]->mChannels[a];
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locked.insert(AI_OG_GETKEY(anim->mNodeName));
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}
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}
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
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aiBone* bone = pScene->mMeshes[i]->mBones[a];
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locked.insert(AI_OG_GETKEY(bone->mName));
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aiBone *bone = pScene->mMeshes[i]->mBones[a];
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locked.insert(AI_OG_GETKEY(bone->mName));
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// HACK: Meshes referencing bones may not be transformed; we need to look them.
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// The easiest way to do this is to increase their reference counters ...
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meshes[i] += 2;
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}
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}
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// HACK: Meshes referencing bones may not be transformed; we need to look them.
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// The easiest way to do this is to increase their reference counters ...
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meshes[i] += 2;
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}
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}
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for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
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aiCamera* cam = pScene->mCameras[i];
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locked.insert(AI_OG_GETKEY(cam->mName));
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}
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for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
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aiCamera *cam = pScene->mCameras[i];
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locked.insert(AI_OG_GETKEY(cam->mName));
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}
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for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
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aiLight* lgh = pScene->mLights[i];
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locked.insert(AI_OG_GETKEY(lgh->mName));
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}
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for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
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aiLight *lgh = pScene->mLights[i];
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locked.insert(AI_OG_GETKEY(lgh->mName));
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}
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// Insert a dummy master node and make it read-only
|
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aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
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locked.insert(AI_OG_GETKEY(dummy_root->mName));
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// Insert a dummy master node and make it read-only
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aiNode *dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
|
||||
locked.insert(AI_OG_GETKEY(dummy_root->mName));
|
||||
|
||||
const aiString prev = pScene->mRootNode->mName;
|
||||
pScene->mRootNode->mParent = dummy_root;
|
||||
const aiString prev = pScene->mRootNode->mName;
|
||||
pScene->mRootNode->mParent = dummy_root;
|
||||
|
||||
dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1];
|
||||
dummy_root->mChildren[0] = pScene->mRootNode;
|
||||
dummy_root->mChildren = new aiNode *[dummy_root->mNumChildren = 1];
|
||||
dummy_root->mChildren[0] = pScene->mRootNode;
|
||||
|
||||
// Do our recursive processing of scenegraph nodes. For each node collect
|
||||
// a fully new list of children and allow their children to place themselves
|
||||
// on the same hierarchy layer as their parents.
|
||||
std::list<aiNode*> nodes;
|
||||
CollectNewChildren (dummy_root,nodes);
|
||||
// Do our recursive processing of scenegraph nodes. For each node collect
|
||||
// a fully new list of children and allow their children to place themselves
|
||||
// on the same hierarchy layer as their parents.
|
||||
std::list<aiNode *> nodes;
|
||||
CollectNewChildren(dummy_root, nodes);
|
||||
|
||||
ai_assert(nodes.size() == 1);
|
||||
ai_assert(nodes.size() == 1);
|
||||
|
||||
if (dummy_root->mNumChildren == 0) {
|
||||
pScene->mRootNode = NULL;
|
||||
throw DeadlyImportError("After optimizing the scene graph, no data remains");
|
||||
}
|
||||
if (dummy_root->mNumChildren == 0) {
|
||||
pScene->mRootNode = nullptr;
|
||||
throw DeadlyImportError("After optimizing the scene graph, no data remains");
|
||||
}
|
||||
|
||||
if (dummy_root->mNumChildren > 1) {
|
||||
pScene->mRootNode = dummy_root;
|
||||
if (dummy_root->mNumChildren > 1) {
|
||||
pScene->mRootNode = dummy_root;
|
||||
|
||||
// Keep the dummy node but assign the name of the old root node to it
|
||||
pScene->mRootNode->mName = prev;
|
||||
}
|
||||
else {
|
||||
// Keep the dummy node but assign the name of the old root node to it
|
||||
pScene->mRootNode->mName = prev;
|
||||
} else {
|
||||
|
||||
// Remove the dummy root node again.
|
||||
pScene->mRootNode = dummy_root->mChildren[0];
|
||||
// Remove the dummy root node again.
|
||||
pScene->mRootNode = dummy_root->mChildren[0];
|
||||
|
||||
dummy_root->mChildren[0] = NULL;
|
||||
delete dummy_root;
|
||||
}
|
||||
dummy_root->mChildren[0] = nullptr;
|
||||
delete dummy_root;
|
||||
}
|
||||
|
||||
pScene->mRootNode->mParent = NULL;
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
if ( nodes_in != nodes_out) {
|
||||
ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
|
||||
}
|
||||
}
|
||||
meshes.clear();
|
||||
locked.clear();
|
||||
pScene->mRootNode->mParent = nullptr;
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
if (nodes_in != nodes_out) {
|
||||
ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
|
||||
}
|
||||
}
|
||||
meshes.clear();
|
||||
locked.clear();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build a LUT of all instanced meshes
|
||||
void OptimizeGraphProcess::FindInstancedMeshes (aiNode* pNode)
|
||||
{
|
||||
for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
|
||||
++meshes[pNode->mMeshes[i]];
|
||||
}
|
||||
void OptimizeGraphProcess::FindInstancedMeshes(aiNode *pNode) {
|
||||
for (unsigned int i = 0; i < pNode->mNumMeshes; ++i) {
|
||||
++meshes[pNode->mMeshes[i]];
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
|
||||
FindInstancedMeshes(pNode->mChildren[i]);
|
||||
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
|
||||
FindInstancedMeshes(pNode->mChildren[i]);
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
|
||||
|
|
|
@ -75,13 +75,13 @@ public:
|
|||
~OptimizeGraphProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void SetupProperties(const Importer* pImp);
|
||||
void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Add a list of node names to be locked and not modified.
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -59,7 +59,7 @@ struct aiNode;
|
|||
|
||||
class PretransformVerticesTest;
|
||||
|
||||
namespace Assimp {
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The PretransformVertices pre-transforms all vertices in the node tree
|
||||
|
@ -68,97 +68,97 @@ namespace Assimp {
|
|||
*/
|
||||
class ASSIMP_API PretransformVertices : public BaseProcess {
|
||||
public:
|
||||
PretransformVertices ();
|
||||
~PretransformVertices ();
|
||||
PretransformVertices();
|
||||
~PretransformVertices();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Check whether step is active
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
// -------------------------------------------------------------------
|
||||
// Check whether step is active
|
||||
bool IsActive(unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Execute step on a given scene
|
||||
void Execute( aiScene* pScene);
|
||||
// -------------------------------------------------------------------
|
||||
// Execute step on a given scene
|
||||
void Execute(aiScene *pScene) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Setup import settings
|
||||
void SetupProperties(const Importer* pImp);
|
||||
// -------------------------------------------------------------------
|
||||
// Setup import settings
|
||||
void SetupProperties(const Importer *pImp) override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Toggle the 'keep hierarchy' option
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Toggle the 'keep hierarchy' option
|
||||
* @param keep true for keep configuration.
|
||||
*/
|
||||
void KeepHierarchy(bool keep) {
|
||||
configKeepHierarchy = keep;
|
||||
}
|
||||
void KeepHierarchy(bool keep) {
|
||||
configKeepHierarchy = keep;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Check whether 'keep hierarchy' is currently enabled.
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Check whether 'keep hierarchy' is currently enabled.
|
||||
* @return ...
|
||||
*/
|
||||
bool IsHierarchyKept() const {
|
||||
return configKeepHierarchy;
|
||||
}
|
||||
bool IsHierarchyKept() const {
|
||||
return configKeepHierarchy;
|
||||
}
|
||||
|
||||
private:
|
||||
// -------------------------------------------------------------------
|
||||
// Count the number of nodes
|
||||
unsigned int CountNodes( aiNode* pcNode );
|
||||
// -------------------------------------------------------------------
|
||||
// Count the number of nodes
|
||||
unsigned int CountNodes(const aiNode *pcNode) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Get a bitwise combination identifying the vertex format of a mesh
|
||||
unsigned int GetMeshVFormat(aiMesh* pcMesh);
|
||||
// -------------------------------------------------------------------
|
||||
// Get a bitwise combination identifying the vertex format of a mesh
|
||||
unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Count the number of vertices in the whole scene and a given
|
||||
// material index
|
||||
void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
|
||||
unsigned int iMat,
|
||||
unsigned int iVFormat,
|
||||
unsigned int* piFaces,
|
||||
unsigned int* piVertices);
|
||||
// -------------------------------------------------------------------
|
||||
// Count the number of vertices in the whole scene and a given
|
||||
// material index
|
||||
void CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode,
|
||||
unsigned int iMat,
|
||||
unsigned int iVFormat,
|
||||
unsigned int *piFaces,
|
||||
unsigned int *piVertices) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Collect vertex/face data
|
||||
void CollectData( aiScene* pcScene, aiNode* pcNode,
|
||||
unsigned int iMat,
|
||||
unsigned int iVFormat,
|
||||
aiMesh* pcMeshOut,
|
||||
unsigned int aiCurrent[2],
|
||||
unsigned int* num_refs);
|
||||
// -------------------------------------------------------------------
|
||||
// Collect vertex/face data
|
||||
void CollectData(const aiScene *pcScene, const aiNode *pcNode,
|
||||
unsigned int iMat,
|
||||
unsigned int iVFormat,
|
||||
aiMesh *pcMeshOut,
|
||||
unsigned int aiCurrent[2],
|
||||
unsigned int *num_refs) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Get a list of all vertex formats that occur for a given material
|
||||
// The output list contains duplicate elements
|
||||
void GetVFormatList( aiScene* pcScene, unsigned int iMat,
|
||||
std::list<unsigned int>& aiOut);
|
||||
// -------------------------------------------------------------------
|
||||
// Get a list of all vertex formats that occur for a given material
|
||||
// The output list contains duplicate elements
|
||||
void GetVFormatList(const aiScene *pcScene, unsigned int iMat,
|
||||
std::list<unsigned int> &aiOut) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Compute the absolute transformation matrices of each node
|
||||
void ComputeAbsoluteTransform( aiNode* pcNode );
|
||||
// -------------------------------------------------------------------
|
||||
// Compute the absolute transformation matrices of each node
|
||||
void ComputeAbsoluteTransform(aiNode *pcNode);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Simple routine to build meshes in worldspace, no further optimization
|
||||
void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
|
||||
unsigned int numIn, aiNode* node);
|
||||
// -------------------------------------------------------------------
|
||||
// Simple routine to build meshes in worldspace, no further optimization
|
||||
void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
|
||||
unsigned int numIn, aiNode *node) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Apply the node transformation to a mesh
|
||||
void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
|
||||
// -------------------------------------------------------------------
|
||||
// Apply the node transformation to a mesh
|
||||
void ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Reset transformation matrices to identity
|
||||
void MakeIdentityTransform(aiNode* nd);
|
||||
// -------------------------------------------------------------------
|
||||
// Reset transformation matrices to identity
|
||||
void MakeIdentityTransform(aiNode *nd) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Build reference counters for all meshes
|
||||
void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
|
||||
// -------------------------------------------------------------------
|
||||
// Build reference counters for all meshes
|
||||
void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const;
|
||||
|
||||
//! Configuration option: keep scene hierarchy as long as possible
|
||||
bool configKeepHierarchy;
|
||||
bool configNormalize;
|
||||
bool configTransform;
|
||||
aiMatrix4x4 configTransformation;
|
||||
bool mConfigPointCloud;
|
||||
//! Configuration option: keep scene hierarchy as long as possible
|
||||
bool configKeepHierarchy;
|
||||
bool configNormalize;
|
||||
bool configTransform;
|
||||
aiMatrix4x4 configTransformation;
|
||||
bool mConfigPointCloud;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
Loading…
Reference in New Issue