Odd Negative Scale: PretransformVertices

PretransformVertices postprocessing now reverses face order when transform is mirroring.
Fixes flip to backfacing in models that mirrored some nodes.

(Odd count of negative scale components, negative determinant)
pull/2818/head
RichardTea 2019-12-09 11:07:13 +00:00
parent 193b02cdac
commit 9cabeddf4f
2 changed files with 570 additions and 610 deletions

View File

@ -45,11 +45,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the "PretransformVertices" post processing step * @brief Implementation of the "PretransformVertices" post processing step
*/ */
#include "PretransformVertices.h" #include "PretransformVertices.h"
#include "ConvertToLHProcess.h"
#include "ProcessHelper.h" #include "ProcessHelper.h"
#include <assimp/SceneCombiner.h>
#include <assimp/Exceptional.h> #include <assimp/Exceptional.h>
#include <assimp/SceneCombiner.h>
using namespace Assimp; using namespace Assimp;
@ -59,12 +59,12 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer // Constructor to be privately used by Importer
PretransformVertices::PretransformVertices() PretransformVertices::PretransformVertices() :
: configKeepHierarchy (false) configKeepHierarchy(false),
, configNormalize(false) configNormalize(false),
, configTransform(false) configTransform(false),
, configTransformation() configTransformation(),
, mConfigPointCloud( false ) { mConfigPointCloud(false) {
// empty // empty
} }
@ -76,20 +76,18 @@ PretransformVertices::~PretransformVertices() {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field. // Returns whether the processing step is present in the given flag field.
bool PretransformVertices::IsActive( unsigned int pFlags) const bool PretransformVertices::IsActive(unsigned int pFlags) const {
{
return (pFlags & aiProcess_PreTransformVertices) != 0; return (pFlags & aiProcess_PreTransformVertices) != 0;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Setup import configuration // Setup import configuration
void PretransformVertices::SetupProperties(const Importer* pImp) void PretransformVertices::SetupProperties(const Importer *pImp) {
{
// Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY, AI_CONFIG_PP_PTV_NORMALIZE, // Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY, AI_CONFIG_PP_PTV_NORMALIZE,
// AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION and AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION // AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION and AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0)); configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, 0));
configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE,0)); configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE, 0));
configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,0)); configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, 0));
configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4()); configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
@ -98,11 +96,9 @@ void PretransformVertices::SetupProperties(const Importer* pImp)
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Count the number of nodes // Count the number of nodes
unsigned int PretransformVertices::CountNodes( aiNode* pcNode ) unsigned int PretransformVertices::CountNodes(const aiNode *pcNode) const {
{
unsigned int iRet = 1; unsigned int iRet = 1;
for (unsigned int i = 0;i < pcNode->mNumChildren;++i) for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) {
{
iRet += CountNodes(pcNode->mChildren[i]); iRet += CountNodes(pcNode->mChildren[i]);
} }
return iRet; return iRet;
@ -110,8 +106,7 @@ unsigned int PretransformVertices::CountNodes( aiNode* pcNode )
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Get a bitwise combination identifying the vertex format of a mesh // Get a bitwise combination identifying the vertex format of a mesh
unsigned int PretransformVertices::GetMeshVFormat( aiMesh* pcMesh ) unsigned int PretransformVertices::GetMeshVFormat(aiMesh *pcMesh) const {
{
// the vertex format is stored in aiMesh::mBones for later retrieval. // the vertex format is stored in aiMesh::mBones for later retrieval.
// there isn't a good reason to compute it a few hundred times // there isn't a good reason to compute it a few hundred times
// from scratch. The pointer is unused as animations are lost // from scratch. The pointer is unused as animations are lost
@ -119,56 +114,47 @@ unsigned int PretransformVertices::GetMeshVFormat( aiMesh* pcMesh )
if (pcMesh->mBones) if (pcMesh->mBones)
return (unsigned int)(uint64_t)pcMesh->mBones; return (unsigned int)(uint64_t)pcMesh->mBones;
const unsigned int iRet = GetMeshVFormatUnique(pcMesh); const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
// store the value for later use // store the value for later use
pcMesh->mBones = (aiBone**)(uint64_t)iRet; pcMesh->mBones = (aiBone **)(uint64_t)iRet;
return iRet; return iRet;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Count the number of vertices in the whole scene and a given // Count the number of vertices in the whole scene and a given
// material index // material index
void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat, void PretransformVertices::CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode, unsigned int iMat,
unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices) unsigned int iVFormat, unsigned int *piFaces, unsigned int *piVertices) const {
{ for (unsigned int i = 0; i < pcNode->mNumMeshes; ++i) {
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) aiMesh *pcMesh = pcScene->mMeshes[pcNode->mMeshes[i]];
{ if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh)) {
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
{
*piVertices += pcMesh->mNumVertices; *piVertices += pcMesh->mNumVertices;
*piFaces += pcMesh->mNumFaces; *piFaces += pcMesh->mNumFaces;
} }
} }
for (unsigned int i = 0;i < pcNode->mNumChildren;++i) for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) {
{ CountVerticesAndFaces(pcScene, pcNode->mChildren[i], iMat,
CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat, iVFormat, piFaces, piVertices);
iVFormat,piFaces,piVertices);
} }
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Collect vertex/face data // Collect vertex/face data
void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat, void PretransformVertices::CollectData(const aiScene *pcScene, const aiNode *pcNode, unsigned int iMat,
unsigned int iVFormat, aiMesh* pcMeshOut, unsigned int iVFormat, aiMesh *pcMeshOut,
unsigned int aiCurrent[2], unsigned int* num_refs) unsigned int aiCurrent[2], unsigned int *num_refs) const {
{
// No need to multiply if there's no transformation // No need to multiply if there's no transformation
const bool identity = pcNode->mTransformation.IsIdentity(); const bool identity = pcNode->mTransformation.IsIdentity();
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) for (unsigned int i = 0; i < pcNode->mNumMeshes; ++i) {
{ aiMesh *pcMesh = pcScene->mMeshes[pcNode->mMeshes[i]];
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh)) {
if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
{
// Decrement mesh reference counter // Decrement mesh reference counter
unsigned int& num_ref = num_refs[pcNode->mMeshes[i]]; unsigned int &num_ref = num_refs[pcNode->mMeshes[i]];
ai_assert(0 != num_ref); ai_assert(0 != num_ref);
--num_ref; --num_ref;
// Save the name of the last mesh // Save the name of the last mesh
if (num_ref==0) if (num_ref == 0) {
{
pcMeshOut->mName = pcMesh->mName; pcMeshOut->mName = pcMesh->mName;
} }
@ -184,8 +170,7 @@ void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsign
pcMesh->mNormals, pcMesh->mNormals,
pcMesh->mNumVertices * sizeof(aiVector3D)); pcMesh->mNumVertices * sizeof(aiVector3D));
} }
if (iVFormat & 0x4) if (iVFormat & 0x4) {
{
// copy tangents without modifying them // copy tangents without modifying them
::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX], ::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mTangents, pcMesh->mTangents,
@ -195,12 +180,10 @@ void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsign
pcMesh->mBitangents, pcMesh->mBitangents,
pcMesh->mNumVertices * sizeof(aiVector3D)); pcMesh->mNumVertices * sizeof(aiVector3D));
} }
} } else {
else
{
// copy positions, transform them to worldspace // copy positions, transform them to worldspace
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) { for (unsigned int n = 0; n < pcMesh->mNumVertices; ++n) {
pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n]; pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX] + n] = pcNode->mTransformation * pcMesh->mVertices[n];
} }
aiMatrix4x4 mWorldIT = pcNode->mTransformation; aiMatrix4x4 mWorldIT = pcNode->mTransformation;
mWorldIT.Inverse().Transpose(); mWorldIT.Inverse().Transpose();
@ -208,26 +191,23 @@ void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsign
// TODO: implement Inverse() for aiMatrix3x3 // TODO: implement Inverse() for aiMatrix3x3
aiMatrix3x3 m = aiMatrix3x3(mWorldIT); aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
if (iVFormat & 0x2) if (iVFormat & 0x2) {
{
// copy normals, transform them to worldspace // copy normals, transform them to worldspace
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) { for (unsigned int n = 0; n < pcMesh->mNumVertices; ++n) {
pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] = pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX] + n] =
(m * pcMesh->mNormals[n]).Normalize(); (m * pcMesh->mNormals[n]).Normalize();
} }
} }
if (iVFormat & 0x4) if (iVFormat & 0x4) {
{
// copy tangents and bitangents, transform them to worldspace // copy tangents and bitangents, transform them to worldspace
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) { for (unsigned int n = 0; n < pcMesh->mNumVertices; ++n) {
pcMeshOut->mTangents [aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mTangents[n]).Normalize(); pcMeshOut->mTangents[aiCurrent[AI_PTVS_VERTEX] + n] = (m * pcMesh->mTangents[n]).Normalize();
pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mBitangents[n]).Normalize(); pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX] + n] = (m * pcMesh->mBitangents[n]).Normalize();
} }
} }
} }
unsigned int p = 0; unsigned int p = 0;
while (iVFormat & (0x100 << p)) while (iVFormat & (0x100 << p)) {
{
// copy texture coordinates // copy texture coordinates
memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX], memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mTextureCoords[p], pcMesh->mTextureCoords[p],
@ -235,8 +215,7 @@ void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsign
++p; ++p;
} }
p = 0; p = 0;
while (iVFormat & (0x1000000 << p)) while (iVFormat & (0x1000000 << p)) {
{
// copy vertex colors // copy vertex colors
memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX], memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mColors[p], pcMesh->mColors[p],
@ -246,36 +225,33 @@ void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsign
// now we need to copy all faces. since we will delete the source mesh afterwards, // now we need to copy all faces. since we will delete the source mesh afterwards,
// we don't need to reallocate the array of indices except if this mesh is // we don't need to reallocate the array of indices except if this mesh is
// referenced multiple times. // referenced multiple times.
for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck) for (unsigned int planck = 0; planck < pcMesh->mNumFaces; ++planck) {
{ aiFace &f_src = pcMesh->mFaces[planck];
aiFace& f_src = pcMesh->mFaces[planck]; aiFace &f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE] + planck];
aiFace& f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck];
const unsigned int num_idx = f_src.mNumIndices; const unsigned int num_idx = f_src.mNumIndices;
f_dst.mNumIndices = num_idx; f_dst.mNumIndices = num_idx;
unsigned int* pi; unsigned int *pi;
if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */ if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
pi = f_dst.mIndices = f_src.mIndices; pi = f_dst.mIndices = f_src.mIndices;
// offset all vertex indices // offset all vertex indices
for (unsigned int hahn = 0; hahn < num_idx;++hahn){ for (unsigned int hahn = 0; hahn < num_idx; ++hahn) {
pi[hahn] += aiCurrent[AI_PTVS_VERTEX]; pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
} }
} } else {
else {
pi = f_dst.mIndices = new unsigned int[num_idx]; pi = f_dst.mIndices = new unsigned int[num_idx];
// copy and offset all vertex indices // copy and offset all vertex indices
for (unsigned int hahn = 0; hahn < num_idx;++hahn){ for (unsigned int hahn = 0; hahn < num_idx; ++hahn) {
pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX]; pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
} }
} }
// Update the mPrimitiveTypes member of the mesh // Update the mPrimitiveTypes member of the mesh
switch (pcMesh->mFaces[planck].mNumIndices) switch (pcMesh->mFaces[planck].mNumIndices) {
{
case 0x1: case 0x1:
pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT; pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT;
break; break;
@ -296,21 +272,19 @@ void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsign
} }
// append all children of us // append all children of us
for (unsigned int i = 0;i < pcNode->mNumChildren;++i) { for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) {
CollectData(pcScene,pcNode->mChildren[i],iMat, CollectData(pcScene, pcNode->mChildren[i], iMat,
iVFormat,pcMeshOut,aiCurrent,num_refs); iVFormat, pcMeshOut, aiCurrent, num_refs);
} }
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Get a list of all vertex formats that occur for a given material index // Get a list of all vertex formats that occur for a given material index
// The output list contains duplicate elements // The output list contains duplicate elements
void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat, void PretransformVertices::GetVFormatList(const aiScene *pcScene, unsigned int iMat,
std::list<unsigned int>& aiOut) std::list<unsigned int> &aiOut) const {
{ for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) {
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i) aiMesh *pcMesh = pcScene->mMeshes[i];
{
aiMesh* pcMesh = pcScene->mMeshes[ i ];
if (iMat == pcMesh->mMaterialIndex) { if (iMat == pcMesh->mMaterialIndex) {
aiOut.push_back(GetMeshVFormat(pcMesh)); aiOut.push_back(GetMeshVFormat(pcMesh));
} }
@ -319,35 +293,38 @@ void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat,
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Compute the absolute transformation matrices of each node // Compute the absolute transformation matrices of each node
void PretransformVertices::ComputeAbsoluteTransform( aiNode* pcNode ) void PretransformVertices::ComputeAbsoluteTransform(aiNode *pcNode) {
{
if (pcNode->mParent) { if (pcNode->mParent) {
pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation; pcNode->mTransformation = pcNode->mParent->mTransformation * pcNode->mTransformation;
} }
for (unsigned int i = 0;i < pcNode->mNumChildren;++i) { for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) {
ComputeAbsoluteTransform(pcNode->mChildren[i]); ComputeAbsoluteTransform(pcNode->mChildren[i]);
} }
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Apply the node transformation to a mesh // Apply the node transformation to a mesh
void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat) void PretransformVertices::ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const {
{
// Check whether we need to transform the coordinates at all // Check whether we need to transform the coordinates at all
if (!mat.IsIdentity()) { if (!mat.IsIdentity()) {
// Check for odd negative scale (mirror)
if (mesh->HasFaces() && mat.Determinant() < 0) {
// Reverse the mesh face winding order
FlipWindingOrderProcess::ProcessMesh(mesh);
}
// Update positions
if (mesh->HasPositions()) { if (mesh->HasPositions()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mVertices[i] = mat * mesh->mVertices[i]; mesh->mVertices[i] = mat * mesh->mVertices[i];
} }
} }
if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
aiMatrix4x4 mWorldIT = mat;
mWorldIT.Inverse().Transpose();
// TODO: implement Inverse() for aiMatrix3x3 // Update normals and tangents
aiMatrix3x3 m = aiMatrix3x3(mWorldIT); if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
const aiMatrix3x3 m = aiMatrix3x3(mat).Inverse().Transpose();
if (mesh->HasNormals()) { if (mesh->HasNormals()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
@ -366,29 +343,27 @@ void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Simple routine to build meshes in worldspace, no further optimization // Simple routine to build meshes in worldspace, no further optimization
void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in, void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
unsigned int numIn, aiNode* node) unsigned int numIn, aiNode *node) const {
{
// NOTE: // NOTE:
// aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy // aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy
// aiMesh::mBones store reference to abs. transform we multiplied with // aiMesh::mBones store reference to abs. transform we multiplied with
// process meshes // process meshes
for (unsigned int i = 0; i < node->mNumMeshes;++i) { for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
aiMesh* mesh = in[node->mMeshes[i]]; aiMesh *mesh = in[node->mMeshes[i]];
// check whether we can operate on this mesh // check whether we can operate on this mesh
if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4*>(mesh->mBones) == node->mTransformation) { if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4 *>(mesh->mBones) == node->mTransformation) {
// yes, we can. // yes, we can.
mesh->mBones = reinterpret_cast<aiBone**> (&node->mTransformation); mesh->mBones = reinterpret_cast<aiBone **>(&node->mTransformation);
mesh->mNumBones = UINT_MAX; mesh->mNumBones = UINT_MAX;
} } else {
else {
// try to find us in the list of newly created meshes // try to find us in the list of newly created meshes
for (unsigned int n = 0; n < out.size(); ++n) { for (unsigned int n = 0; n < out.size(); ++n) {
aiMesh* ctz = out[n]; aiMesh *ctz = out[n];
if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4*>(ctz->mBones) == node->mTransformation) { if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4 *>(ctz->mBones) == node->mTransformation) {
// ok, use this one. Update node mesh index // ok, use this one. Update node mesh index
node->mMeshes[i] = numIn + n; node->mMeshes[i] = numIn + n;
@ -397,15 +372,15 @@ void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in
if (node->mMeshes[i] < numIn) { if (node->mMeshes[i] < numIn) {
// Worst case. Need to operate on a full copy of the mesh // Worst case. Need to operate on a full copy of the mesh
ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms"); ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms");
aiMesh* ntz; aiMesh *ntz;
const unsigned int tmp = mesh->mNumBones; // const unsigned int tmp = mesh->mNumBones; //
mesh->mNumBones = 0; mesh->mNumBones = 0;
SceneCombiner::Copy(&ntz,mesh); SceneCombiner::Copy(&ntz, mesh);
mesh->mNumBones = tmp; mesh->mNumBones = tmp;
ntz->mNumBones = node->mMeshes[i]; ntz->mNumBones = node->mMeshes[i];
ntz->mBones = reinterpret_cast<aiBone**> (&node->mTransformation); ntz->mBones = reinterpret_cast<aiBone **>(&node->mTransformation);
out.push_back(ntz); out.push_back(ntz);
@ -415,37 +390,34 @@ void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in
} }
// call children // call children
for (unsigned int i = 0; i < node->mNumChildren;++i) for (unsigned int i = 0; i < node->mNumChildren; ++i)
BuildWCSMeshes(out,in,numIn,node->mChildren[i]); BuildWCSMeshes(out, in, numIn, node->mChildren[i]);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Reset transformation matrices to identity // Reset transformation matrices to identity
void PretransformVertices::MakeIdentityTransform(aiNode* nd) void PretransformVertices::MakeIdentityTransform(aiNode *nd) const {
{
nd->mTransformation = aiMatrix4x4(); nd->mTransformation = aiMatrix4x4();
// call children // call children
for (unsigned int i = 0; i < nd->mNumChildren;++i) for (unsigned int i = 0; i < nd->mNumChildren; ++i)
MakeIdentityTransform(nd->mChildren[i]); MakeIdentityTransform(nd->mChildren[i]);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Build reference counters for all meshes // Build reference counters for all meshes
void PretransformVertices::BuildMeshRefCountArray(aiNode* nd, unsigned int * refs) void PretransformVertices::BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const {
{ for (unsigned int i = 0; i < nd->mNumMeshes; ++i)
for (unsigned int i = 0; i< nd->mNumMeshes;++i)
refs[nd->mMeshes[i]]++; refs[nd->mMeshes[i]]++;
// call children // call children
for (unsigned int i = 0; i < nd->mNumChildren;++i) for (unsigned int i = 0; i < nd->mNumChildren; ++i)
BuildMeshRefCountArray(nd->mChildren[i],refs); BuildMeshRefCountArray(nd->mChildren[i], refs);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data. // Executes the post processing step on the given imported data.
void PretransformVertices::Execute( aiScene* pScene) void PretransformVertices::Execute(aiScene *pScene) {
{
ASSIMP_LOG_DEBUG("PretransformVerticesProcess begin"); ASSIMP_LOG_DEBUG("PretransformVerticesProcess begin");
// Return immediately if we have no meshes // Return immediately if we have no meshes
@ -456,7 +428,7 @@ void PretransformVertices::Execute( aiScene* pScene)
const unsigned int iOldAnimationChannels = pScene->mNumAnimations; const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
const unsigned int iOldNodes = CountNodes(pScene->mRootNode); const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
if(configTransform) { if (configTransform) {
pScene->mRootNode->mTransformation = configTransformation; pScene->mRootNode->mTransformation = configTransformation;
} }
@ -466,10 +438,10 @@ void PretransformVertices::Execute( aiScene* pScene)
// Delete aiMesh::mBones for all meshes. The bones are // Delete aiMesh::mBones for all meshes. The bones are
// removed during this step and we need the pointer as // removed during this step and we need the pointer as
// temporary storage // temporary storage
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) { for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
aiMesh* mesh = pScene->mMeshes[i]; aiMesh *mesh = pScene->mMeshes[i];
for (unsigned int a = 0; a < mesh->mNumBones;++a) for (unsigned int a = 0; a < mesh->mNumBones; ++a)
delete mesh->mBones[a]; delete mesh->mBones[a];
delete[] mesh->mBones; delete[] mesh->mBones;
@ -477,74 +449,74 @@ void PretransformVertices::Execute( aiScene* pScene)
} }
// now build a list of output meshes // now build a list of output meshes
std::vector<aiMesh*> apcOutMeshes; std::vector<aiMesh *> apcOutMeshes;
// Keep scene hierarchy? It's an easy job in this case ... // Keep scene hierarchy? It's an easy job in this case ...
// we go on and transform all meshes, if one is referenced by nodes // we go on and transform all meshes, if one is referenced by nodes
// with different absolute transformations a depth copy of the mesh // with different absolute transformations a depth copy of the mesh
// is required. // is required.
if( configKeepHierarchy ) { if (configKeepHierarchy) {
// Hack: store the matrix we're transforming a mesh with in aiMesh::mBones // Hack: store the matrix we're transforming a mesh with in aiMesh::mBones
BuildWCSMeshes(apcOutMeshes,pScene->mMeshes,pScene->mNumMeshes, pScene->mRootNode); BuildWCSMeshes(apcOutMeshes, pScene->mMeshes, pScene->mNumMeshes, pScene->mRootNode);
// ... if new meshes have been generated, append them to the end of the scene // ... if new meshes have been generated, append them to the end of the scene
if (apcOutMeshes.size() > 0) { if (apcOutMeshes.size() > 0) {
aiMesh** npp = new aiMesh*[pScene->mNumMeshes + apcOutMeshes.size()]; aiMesh **npp = new aiMesh *[pScene->mNumMeshes + apcOutMeshes.size()];
memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes); memcpy(npp, pScene->mMeshes, sizeof(aiMesh *) * pScene->mNumMeshes);
memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size()); memcpy(npp + pScene->mNumMeshes, &apcOutMeshes[0], sizeof(aiMesh *) * apcOutMeshes.size());
pScene->mNumMeshes += static_cast<unsigned int>(apcOutMeshes.size()); pScene->mNumMeshes += static_cast<unsigned int>(apcOutMeshes.size());
delete[] pScene->mMeshes; pScene->mMeshes = npp; delete[] pScene->mMeshes;
pScene->mMeshes = npp;
} }
// now iterate through all meshes and transform them to worldspace // now iterate through all meshes and transform them to worldspace
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
ApplyTransform(pScene->mMeshes[i],*reinterpret_cast<aiMatrix4x4*>( pScene->mMeshes[i]->mBones )); ApplyTransform(pScene->mMeshes[i], *reinterpret_cast<aiMatrix4x4 *>(pScene->mMeshes[i]->mBones));
// prevent improper destruction // prevent improper destruction
pScene->mMeshes[i]->mBones = NULL; pScene->mMeshes[i]->mBones = NULL;
pScene->mMeshes[i]->mNumBones = 0; pScene->mMeshes[i]->mNumBones = 0;
} }
} else { } else {
apcOutMeshes.reserve(pScene->mNumMaterials<<1u); apcOutMeshes.reserve(pScene->mNumMaterials << 1u);
std::list<unsigned int> aiVFormats; std::list<unsigned int> aiVFormats;
std::vector<unsigned int> s(pScene->mNumMeshes,0); std::vector<unsigned int> s(pScene->mNumMeshes, 0);
BuildMeshRefCountArray(pScene->mRootNode,&s[0]); BuildMeshRefCountArray(pScene->mRootNode, &s[0]);
for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
// get the list of all vertex formats for this material // get the list of all vertex formats for this material
aiVFormats.clear(); aiVFormats.clear();
GetVFormatList(pScene,i,aiVFormats); GetVFormatList(pScene, i, aiVFormats);
aiVFormats.sort(); aiVFormats.sort();
aiVFormats.unique(); aiVFormats.unique();
for (std::list<unsigned int>::const_iterator j = aiVFormats.begin();j != aiVFormats.end();++j) { for (std::list<unsigned int>::const_iterator j = aiVFormats.begin(); j != aiVFormats.end(); ++j) {
unsigned int iVertices = 0; unsigned int iVertices = 0;
unsigned int iFaces = 0; unsigned int iFaces = 0;
CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices); CountVerticesAndFaces(pScene, pScene->mRootNode, i, *j, &iFaces, &iVertices);
if (0 != iFaces && 0 != iVertices) if (0 != iFaces && 0 != iVertices) {
{
apcOutMeshes.push_back(new aiMesh()); apcOutMeshes.push_back(new aiMesh());
aiMesh* pcMesh = apcOutMeshes.back(); aiMesh *pcMesh = apcOutMeshes.back();
pcMesh->mNumFaces = iFaces; pcMesh->mNumFaces = iFaces;
pcMesh->mNumVertices = iVertices; pcMesh->mNumVertices = iVertices;
pcMesh->mFaces = new aiFace[iFaces]; pcMesh->mFaces = new aiFace[iFaces];
pcMesh->mVertices = new aiVector3D[iVertices]; pcMesh->mVertices = new aiVector3D[iVertices];
pcMesh->mMaterialIndex = i; pcMesh->mMaterialIndex = i;
if ((*j) & 0x2)pcMesh->mNormals = new aiVector3D[iVertices]; if ((*j) & 0x2) pcMesh->mNormals = new aiVector3D[iVertices];
if ((*j) & 0x4) if ((*j) & 0x4) {
{
pcMesh->mTangents = new aiVector3D[iVertices]; pcMesh->mTangents = new aiVector3D[iVertices];
pcMesh->mBitangents = new aiVector3D[iVertices]; pcMesh->mBitangents = new aiVector3D[iVertices];
} }
iFaces = 0; iFaces = 0;
while ((*j) & (0x100 << iFaces)) while ((*j) & (0x100 << iFaces)) {
{
pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices]; pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
if ((*j) & (0x10000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3; if ((*j) & (0x10000 << iFaces))
else pcMesh->mNumUVComponents[iFaces] = 2; pcMesh->mNumUVComponents[iFaces] = 3;
else
pcMesh->mNumUVComponents[iFaces] = 2;
iFaces++; iFaces++;
} }
iFaces = 0; iFaces = 0;
@ -552,8 +524,8 @@ void PretransformVertices::Execute( aiScene* pScene)
pcMesh->mColors[iFaces++] = new aiColor4D[iVertices]; pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];
// fill the mesh ... // fill the mesh ...
unsigned int aiTemp[2] = {0,0}; unsigned int aiTemp[2] = { 0, 0 };
CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp,&s[0]); CollectData(pScene, pScene->mRootNode, i, *j, pcMesh, aiTemp, &s[0]);
} }
} }
} }
@ -562,13 +534,10 @@ void PretransformVertices::Execute( aiScene* pScene)
if (apcOutMeshes.empty()) { if (apcOutMeshes.empty()) {
throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes"); throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes");
} } else {
else
{
// now delete all meshes in the scene and build a new mesh list // now delete all meshes in the scene and build a new mesh list
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
{ aiMesh *mesh = pScene->mMeshes[i];
aiMesh* mesh = pScene->mMeshes[i];
mesh->mNumBones = 0; mesh->mNumBones = 0;
mesh->mBones = NULL; mesh->mBones = NULL;
@ -591,14 +560,14 @@ void PretransformVertices::Execute( aiScene* pScene)
// It is impossible that we have more output meshes than // It is impossible that we have more output meshes than
// input meshes, so we can easily reuse the old mesh array // input meshes, so we can easily reuse the old mesh array
pScene->mNumMeshes = (unsigned int)apcOutMeshes.size(); pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) { for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
pScene->mMeshes[i] = apcOutMeshes[i]; pScene->mMeshes[i] = apcOutMeshes[i];
} }
} }
} }
// remove all animations from the scene // remove all animations from the scene
for (unsigned int i = 0; i < pScene->mNumAnimations;++i) for (unsigned int i = 0; i < pScene->mNumAnimations; ++i)
delete pScene->mAnimations[i]; delete pScene->mAnimations[i];
delete[] pScene->mAnimations; delete[] pScene->mAnimations;
@ -606,56 +575,50 @@ void PretransformVertices::Execute( aiScene* pScene)
pScene->mNumAnimations = 0; pScene->mNumAnimations = 0;
// --- we need to keep all cameras and lights // --- we need to keep all cameras and lights
for (unsigned int i = 0; i < pScene->mNumCameras;++i) for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
{ aiCamera *cam = pScene->mCameras[i];
aiCamera* cam = pScene->mCameras[i]; const aiNode *nd = pScene->mRootNode->FindNode(cam->mName);
const aiNode* nd = pScene->mRootNode->FindNode(cam->mName);
ai_assert(NULL != nd); ai_assert(NULL != nd);
// multiply all properties of the camera with the absolute // multiply all properties of the camera with the absolute
// transformation of the corresponding node // transformation of the corresponding node
cam->mPosition = nd->mTransformation * cam->mPosition; cam->mPosition = nd->mTransformation * cam->mPosition;
cam->mLookAt = aiMatrix3x3( nd->mTransformation ) * cam->mLookAt; cam->mLookAt = aiMatrix3x3(nd->mTransformation) * cam->mLookAt;
cam->mUp = aiMatrix3x3( nd->mTransformation ) * cam->mUp; cam->mUp = aiMatrix3x3(nd->mTransformation) * cam->mUp;
} }
for (unsigned int i = 0; i < pScene->mNumLights;++i) for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
{ aiLight *l = pScene->mLights[i];
aiLight* l = pScene->mLights[i]; const aiNode *nd = pScene->mRootNode->FindNode(l->mName);
const aiNode* nd = pScene->mRootNode->FindNode(l->mName);
ai_assert(NULL != nd); ai_assert(NULL != nd);
// multiply all properties of the camera with the absolute // multiply all properties of the camera with the absolute
// transformation of the corresponding node // transformation of the corresponding node
l->mPosition = nd->mTransformation * l->mPosition; l->mPosition = nd->mTransformation * l->mPosition;
l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection; l->mDirection = aiMatrix3x3(nd->mTransformation) * l->mDirection;
l->mUp = aiMatrix3x3( nd->mTransformation ) * l->mUp; l->mUp = aiMatrix3x3(nd->mTransformation) * l->mUp;
} }
if( !configKeepHierarchy ) { if (!configKeepHierarchy) {
// now delete all nodes in the scene and build a new // now delete all nodes in the scene and build a new
// flat node graph with a root node and some level 1 children // flat node graph with a root node and some level 1 children
aiNode* newRoot = new aiNode(); aiNode *newRoot = new aiNode();
newRoot->mName = pScene->mRootNode->mName; newRoot->mName = pScene->mRootNode->mName;
delete pScene->mRootNode; delete pScene->mRootNode;
pScene->mRootNode = newRoot; pScene->mRootNode = newRoot;
if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras) if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras) {
{
pScene->mRootNode->mNumMeshes = 1; pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1]; pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0; pScene->mRootNode->mMeshes[0] = 0;
} } else {
else pScene->mRootNode->mNumChildren = pScene->mNumMeshes + pScene->mNumLights + pScene->mNumCameras;
{ aiNode **nodes = pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
pScene->mRootNode->mNumChildren = pScene->mNumMeshes+pScene->mNumLights+pScene->mNumCameras;
aiNode** nodes = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
// generate mesh nodes // generate mesh nodes
for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes) for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++nodes) {
{ aiNode *pcNode = new aiNode();
aiNode* pcNode = new aiNode();
*nodes = pcNode; *nodes = pcNode;
pcNode->mParent = pScene->mRootNode; pcNode->mParent = pScene->mRootNode;
pcNode->mName = pScene->mMeshes[i]->mName; pcNode->mName = pScene->mMeshes[i]->mName;
@ -666,52 +629,49 @@ void PretransformVertices::Execute( aiScene* pScene)
pcNode->mMeshes[0] = i; pcNode->mMeshes[0] = i;
} }
// generate light nodes // generate light nodes
for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes) for (unsigned int i = 0; i < pScene->mNumLights; ++i, ++nodes) {
{ aiNode *pcNode = new aiNode();
aiNode* pcNode = new aiNode();
*nodes = pcNode; *nodes = pcNode;
pcNode->mParent = pScene->mRootNode; pcNode->mParent = pScene->mRootNode;
pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "light_%u",i); pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "light_%u", i);
pScene->mLights[i]->mName = pcNode->mName; pScene->mLights[i]->mName = pcNode->mName;
} }
// generate camera nodes // generate camera nodes
for (unsigned int i = 0; i < pScene->mNumCameras;++i,++nodes) for (unsigned int i = 0; i < pScene->mNumCameras; ++i, ++nodes) {
{ aiNode *pcNode = new aiNode();
aiNode* pcNode = new aiNode();
*nodes = pcNode; *nodes = pcNode;
pcNode->mParent = pScene->mRootNode; pcNode->mParent = pScene->mRootNode;
pcNode->mName.length = ::ai_snprintf(pcNode->mName.data,MAXLEN,"cam_%u",i); pcNode->mName.length = ::ai_snprintf(pcNode->mName.data, MAXLEN, "cam_%u", i);
pScene->mCameras[i]->mName = pcNode->mName; pScene->mCameras[i]->mName = pcNode->mName;
} }
} }
} } else {
else {
// ... and finally set the transformation matrix of all nodes to identity // ... and finally set the transformation matrix of all nodes to identity
MakeIdentityTransform(pScene->mRootNode); MakeIdentityTransform(pScene->mRootNode);
} }
if (configNormalize) { if (configNormalize) {
// compute the boundary of all meshes // compute the boundary of all meshes
aiVector3D min,max; aiVector3D min, max;
MinMaxChooser<aiVector3D> ()(min,max); MinMaxChooser<aiVector3D>()(min, max);
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) { for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
aiMesh* m = pScene->mMeshes[a]; aiMesh *m = pScene->mMeshes[a];
for (unsigned int i = 0; i < m->mNumVertices;++i) { for (unsigned int i = 0; i < m->mNumVertices; ++i) {
min = std::min(m->mVertices[i],min); min = std::min(m->mVertices[i], min);
max = std::max(m->mVertices[i],max); max = std::max(m->mVertices[i], max);
} }
} }
// find the dominant axis // find the dominant axis
aiVector3D d = max-min; aiVector3D d = max - min;
const ai_real div = std::max(d.x,std::max(d.y,d.z))*ai_real( 0.5); const ai_real div = std::max(d.x, std::max(d.y, d.z)) * ai_real(0.5);
d = min + d * (ai_real)0.5; d = min + d * (ai_real)0.5;
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) { for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
aiMesh* m = pScene->mMeshes[a]; aiMesh *m = pScene->mMeshes[a];
for (unsigned int i = 0; i < m->mNumVertices;++i) { for (unsigned int i = 0; i < m->mNumVertices; ++i) {
m->mVertices[i] = (m->mVertices[i]-d)/div; m->mVertices[i] = (m->mVertices[i] - d) / div;
} }
} }
} }
@ -721,8 +681,8 @@ void PretransformVertices::Execute( aiScene* pScene)
ASSIMP_LOG_DEBUG("PretransformVerticesProcess finished"); ASSIMP_LOG_DEBUG("PretransformVerticesProcess finished");
ASSIMP_LOG_INFO_F("Removed ", iOldNodes, " nodes and ", iOldAnimationChannels, " animation channels (", ASSIMP_LOG_INFO_F("Removed ", iOldNodes, " nodes and ", iOldAnimationChannels, " animation channels (",
CountNodes(pScene->mRootNode) ," output nodes)" ); CountNodes(pScene->mRootNode), " output nodes)");
ASSIMP_LOG_INFO_F("Kept ", pScene->mNumLights, " lights and ", pScene->mNumCameras, " cameras." ); ASSIMP_LOG_INFO_F("Kept ", pScene->mNumLights, " lights and ", pScene->mNumCameras, " cameras.");
ASSIMP_LOG_INFO_F("Moved ", iOldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")"); ASSIMP_LOG_INFO_F("Moved ", iOldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")");
} }
} }

View File

@ -68,20 +68,20 @@ namespace Assimp {
*/ */
class ASSIMP_API PretransformVertices : public BaseProcess { class ASSIMP_API PretransformVertices : public BaseProcess {
public: public:
PretransformVertices (); PretransformVertices();
~PretransformVertices (); ~PretransformVertices();
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Check whether step is active // Check whether step is active
bool IsActive( unsigned int pFlags) const; bool IsActive(unsigned int pFlags) const override;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Execute step on a given scene // Execute step on a given scene
void Execute( aiScene* pScene); void Execute(aiScene *pScene) override;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Setup import settings // Setup import settings
void SetupProperties(const Importer* pImp); void SetupProperties(const Importer *pImp) override;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** @brief Toggle the 'keep hierarchy' option /** @brief Toggle the 'keep hierarchy' option
@ -102,56 +102,56 @@ public:
private: private:
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Count the number of nodes // Count the number of nodes
unsigned int CountNodes( aiNode* pcNode ); unsigned int CountNodes(const aiNode *pcNode) const;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Get a bitwise combination identifying the vertex format of a mesh // Get a bitwise combination identifying the vertex format of a mesh
unsigned int GetMeshVFormat(aiMesh* pcMesh); unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Count the number of vertices in the whole scene and a given // Count the number of vertices in the whole scene and a given
// material index // material index
void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, void CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode,
unsigned int iMat, unsigned int iMat,
unsigned int iVFormat, unsigned int iVFormat,
unsigned int* piFaces, unsigned int *piFaces,
unsigned int* piVertices); unsigned int *piVertices) const;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Collect vertex/face data // Collect vertex/face data
void CollectData( aiScene* pcScene, aiNode* pcNode, void CollectData(const aiScene *pcScene, const aiNode *pcNode,
unsigned int iMat, unsigned int iMat,
unsigned int iVFormat, unsigned int iVFormat,
aiMesh* pcMeshOut, aiMesh *pcMeshOut,
unsigned int aiCurrent[2], unsigned int aiCurrent[2],
unsigned int* num_refs); unsigned int *num_refs) const;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Get a list of all vertex formats that occur for a given material // Get a list of all vertex formats that occur for a given material
// The output list contains duplicate elements // The output list contains duplicate elements
void GetVFormatList( aiScene* pcScene, unsigned int iMat, void GetVFormatList(const aiScene *pcScene, unsigned int iMat,
std::list<unsigned int>& aiOut); std::list<unsigned int> &aiOut) const;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Compute the absolute transformation matrices of each node // Compute the absolute transformation matrices of each node
void ComputeAbsoluteTransform( aiNode* pcNode ); void ComputeAbsoluteTransform(aiNode *pcNode);
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Simple routine to build meshes in worldspace, no further optimization // Simple routine to build meshes in worldspace, no further optimization
void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in, void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
unsigned int numIn, aiNode* node); unsigned int numIn, aiNode *node) const;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Apply the node transformation to a mesh // Apply the node transformation to a mesh
void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat); void ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Reset transformation matrices to identity // Reset transformation matrices to identity
void MakeIdentityTransform(aiNode* nd); void MakeIdentityTransform(aiNode *nd) const;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
// Build reference counters for all meshes // Build reference counters for all meshes
void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs); void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const;
//! Configuration option: keep scene hierarchy as long as possible //! Configuration option: keep scene hierarchy as long as possible
bool configKeepHierarchy; bool configKeepHierarchy;