Merge branch 'master' into fix-pbrt-exporter
commit
ade4514752
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@ -397,10 +397,6 @@ struct Material {
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Material(const Material &other) = default;
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Material(Material &&other) AI_NO_EXCEPT = default;
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Material &operator=(Material &&other) AI_NO_EXCEPT = default;
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virtual ~Material() = default;
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//! Name of the material
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@ -48,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "AssetLib/IFC/IFCUtil.h"
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#include "Common/PolyTools.h"
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#include "Geometry/GeometryUtils.h"
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#include "PostProcessing/ProcessHelper.h"
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namespace Assimp {
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@ -235,7 +236,7 @@ IfcVector3 TempMesh::ComputeLastPolygonNormal(bool normalize) const {
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struct CompareVector {
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bool operator () (const IfcVector3& a, const IfcVector3& b) const {
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IfcVector3 d = a - b;
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IfcFloat eps = ai_epsilon;
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constexpr IfcFloat eps = ai_epsilon;
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return d.x < -eps || (std::abs(d.x) < eps && d.y < -eps) || (std::abs(d.x) < eps && std::abs(d.y) < eps && d.z < -eps);
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}
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};
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -51,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "AssetLib/LWO/LWOLoader.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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#include "PostProcessing/ProcessHelper.h"
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#include "Geometry/GeometryUtils.h"
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#include <assimp/ByteSwapper.h>
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#include <assimp/SGSpatialSort.h>
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@ -528,7 +527,6 @@ void LWOImporter::ComputeNormals(aiMesh *mesh, const std::vector<unsigned int> &
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continue;
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vNormals += v;
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}
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mesh->mNormals[idx] = vNormals.Normalize();
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}
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}
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}
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@ -549,7 +547,6 @@ void LWOImporter::ComputeNormals(aiMesh *mesh, const std::vector<unsigned int> &
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const aiVector3D &v = faceNormals[*a];
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vNormals += v;
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}
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vNormals.Normalize();
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for (std::vector<unsigned int>::const_iterator a = poResult.begin(); a != poResult.end(); ++a) {
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mesh->mNormals[*a] = vNormals;
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vertexDone[*a] = true;
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@ -557,6 +554,7 @@ void LWOImporter::ComputeNormals(aiMesh *mesh, const std::vector<unsigned int> &
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}
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}
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}
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GeometryUtils::normalizeVectorArray(mesh->mNormals, mesh->mNormals, mesh->mNumVertices);
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}
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// ------------------------------------------------------------------------------------------------
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@ -58,8 +58,6 @@ class X3DExporter {
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Value(value) {
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// empty
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}
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SAttribute(SAttribute &&rhs) AI_NO_EXCEPT = default;
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};
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/***********************************************/
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@ -45,35 +45,59 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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ai_real GeometryUtils::heron( ai_real a, ai_real b, ai_real c ) {
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ai_real s = (a + b + c) / 2;
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ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
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const ai_real s = (a + b + c) / 2;
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const ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
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return area;
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}
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ai_real GeometryUtils::distance3D( const aiVector3D &vA, aiVector3D &vB ) {
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// ------------------------------------------------------------------------------------------------
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ai_real GeometryUtils::distance3D( const aiVector3D &vA, const aiVector3D &vB ) {
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const ai_real lx = ( vB.x - vA.x );
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const ai_real ly = ( vB.y - vA.y );
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const ai_real lz = ( vB.z - vA.z );
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ai_real a = lx*lx + ly*ly + lz*lz;
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ai_real d = pow( a, (ai_real)0.5 );
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const ai_real a = lx*lx + ly*ly + lz*lz;
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const ai_real d = pow( a, (ai_real)0.5 );
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return d;
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}
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// ------------------------------------------------------------------------------------------------
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ai_real GeometryUtils::calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) {
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ai_real area = 0;
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aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
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aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
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aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
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const aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
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const aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
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const aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
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ai_real a( distance3D( vA, vB ) );
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ai_real b( distance3D( vB, vC ) );
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ai_real c( distance3D( vC, vA ) );
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const ai_real a = distance3D( vA, vB );
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const ai_real b = distance3D( vB, vC );
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const ai_real c = distance3D( vC, vA );
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area = heron( a, b, c );
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return area;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether a ray intersects a plane and find the intersection point
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bool GeometryUtils::PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
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const aiVector3D& planeNormal, aiVector3D& pos) {
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const ai_real b = planeNormal * (planePos - ray.pos);
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ai_real h = ray.dir * planeNormal;
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if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
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return false;
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pos = ray.pos + (ray.dir * h);
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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void GeometryUtils::normalizeVectorArray(aiVector3D *vectorArrayIn, aiVector3D *vectorArrayOut,
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size_t numVectors) {
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for (size_t i=0; i<numVectors; ++i) {
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vectorArrayOut[i] = vectorArrayIn[i].Normalize();
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}
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}
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} // namespace Assimp
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@ -47,7 +47,7 @@ namespace Assimp {
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// ---------------------------------------------------------------------------
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/// @brief This helper class supports some basic geometry algorithms.
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// ---------------------------------------------------------------------------
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class GeometryUtils {
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class ASSIMP_API GeometryUtils {
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public:
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static ai_real heron( ai_real a, ai_real b, ai_real c );
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@ -55,13 +55,27 @@ public:
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/// @param vA Vector a.
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/// @param vB Vector b.
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/// @return The distance.
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static ai_real distance3D( const aiVector3D &vA, aiVector3D &vB );
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static ai_real distance3D( const aiVector3D &vA, const aiVector3D &vB );
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/// @brief Will calculate the area of a triangle described by a aiFace.
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/// @param face The face
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/// @param mesh The mesh containing the face
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/// @return The area.
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static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh );
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/// @brief Will calculate the intersection between a ray and a plane
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/// @param ray The ray to test for
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/// @param planePos A point on the plane
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/// @param planeNormal The plane normal to describe its orientation
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/// @param pos The position of the intersection.
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/// @return true is an intersection was detected, false if not.
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static bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos, const aiVector3D& planeNormal, aiVector3D& pos);
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/// @brief Will normalize an array of vectors.
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/// @param vectorArrayIn The incoming arra of vectors.
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/// @param vectorArrayOut The normalized vectors.
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/// @param numVectors The array size.
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static void normalizeVectorArray(aiVector3D *vectorArrayIn, aiVector3D *vectorArrayOut, size_t numVectors);
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};
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} // namespace Assimp
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@ -43,15 +43,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <iostream>
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namespace Assimp {
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/// The default class constructor.
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ArmaturePopulate::ArmaturePopulate() = default;
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static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones) {
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for (aiBone *bone : bones) {
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if (bone->mName == bone_name) {
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return true;
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}
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}
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/// The class destructor.
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ArmaturePopulate::~ArmaturePopulate() = default;
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return false;
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}
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bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
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return (pFlags & aiProcess_PopulateArmatureData) != 0;
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@ -70,7 +73,7 @@ void ArmaturePopulate::Execute(aiScene *out) {
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BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
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BuildNodeList(out->mRootNode, nodes);
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BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
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BuildBoneStack(out->mRootNode, out, bones, bone_stack, nodes);
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ASSIMP_LOG_DEBUG("Bone stack size: ", bone_stack.size());
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@ -78,9 +81,8 @@ void ArmaturePopulate::Execute(aiScene *out) {
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aiBone *bone = kvp.first;
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aiNode *bone_node = kvp.second;
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ASSIMP_LOG_VERBOSE_DEBUG("active node lookup: ", bone->mName.C_Str());
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// lcl transform grab - done in generate_nodes :)
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// bone->mOffsetMatrix = bone_node->mTransformation;
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// lcl transform grab - done in generate_nodes :)
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aiNode *armature = GetArmatureRoot(bone_node, bones);
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ai_assert(armature);
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@ -159,8 +161,7 @@ void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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// A bone stack allows us to have multiple armatures, with the same bone names
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// A bone stack allows us also to retrieve bones true transform even with
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// duplicate names :)
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void ArmaturePopulate::BuildBoneStack(aiNode *,
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const aiNode *root_node,
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void ArmaturePopulate::BuildBoneStack(const aiNode *root_node,
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const aiScene*,
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const std::vector<aiBone *> &bones,
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std::map<aiBone *, aiNode *> &bone_stack,
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@ -196,8 +197,7 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
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// This is required to be detected for a bone initially, it will recurse up
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// until it cannot find another bone and return the node No known failure
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// points. (yet)
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aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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std::vector<aiBone *> &bone_list) {
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aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node, std::vector<aiBone *> &bone_list) {
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while (nullptr != bone_node) {
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if (!IsBoneNode(bone_node->mName, bone_list)) {
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ASSIMP_LOG_VERBOSE_DEBUG("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
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@ -212,18 +212,6 @@ aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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return nullptr;
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}
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// Simple IsBoneNode check if this could be a bone
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bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
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std::vector<aiBone *> &bones) {
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for (aiBone *bone : bones) {
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if (bone->mName == bone_name) {
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return true;
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}
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}
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return false;
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}
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// Pop this node by name from the stack if found
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// Used in multiple armature situations with duplicate node / bone names
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// Known flaw: cannot have nodes with bone names, will be fixed in later release
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@ -69,10 +69,10 @@ namespace Assimp {
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class ASSIMP_API ArmaturePopulate : public BaseProcess {
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public:
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/// The default class constructor.
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ArmaturePopulate();
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ArmaturePopulate() = default;
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|
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/// The class destructor.
|
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virtual ~ArmaturePopulate();
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virtual ~ArmaturePopulate() = default;
|
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|
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/// Overwritten, @see BaseProcess
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virtual bool IsActive( unsigned int pFlags ) const;
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||||
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@ -86,9 +86,6 @@ public:
|
|||
static aiNode *GetArmatureRoot(aiNode *bone_node,
|
||||
std::vector<aiBone *> &bone_list);
|
||||
|
||||
static bool IsBoneNode(const aiString &bone_name,
|
||||
std::vector<aiBone *> &bones);
|
||||
|
||||
static aiNode *GetNodeFromStack(const aiString &node_name,
|
||||
std::vector<aiNode *> &nodes);
|
||||
|
||||
|
@ -99,7 +96,7 @@ public:
|
|||
const aiScene *scene,
|
||||
std::vector<aiBone *> &bones);
|
||||
|
||||
static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
|
||||
static void BuildBoneStack(const aiNode *root_node,
|
||||
const aiScene *scene,
|
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const std::vector<aiBone *> &bones,
|
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std::map<aiBone *, aiNode *> &bone_stack,
|
||||
|
@ -108,5 +105,4 @@ public:
|
|||
|
||||
} // Namespace Assimp
|
||||
|
||||
|
||||
#endif // SCALE_PROCESS_H_
|
||||
|
|
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -42,8 +41,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
/** @file GenUVCoords step */
|
||||
|
||||
|
||||
#include "ComputeUVMappingProcess.h"
|
||||
#include "Geometry/GeometryUtils.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
|
@ -51,39 +50,25 @@ using namespace Assimp;
|
|||
|
||||
namespace {
|
||||
|
||||
const static aiVector3D base_axis_y(0.0,1.0,0.0);
|
||||
const static aiVector3D base_axis_x(1.0,0.0,0.0);
|
||||
const static aiVector3D base_axis_z(0.0,0.0,1.0);
|
||||
const static ai_real angle_epsilon = ai_real( 0.95 );
|
||||
}
|
||||
const static aiVector3D base_axis_y(0.0, 1.0, 0.0);
|
||||
const static aiVector3D base_axis_x(1.0, 0.0, 0.0);
|
||||
const static aiVector3D base_axis_z(0.0, 0.0, 1.0);
|
||||
const static ai_real angle_epsilon = ai_real(0.95);
|
||||
} // namespace
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return (pFlags & aiProcess_GenUVCoords) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Check whether a ray intersects a plane and find the intersection point
|
||||
inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
|
||||
const aiVector3D& planeNormal, aiVector3D& pos)
|
||||
{
|
||||
const ai_real b = planeNormal * (planePos - ray.pos);
|
||||
ai_real h = ray.dir * planeNormal;
|
||||
if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
|
||||
return false;
|
||||
|
||||
pos = ray.pos + (ray.dir * h);
|
||||
return true;
|
||||
bool ComputeUVMappingProcess::IsActive(unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_GenUVCoords) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Find the first empty UV channel in a mesh
|
||||
inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
|
||||
{
|
||||
for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
|
||||
if (!mesh->mTextureCoords[m])return m;
|
||||
inline unsigned int FindEmptyUVChannel(aiMesh *mesh) {
|
||||
for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++m)
|
||||
if (!mesh->mTextureCoords[m]) {
|
||||
return m;
|
||||
}
|
||||
|
||||
ASSIMP_LOG_ERROR("Unable to compute UV coordinates, no free UV slot found");
|
||||
return UINT_MAX;
|
||||
|
@ -91,22 +76,22 @@ inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Try to remove UV seams
|
||||
void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
|
||||
{
|
||||
void RemoveUVSeams(aiMesh *mesh, aiVector3D *out) {
|
||||
// TODO: just a very rough algorithm. I think it could be done
|
||||
// much easier, but I don't know how and am currently too tired to
|
||||
// to think about a better solution.
|
||||
|
||||
const static ai_real LOWER_LIMIT = ai_real( 0.1 );
|
||||
const static ai_real UPPER_LIMIT = ai_real( 0.9 );
|
||||
const static ai_real LOWER_LIMIT = ai_real(0.1);
|
||||
const static ai_real UPPER_LIMIT = ai_real(0.9);
|
||||
|
||||
const static ai_real LOWER_EPSILON = ai_real( 10e-3 );
|
||||
const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 );
|
||||
const static ai_real LOWER_EPSILON = ai_real(10e-3);
|
||||
const static ai_real UPPER_EPSILON = ai_real(1.0 - 10e-3);
|
||||
|
||||
for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
|
||||
{
|
||||
const aiFace& face = mesh->mFaces[fidx];
|
||||
if (face.mNumIndices < 3) continue; // triangles and polygons only, please
|
||||
for (unsigned int fidx = 0; fidx < mesh->mNumFaces; ++fidx) {
|
||||
const aiFace &face = mesh->mFaces[fidx];
|
||||
if (face.mNumIndices < 3) {
|
||||
continue; // triangles and polygons only, please
|
||||
}
|
||||
|
||||
unsigned int smallV = face.mNumIndices, large = smallV;
|
||||
bool zero = false, one = false, round_to_zero = false;
|
||||
|
@ -115,20 +100,18 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
|
|||
// but the assumption that a face with at least one very small
|
||||
// on the one side and one very large U coord on the other side
|
||||
// lies on a UV seam should work for most cases.
|
||||
for (unsigned int n = 0; n < face.mNumIndices;++n)
|
||||
{
|
||||
if (out[face.mIndices[n]].x < LOWER_LIMIT)
|
||||
{
|
||||
for (unsigned int n = 0; n < face.mNumIndices; ++n) {
|
||||
if (out[face.mIndices[n]].x < LOWER_LIMIT) {
|
||||
smallV = n;
|
||||
|
||||
// If we have a U value very close to 0 we can't
|
||||
// round the others to 0, too.
|
||||
if (out[face.mIndices[n]].x <= LOWER_EPSILON)
|
||||
zero = true;
|
||||
else round_to_zero = true;
|
||||
else
|
||||
round_to_zero = true;
|
||||
}
|
||||
if (out[face.mIndices[n]].x > UPPER_LIMIT)
|
||||
{
|
||||
if (out[face.mIndices[n]].x > UPPER_LIMIT) {
|
||||
large = n;
|
||||
|
||||
// If we have a U value very close to 1 we can't
|
||||
|
@ -137,10 +120,8 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
|
|||
one = true;
|
||||
}
|
||||
}
|
||||
if (smallV != face.mNumIndices && large != face.mNumIndices)
|
||||
{
|
||||
for (unsigned int n = 0; n < face.mNumIndices;++n)
|
||||
{
|
||||
if (smallV != face.mNumIndices && large != face.mNumIndices) {
|
||||
for (unsigned int n = 0; n < face.mNumIndices; ++n) {
|
||||
// If the u value is over the upper limit and no other u
|
||||
// value of that face is 0, round it to 0
|
||||
if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
|
||||
|
@ -156,9 +137,8 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
|
|||
// Due to numerical inaccuracies one U coord becomes 0, the
|
||||
// other 1. But we do still have a third UV coord to determine
|
||||
// to which side we must round to.
|
||||
else if (one && zero)
|
||||
{
|
||||
if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
|
||||
else if (one && zero) {
|
||||
if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
|
||||
out[face.mIndices[n]].x = 0.0;
|
||||
else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
|
||||
out[face.mIndices[n]].x = 1.0;
|
||||
|
@ -169,8 +149,7 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
|
||||
{
|
||||
void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh *mesh, const aiVector3D &axis, aiVector3D *out) {
|
||||
aiVector3D center, min, max;
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
|
||||
|
@ -178,7 +157,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
|
|||
// currently the mapping axis will always be one of x,y,z, except if the
|
||||
// PretransformVertices step is used (it transforms the meshes into worldspace,
|
||||
// thus changing the mapping axis)
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
|
||||
// For each point get a normalized projection vector in the sphere,
|
||||
// get its longitude and latitude and map them to their respective
|
||||
|
@ -192,58 +171,54 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
|
|||
// Thus we can derive:
|
||||
// lat = arcsin (z)
|
||||
// lon = arctan (y/x)
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt] - center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.z, diff.y) + AI_MATH_PI_F) / AI_MATH_TWO_PI_F,
|
||||
(std::asin(diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_y >= angle_epsilon) {
|
||||
} else if (axis * base_axis_y >= angle_epsilon) {
|
||||
// ... just the same again
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt] - center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.x, diff.z) + AI_MATH_PI_F) / AI_MATH_TWO_PI_F,
|
||||
(std::asin(diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_z >= angle_epsilon) {
|
||||
} else if (axis * base_axis_z >= angle_epsilon) {
|
||||
// ... just the same again
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt] - center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F) / AI_MATH_TWO_PI_F,
|
||||
(std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
}
|
||||
}
|
||||
// slower code path in case the mapping axis is not one of the coordinate system axes
|
||||
else {
|
||||
else {
|
||||
aiMatrix4x4 mTrafo;
|
||||
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
|
||||
aiMatrix4x4::FromToMatrix(axis, base_axis_y, mTrafo);
|
||||
|
||||
// again the same, except we're applying a transformation now
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D diff = ((mTrafo * mesh->mVertices[pnt]) - center).Normalize();
|
||||
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F) / AI_MATH_TWO_PI_F,
|
||||
(std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Now find and remove UV seams. A seam occurs if a face has a tcoord
|
||||
// close to zero on the one side, and a tcoord close to one on the
|
||||
// other side.
|
||||
RemoveUVSeams(mesh,out);
|
||||
RemoveUVSeams(mesh, out);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
|
||||
{
|
||||
void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh *mesh, const aiVector3D &axis, aiVector3D *out) {
|
||||
aiVector3D center, min, max;
|
||||
|
||||
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
|
||||
// currently the mapping axis will always be one of x,y,z, except if the
|
||||
// PretransformVertices step is used (it transforms the meshes into worldspace,
|
||||
// thus changing the mapping axis)
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
const ai_real diff = max.x - min.x;
|
||||
|
||||
|
@ -251,116 +226,110 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector
|
|||
// directly to the texture V axis. The other axis is derived from
|
||||
// the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where
|
||||
// 'c' is the center point of the mesh.
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
aiVector3D& uv = out[pnt];
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D &pos = mesh->mVertices[pnt];
|
||||
aiVector3D &uv = out[pnt];
|
||||
|
||||
uv.y = (pos.x - min.x) / diff;
|
||||
uv.x = (std::atan2( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
uv.x = (std::atan2(pos.z - center.z, pos.y - center.y) + (ai_real)AI_MATH_PI) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_y >= angle_epsilon) {
|
||||
} else if (axis * base_axis_y >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
const ai_real diff = max.y - min.y;
|
||||
|
||||
// just the same ...
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
aiVector3D& uv = out[pnt];
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D &pos = mesh->mVertices[pnt];
|
||||
aiVector3D &uv = out[pnt];
|
||||
|
||||
uv.y = (pos.y - min.y) / diff;
|
||||
uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
uv.x = (std::atan2(pos.x - center.x, pos.z - center.z) + (ai_real)AI_MATH_PI) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_z >= angle_epsilon) {
|
||||
} else if (axis * base_axis_z >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
const ai_real diff = max.z - min.z;
|
||||
|
||||
// just the same ...
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
aiVector3D& uv = out[pnt];
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D &pos = mesh->mVertices[pnt];
|
||||
aiVector3D &uv = out[pnt];
|
||||
|
||||
uv.y = (pos.z - min.z) / diff;
|
||||
uv.x = (std::atan2( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
uv.x = (std::atan2(pos.y - center.y, pos.x - center.x) + (ai_real)AI_MATH_PI) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
// slower code path in case the mapping axis is not one of the coordinate system axes
|
||||
else {
|
||||
aiMatrix4x4 mTrafo;
|
||||
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
|
||||
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
|
||||
aiMatrix4x4::FromToMatrix(axis, base_axis_y, mTrafo);
|
||||
FindMeshCenterTransformed(mesh, center, min, max, mTrafo);
|
||||
const ai_real diff = max.y - min.y;
|
||||
|
||||
// again the same, except we're applying a transformation now
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
|
||||
const aiVector3D pos = mTrafo* mesh->mVertices[pnt];
|
||||
aiVector3D& uv = out[pnt];
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
|
||||
aiVector3D &uv = out[pnt];
|
||||
|
||||
uv.y = (pos.y - min.y) / diff;
|
||||
uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
|
||||
uv.x = (std::atan2(pos.x - center.x, pos.z - center.z) + (ai_real)AI_MATH_PI) / (ai_real)AI_MATH_TWO_PI;
|
||||
}
|
||||
}
|
||||
|
||||
// Now find and remove UV seams. A seam occurs if a face has a tcoord
|
||||
// close to zero on the one side, and a tcoord close to one on the
|
||||
// other side.
|
||||
RemoveUVSeams(mesh,out);
|
||||
RemoveUVSeams(mesh, out);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
|
||||
{
|
||||
ai_real diffu,diffv;
|
||||
void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh *mesh, const aiVector3D &axis, aiVector3D *out) {
|
||||
ai_real diffu, diffv;
|
||||
aiVector3D center, min, max;
|
||||
|
||||
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
|
||||
// currently the mapping axis will always be one of x,y,z, except if the
|
||||
// PretransformVertices step is used (it transforms the meshes into worldspace,
|
||||
// thus changing the mapping axis)
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
diffu = max.z - min.z;
|
||||
diffv = max.y - min.y;
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0);
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D &pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.z - min.z) / diffu, (pos.y - min.y) / diffv, 0.0);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_y >= angle_epsilon) {
|
||||
} else if (axis * base_axis_y >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
diffu = max.x - min.x;
|
||||
diffv = max.z - min.z;
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D &pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu, (pos.z - min.z) / diffv, 0.0);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_z >= angle_epsilon) {
|
||||
} else if (axis * base_axis_z >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
diffu = max.x - min.x;
|
||||
diffv = max.y - min.y;
|
||||
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D& pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.y - min.y) / diffv,0.0);
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D &pos = mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu, (pos.y - min.y) / diffv, 0.0);
|
||||
}
|
||||
}
|
||||
// slower code path in case the mapping axis is not one of the coordinate system axes
|
||||
else
|
||||
{
|
||||
else {
|
||||
aiMatrix4x4 mTrafo;
|
||||
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
|
||||
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
|
||||
aiMatrix4x4::FromToMatrix(axis, base_axis_y, mTrafo);
|
||||
FindMeshCenterTransformed(mesh, center, min, max, mTrafo);
|
||||
diffu = max.x - min.x;
|
||||
diffv = max.z - min.z;
|
||||
|
||||
// again the same, except we're applying a transformation now
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
|
||||
const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
|
||||
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
|
||||
out[pnt].Set((pos.x - min.x) / diffu, (pos.z - min.z) / diffv, 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -368,14 +337,12 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* )
|
||||
{
|
||||
void ComputeUVMappingProcess::ComputeBoxMapping(aiMesh *, aiVector3D *) {
|
||||
ASSIMP_LOG_ERROR("Mapping type currently not implemented");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ComputeUVMappingProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
void ComputeUVMappingProcess::Execute(aiScene *pScene) {
|
||||
ASSIMP_LOG_DEBUG("GenUVCoordsProcess begin");
|
||||
char buffer[1024];
|
||||
|
||||
|
@ -386,23 +353,18 @@ void ComputeUVMappingProcess::Execute( aiScene* pScene)
|
|||
|
||||
/* Iterate through all materials and search for non-UV mapped textures
|
||||
*/
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
|
||||
mappingStack.clear();
|
||||
aiMaterial* mat = pScene->mMaterials[i];
|
||||
for (unsigned int a = 0; a < mat->mNumProperties;++a)
|
||||
{
|
||||
aiMaterialProperty* prop = mat->mProperties[a];
|
||||
if (!::strcmp( prop->mKey.data, "$tex.mapping"))
|
||||
{
|
||||
aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData);
|
||||
if (aiTextureMapping_UV != mapping)
|
||||
{
|
||||
if (!DefaultLogger::isNullLogger())
|
||||
{
|
||||
aiMaterial *mat = pScene->mMaterials[i];
|
||||
for (unsigned int a = 0; a < mat->mNumProperties; ++a) {
|
||||
aiMaterialProperty *prop = mat->mProperties[a];
|
||||
if (!::strcmp(prop->mKey.data, "$tex.mapping")) {
|
||||
aiTextureMapping &mapping = *((aiTextureMapping *)prop->mData);
|
||||
if (aiTextureMapping_UV != mapping) {
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s",
|
||||
aiTextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
|
||||
MappingTypeToString(mapping));
|
||||
aiTextureTypeToString((aiTextureType)prop->mSemantic), prop->mIndex,
|
||||
MappingTypeToString(mapping));
|
||||
|
||||
ASSIMP_LOG_INFO(buffer);
|
||||
}
|
||||
|
@ -410,70 +372,62 @@ void ComputeUVMappingProcess::Execute( aiScene* pScene)
|
|||
if (aiTextureMapping_OTHER == mapping)
|
||||
continue;
|
||||
|
||||
MappingInfo info (mapping);
|
||||
MappingInfo info(mapping);
|
||||
|
||||
// Get further properties - currently only the major axis
|
||||
for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
|
||||
{
|
||||
aiMaterialProperty* prop2 = mat->mProperties[a2];
|
||||
for (unsigned int a2 = 0; a2 < mat->mNumProperties; ++a2) {
|
||||
aiMaterialProperty *prop2 = mat->mProperties[a2];
|
||||
if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
|
||||
continue;
|
||||
|
||||
if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis")) {
|
||||
info.axis = *((aiVector3D*)prop2->mData);
|
||||
if (!::strcmp(prop2->mKey.data, "$tex.mapaxis")) {
|
||||
info.axis = *((aiVector3D *)prop2->mData);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int idx( 99999999 );
|
||||
unsigned int idx(99999999);
|
||||
|
||||
// Check whether we have this mapping mode already
|
||||
std::list<MappingInfo>::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info);
|
||||
if (mappingStack.end() != it)
|
||||
{
|
||||
std::list<MappingInfo>::iterator it = std::find(mappingStack.begin(), mappingStack.end(), info);
|
||||
if (mappingStack.end() != it) {
|
||||
idx = (*it).uv;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
/* We have found a non-UV mapped texture. Now
|
||||
* we need to find all meshes using this material
|
||||
* that we can compute UV channels for them.
|
||||
*/
|
||||
for (unsigned int m = 0; m < pScene->mNumMeshes;++m)
|
||||
{
|
||||
aiMesh* mesh = pScene->mMeshes[m];
|
||||
* we need to find all meshes using this material
|
||||
* that we can compute UV channels for them.
|
||||
*/
|
||||
for (unsigned int m = 0; m < pScene->mNumMeshes; ++m) {
|
||||
aiMesh *mesh = pScene->mMeshes[m];
|
||||
unsigned int outIdx = 0;
|
||||
if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX ||
|
||||
!mesh->mNumVertices)
|
||||
{
|
||||
if (mesh->mMaterialIndex != i || (outIdx = FindEmptyUVChannel(mesh)) == UINT_MAX ||
|
||||
!mesh->mNumVertices) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Allocate output storage
|
||||
aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];
|
||||
aiVector3D *p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];
|
||||
|
||||
switch (mapping)
|
||||
{
|
||||
switch (mapping) {
|
||||
case aiTextureMapping_SPHERE:
|
||||
ComputeSphereMapping(mesh,info.axis,p);
|
||||
ComputeSphereMapping(mesh, info.axis, p);
|
||||
break;
|
||||
case aiTextureMapping_CYLINDER:
|
||||
ComputeCylinderMapping(mesh,info.axis,p);
|
||||
ComputeCylinderMapping(mesh, info.axis, p);
|
||||
break;
|
||||
case aiTextureMapping_PLANE:
|
||||
ComputePlaneMapping(mesh,info.axis,p);
|
||||
ComputePlaneMapping(mesh, info.axis, p);
|
||||
break;
|
||||
case aiTextureMapping_BOX:
|
||||
ComputeBoxMapping(mesh,p);
|
||||
ComputeBoxMapping(mesh, p);
|
||||
break;
|
||||
default:
|
||||
ai_assert(false);
|
||||
}
|
||||
if (m && idx != outIdx)
|
||||
{
|
||||
if (m && idx != outIdx) {
|
||||
ASSIMP_LOG_WARN("UV index mismatch. Not all meshes assigned to "
|
||||
"this material have equal numbers of UV channels. The UV index stored in "
|
||||
"the material structure does therefore not apply for all meshes. ");
|
||||
"this material have equal numbers of UV channels. The UV index stored in "
|
||||
"the material structure does therefore not apply for all meshes. ");
|
||||
}
|
||||
idx = outIdx;
|
||||
}
|
||||
|
@ -483,7 +437,7 @@ void ComputeUVMappingProcess::Execute( aiScene* pScene)
|
|||
|
||||
// Update the material property list
|
||||
mapping = aiTextureMapping_UV;
|
||||
((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
|
||||
((aiMaterial *)mat)->AddProperty(&idx, 1, AI_MATKEY_UVWSRC(prop->mSemantic, prop->mIndex));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -225,13 +223,6 @@ void MakeLeftHandedProcess::ProcessAnimation(aiNodeAnim *pAnim) {
|
|||
|
||||
// rotation keys
|
||||
for (unsigned int a = 0; a < pAnim->mNumRotationKeys; a++) {
|
||||
/* That's the safe version, but the float errors add up. So we try the short version instead
|
||||
aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
|
||||
rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
|
||||
rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
|
||||
aiQuaternion rotquat( rotmat);
|
||||
pAnim->mRotationKeys[a].mValue = rotquat;
|
||||
*/
|
||||
pAnim->mRotationKeys[a].mValue.x *= -1.0f;
|
||||
pAnim->mRotationKeys[a].mValue.y *= -1.0f;
|
||||
}
|
||||
|
|
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -87,7 +86,7 @@ void DeboneProcess::Execute( aiScene* pScene) {
|
|||
if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) {
|
||||
for(unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
if(splitList[a]) {
|
||||
numSplits++;
|
||||
++numSplits;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -119,8 +118,8 @@ void DeboneProcess::Execute( aiScene* pScene) {
|
|||
aiNode *theNode = find ? pScene->mRootNode->FindNode(*find) : nullptr;
|
||||
std::pair<unsigned int,aiNode*> push_pair(static_cast<unsigned int>(meshes.size()),theNode);
|
||||
|
||||
mSubMeshIndices[a].push_back(push_pair);
|
||||
meshes.push_back(newMeshes[b].first);
|
||||
mSubMeshIndices[a].emplace_back(push_pair);
|
||||
meshes.emplace_back(newMeshes[b].first);
|
||||
|
||||
out+=newMeshes[b].first->mNumBones;
|
||||
}
|
||||
|
@ -360,9 +359,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const {
|
|||
unsigned int m = static_cast<unsigned int>(pNode->mNumMeshes), n = static_cast<unsigned int>(mSubMeshIndices.size());
|
||||
|
||||
// first pass, look for meshes which have not moved
|
||||
|
||||
for(unsigned int a=0;a<m;a++) {
|
||||
|
||||
unsigned int srcIndex = pNode->mMeshes[a];
|
||||
const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex];
|
||||
unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
|
||||
|
@ -376,8 +373,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const {
|
|||
|
||||
// second pass, collect deboned meshes
|
||||
|
||||
for(unsigned int a=0;a<n;a++)
|
||||
{
|
||||
for(unsigned int a=0;a<n;a++) {
|
||||
const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[a];
|
||||
unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
|
||||
|
||||
|
|
|
@ -42,27 +42,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
*/
|
||||
|
||||
/** @file Implementation of the post processing step to drop face
|
||||
* normals for all imported faces.
|
||||
*/
|
||||
|
||||
* normals for all imported faces.
|
||||
*/
|
||||
|
||||
#include "DropFaceNormalsProcess.h"
|
||||
#include <assimp/Exceptional.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool DropFaceNormalsProcess::IsActive( unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_DropNormals) != 0;
|
||||
bool DropFaceNormalsProcess::IsActive(unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_DropNormals) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void DropFaceNormalsProcess::Execute( aiScene* pScene) {
|
||||
void DropFaceNormalsProcess::Execute(aiScene *pScene) {
|
||||
ASSIMP_LOG_DEBUG("DropFaceNormalsProcess begin");
|
||||
|
||||
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
|
||||
|
@ -70,21 +69,21 @@ void DropFaceNormalsProcess::Execute( aiScene* pScene) {
|
|||
}
|
||||
|
||||
bool bHas = false;
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
bHas |= this->DropMeshFaceNormals( pScene->mMeshes[a]);
|
||||
for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
||||
bHas |= this->DropMeshFaceNormals(pScene->mMeshes[a]);
|
||||
}
|
||||
if (bHas) {
|
||||
if (bHas) {
|
||||
ASSIMP_LOG_INFO("DropFaceNormalsProcess finished. "
|
||||
"Face normals have been removed");
|
||||
"Face normals have been removed");
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("DropFaceNormalsProcess finished. "
|
||||
"No normals were present");
|
||||
"No normals were present");
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
bool DropFaceNormalsProcess::DropMeshFaceNormals (aiMesh* mesh) {
|
||||
bool DropFaceNormalsProcess::DropMeshFaceNormals(aiMesh *mesh) {
|
||||
ai_assert(nullptr != mesh);
|
||||
|
||||
if (nullptr == mesh->mNormals) {
|
||||
|
|
|
@ -41,11 +41,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
/** @file FindDegenerates.cpp
|
||||
* @brief Implementation of the FindDegenerates post-process step.
|
||||
*/
|
||||
*/
|
||||
|
||||
#include "ProcessHelper.h"
|
||||
#include "FindDegenerates.h"
|
||||
#include "Geometry/GeometryUtils.h"
|
||||
#include "ProcessHelper.h"
|
||||
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
|
@ -54,35 +54,35 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
using namespace Assimp;
|
||||
|
||||
// Correct node indices to meshes and remove references to deleted mesh
|
||||
static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap);
|
||||
static void updateSceneGraph(aiNode *pNode, const std::unordered_map<unsigned int, unsigned int> &meshMap);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
FindDegeneratesProcess::FindDegeneratesProcess() :
|
||||
mConfigRemoveDegenerates( false ),
|
||||
mConfigCheckAreaOfTriangle( false ){
|
||||
mConfigRemoveDegenerates(false),
|
||||
mConfigCheckAreaOfTriangle(false) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const {
|
||||
bool FindDegeneratesProcess::IsActive(unsigned int pFlags) const {
|
||||
return 0 != (pFlags & aiProcess_FindDegenerates);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup import configuration
|
||||
void FindDegeneratesProcess::SetupProperties(const Importer* pImp) {
|
||||
void FindDegeneratesProcess::SetupProperties(const Importer *pImp) {
|
||||
// Get the current value of AI_CONFIG_PP_FD_REMOVE
|
||||
mConfigRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE,0));
|
||||
mConfigCheckAreaOfTriangle = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_CHECKAREA) );
|
||||
mConfigRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE, 0));
|
||||
mConfigCheckAreaOfTriangle = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_CHECKAREA));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void FindDegeneratesProcess::Execute( aiScene* pScene) {
|
||||
void FindDegeneratesProcess::Execute(aiScene *pScene) {
|
||||
ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin");
|
||||
if ( nullptr == pScene) {
|
||||
if (nullptr == pScene) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -112,7 +112,7 @@ void FindDegeneratesProcess::Execute( aiScene* pScene) {
|
|||
ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished");
|
||||
}
|
||||
|
||||
static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap) {
|
||||
static void updateSceneGraph(aiNode *pNode, const std::unordered_map<unsigned int, unsigned int> &meshMap) {
|
||||
unsigned int targetIndex = 0;
|
||||
for (unsigned i = 0; i < pNode->mNumMeshes; ++i) {
|
||||
const unsigned int sourceMeshIndex = pNode->mMeshes[i];
|
||||
|
@ -123,7 +123,7 @@ static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned in
|
|||
}
|
||||
}
|
||||
pNode->mNumMeshes = targetIndex;
|
||||
//recurse to all children
|
||||
// recurse to all children
|
||||
for (unsigned i = 0; i < pNode->mNumChildren; ++i) {
|
||||
updateSceneGraph(pNode->mChildren[i], meshMap);
|
||||
}
|
||||
|
@ -131,17 +131,17 @@ static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned in
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported mesh
|
||||
bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
||||
bool FindDegeneratesProcess::ExecuteOnMesh(aiMesh *mesh) {
|
||||
mesh->mPrimitiveTypes = 0;
|
||||
|
||||
std::vector<bool> remove_me;
|
||||
if (mConfigRemoveDegenerates) {
|
||||
remove_me.resize( mesh->mNumFaces, false );
|
||||
remove_me.resize(mesh->mNumFaces, false);
|
||||
}
|
||||
|
||||
unsigned int deg = 0, limit;
|
||||
for ( unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
|
||||
aiFace& face = mesh->mFaces[a];
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
|
||||
aiFace &face = mesh->mFaces[a];
|
||||
bool first = true;
|
||||
|
||||
// check whether the face contains degenerated entries
|
||||
|
@ -151,43 +151,43 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
|||
// double points may not come directly after another.
|
||||
limit = face.mNumIndices;
|
||||
if (face.mNumIndices > 4) {
|
||||
limit = std::min( limit, i+2 );
|
||||
limit = std::min(limit, i + 2);
|
||||
}
|
||||
|
||||
for (unsigned int t = i+1; t < limit; ++t) {
|
||||
if (mesh->mVertices[face.mIndices[ i ] ] == mesh->mVertices[ face.mIndices[ t ] ]) {
|
||||
for (unsigned int t = i + 1; t < limit; ++t) {
|
||||
if (mesh->mVertices[face.mIndices[i]] == mesh->mVertices[face.mIndices[t]]) {
|
||||
// we have found a matching vertex position
|
||||
// remove the corresponding index from the array
|
||||
--face.mNumIndices;
|
||||
--limit;
|
||||
for (unsigned int m = t; m < face.mNumIndices; ++m) {
|
||||
face.mIndices[ m ] = face.mIndices[ m+1 ];
|
||||
face.mIndices[m] = face.mIndices[m + 1];
|
||||
}
|
||||
--t;
|
||||
|
||||
// NOTE: we set the removed vertex index to an unique value
|
||||
// to make sure the developer gets notified when his
|
||||
// application attempts to access this data.
|
||||
face.mIndices[ face.mNumIndices ] = 0xdeadbeef;
|
||||
face.mIndices[face.mNumIndices] = 0xdeadbeef;
|
||||
|
||||
if(first) {
|
||||
if (first) {
|
||||
++deg;
|
||||
first = false;
|
||||
}
|
||||
|
||||
if ( mConfigRemoveDegenerates ) {
|
||||
remove_me[ a ] = true;
|
||||
if (mConfigRemoveDegenerates) {
|
||||
remove_me[a] = true;
|
||||
goto evil_jump_outside; // hrhrhrh ... yeah, this rocks baby!
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( mConfigCheckAreaOfTriangle ) {
|
||||
if ( face.mNumIndices == 3 ) {
|
||||
ai_real area = GeometryUtils::calculateAreaOfTriangle( face, mesh );
|
||||
if (mConfigCheckAreaOfTriangle) {
|
||||
if (face.mNumIndices == 3) {
|
||||
ai_real area = GeometryUtils::calculateAreaOfTriangle(face, mesh);
|
||||
if (area < ai_epsilon) {
|
||||
if ( mConfigRemoveDegenerates ) {
|
||||
remove_me[ a ] = true;
|
||||
if (mConfigRemoveDegenerates) {
|
||||
remove_me[a] = true;
|
||||
++deg;
|
||||
goto evil_jump_outside;
|
||||
}
|
||||
|
@ -199,8 +199,7 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
|||
}
|
||||
|
||||
// We need to update the primitive flags array of the mesh.
|
||||
switch (face.mNumIndices)
|
||||
{
|
||||
switch (face.mNumIndices) {
|
||||
case 1u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
||||
break;
|
||||
|
@ -214,30 +213,28 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
|
|||
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
|
||||
break;
|
||||
};
|
||||
evil_jump_outside:
|
||||
evil_jump_outside:
|
||||
continue;
|
||||
}
|
||||
|
||||
// If AI_CONFIG_PP_FD_REMOVE is true, remove degenerated faces from the import
|
||||
if (mConfigRemoveDegenerates && deg) {
|
||||
unsigned int n = 0;
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
|
||||
{
|
||||
aiFace& face_src = mesh->mFaces[a];
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
|
||||
aiFace &face_src = mesh->mFaces[a];
|
||||
if (!remove_me[a]) {
|
||||
aiFace& face_dest = mesh->mFaces[n++];
|
||||
aiFace &face_dest = mesh->mFaces[n++];
|
||||
|
||||
// Do a manual copy, keep the index array
|
||||
face_dest.mNumIndices = face_src.mNumIndices;
|
||||
face_dest.mIndices = face_src.mIndices;
|
||||
face_dest.mIndices = face_src.mIndices;
|
||||
|
||||
if (&face_src != &face_dest) {
|
||||
// clear source
|
||||
face_src.mNumIndices = 0;
|
||||
face_src.mIndices = nullptr;
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// Otherwise delete it if we don't need this face
|
||||
delete[] face_src.mIndices;
|
||||
face_src.mIndices = nullptr;
|
||||
|
@ -247,15 +244,15 @@ evil_jump_outside:
|
|||
// Just leave the rest of the array unreferenced, we don't care for now
|
||||
mesh->mNumFaces = n;
|
||||
if (!mesh->mNumFaces) {
|
||||
//The whole mesh consists of degenerated faces
|
||||
//signal upward, that this mesh should be deleted.
|
||||
// The whole mesh consists of degenerated faces
|
||||
// signal upward, that this mesh should be deleted.
|
||||
ASSIMP_LOG_VERBOSE_DEBUG("FindDegeneratesProcess removed a mesh full of degenerated primitives");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (deg && !DefaultLogger::isNullLogger()) {
|
||||
ASSIMP_LOG_WARN( "Found ", deg, " degenerated primitives");
|
||||
ASSIMP_LOG_WARN("Found ", deg, " degenerated primitives");
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -41,9 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file PretransformVertices.cpp
|
||||
* @brief Implementation of the "PretransformVertices" post processing step
|
||||
*/
|
||||
/// @file PretransformVertices.cpp
|
||||
/// @brief Implementation of the "PretransformVertices" post processing step
|
||||
|
||||
#include "PretransformVertices.h"
|
||||
#include "ConvertToLHProcess.h"
|
||||
|
@ -57,16 +54,44 @@ using namespace Assimp;
|
|||
#define AI_PTVS_VERTEX 0x0
|
||||
#define AI_PTVS_FACE 0x1
|
||||
|
||||
namespace {
|
||||
|
||||
// Get a bitwise combination identifying the vertex format of a mesh
|
||||
static unsigned int GetMeshVFormat(aiMesh *pcMesh) {
|
||||
// the vertex format is stored in aiMesh::mBones for later retrieval.
|
||||
// there isn't a good reason to compute it a few hundred times
|
||||
// from scratch. The pointer is unused as animations are lost
|
||||
// during PretransformVertices.
|
||||
if (pcMesh->mBones)
|
||||
return (unsigned int)(uint64_t)pcMesh->mBones;
|
||||
|
||||
const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
|
||||
|
||||
// store the value for later use
|
||||
pcMesh->mBones = (aiBone **)(uint64_t)iRet;
|
||||
return iRet;
|
||||
}
|
||||
|
||||
// Get a list of all vertex formats that occur for a given material index
|
||||
// The output list contains duplicate elements
|
||||
static void GetVFormatList(const aiScene *pcScene, unsigned int iMat, std::list<unsigned int> &aiOut) {
|
||||
for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) {
|
||||
aiMesh *pcMesh = pcScene->mMeshes[i];
|
||||
if (iMat == pcMesh->mMaterialIndex) {
|
||||
aiOut.push_back(GetMeshVFormat(pcMesh));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
PretransformVertices::PretransformVertices() :
|
||||
configKeepHierarchy(false),
|
||||
configNormalize(false),
|
||||
configTransform(false),
|
||||
configTransformation(),
|
||||
mConfigPointCloud(false) {
|
||||
// empty
|
||||
}
|
||||
mConfigKeepHierarchy(false),
|
||||
mConfigNormalize(false),
|
||||
mConfigTransform(false),
|
||||
mConfigTransformation(),
|
||||
mConfigPointCloud(false) {}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
|
@ -79,11 +104,11 @@ bool PretransformVertices::IsActive(unsigned int pFlags) const {
|
|||
void PretransformVertices::SetupProperties(const Importer *pImp) {
|
||||
// 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
|
||||
configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, 0));
|
||||
configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE, 0));
|
||||
configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, 0));
|
||||
mConfigKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, 0));
|
||||
mConfigNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE, 0));
|
||||
mConfigTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, 0));
|
||||
|
||||
configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
|
||||
mConfigTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
|
||||
|
||||
mConfigPointCloud = pImp->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
|
||||
}
|
||||
|
@ -99,25 +124,7 @@ unsigned int PretransformVertices::CountNodes(const aiNode *pcNode) const {
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Get a bitwise combination identifying the vertex format of a mesh
|
||||
unsigned int PretransformVertices::GetMeshVFormat(aiMesh *pcMesh) const {
|
||||
// the vertex format is stored in aiMesh::mBones for later retrieval.
|
||||
// there isn't a good reason to compute it a few hundred times
|
||||
// from scratch. The pointer is unused as animations are lost
|
||||
// during PretransformVertices.
|
||||
if (pcMesh->mBones)
|
||||
return (unsigned int)(uint64_t)pcMesh->mBones;
|
||||
|
||||
const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
|
||||
|
||||
// store the value for later use
|
||||
pcMesh->mBones = (aiBone **)(uint64_t)iRet;
|
||||
return iRet;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Count the number of vertices in the whole scene and a given
|
||||
// material index
|
||||
// Count the number of vertices in the whole scene and a given material index
|
||||
void PretransformVertices::CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode, unsigned int iMat,
|
||||
unsigned int iVFormat, unsigned int *piFaces, unsigned int *piVertices) const {
|
||||
for (unsigned int i = 0; i < pcNode->mNumMeshes; ++i) {
|
||||
|
@ -128,8 +135,7 @@ void PretransformVertices::CountVerticesAndFaces(const aiScene *pcScene, const a
|
|||
}
|
||||
}
|
||||
for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) {
|
||||
CountVerticesAndFaces(pcScene, pcNode->mChildren[i], iMat,
|
||||
iVFormat, piFaces, piVertices);
|
||||
CountVerticesAndFaces(pcScene, pcNode->mChildren[i], iMat, iVFormat, piFaces, piVertices);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -272,19 +278,6 @@ void PretransformVertices::CollectData(const aiScene *pcScene, const aiNode *pcN
|
|||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Get a list of all vertex formats that occur for a given material index
|
||||
// The output list contains duplicate elements
|
||||
void PretransformVertices::GetVFormatList(const aiScene *pcScene, unsigned int iMat,
|
||||
std::list<unsigned int> &aiOut) const {
|
||||
for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) {
|
||||
aiMesh *pcMesh = pcScene->mMeshes[i];
|
||||
if (iMat == pcMesh->mMaterialIndex) {
|
||||
aiOut.push_back(GetMeshVFormat(pcMesh));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Compute the absolute transformation matrices of each node
|
||||
void PretransformVertices::ComputeAbsoluteTransform(aiNode *pcNode) {
|
||||
|
@ -297,39 +290,44 @@ void PretransformVertices::ComputeAbsoluteTransform(aiNode *pcNode) {
|
|||
}
|
||||
}
|
||||
|
||||
static void normalizeVectorArray(aiVector3D *vectorArrayIn, aiVector3D *vectorArrayOut, size_t numVectors) {
|
||||
for (size_t i=0; i<numVectors; ++i) {
|
||||
vectorArrayOut[i] = vectorArrayIn[i].Normalize();
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Apply the node transformation to a mesh
|
||||
void PretransformVertices::ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const {
|
||||
// Check whether we need to transform the coordinates at all
|
||||
if (!mat.IsIdentity()) {
|
||||
if (mat.IsIdentity()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Check for odd negative scale (mirror)
|
||||
if (mesh->HasFaces() && mat.Determinant() < 0) {
|
||||
// Reverse the mesh face winding order
|
||||
FlipWindingOrderProcess::ProcessMesh(mesh);
|
||||
// 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()) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mVertices[i] = mat * mesh->mVertices[i];
|
||||
}
|
||||
}
|
||||
|
||||
// Update positions
|
||||
if (mesh->HasPositions()) {
|
||||
// Update normals and tangents
|
||||
if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
|
||||
const aiMatrix3x3 m = aiMatrix3x3(mat).Inverse().Transpose();
|
||||
|
||||
if (mesh->HasNormals()) {
|
||||
normalizeVectorArray(mesh->mNormals, mesh->mNormals, mesh->mNumVertices);
|
||||
}
|
||||
if (mesh->HasTangentsAndBitangents()) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mVertices[i] = mat * mesh->mVertices[i];
|
||||
}
|
||||
}
|
||||
|
||||
// Update normals and tangents
|
||||
if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
|
||||
const aiMatrix3x3 m = aiMatrix3x3(mat).Inverse().Transpose();
|
||||
|
||||
if (mesh->HasNormals()) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
|
||||
}
|
||||
}
|
||||
if (mesh->HasTangentsAndBitangents()) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
|
||||
mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
|
||||
}
|
||||
mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
|
||||
mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -352,40 +350,41 @@ void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **i
|
|||
// yes, we can.
|
||||
mesh->mBones = reinterpret_cast<aiBone **>(&node->mTransformation);
|
||||
mesh->mNumBones = UINT_MAX;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
// try to find us in the list of newly created meshes
|
||||
for (unsigned int n = 0; n < out.size(); ++n) {
|
||||
aiMesh *ctz = out[n];
|
||||
if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4 *>(ctz->mBones) == node->mTransformation) {
|
||||
// try to find us in the list of newly created meshes
|
||||
for (unsigned int n = 0; n < out.size(); ++n) {
|
||||
aiMesh *ctz = out[n];
|
||||
if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4 *>(ctz->mBones) == node->mTransformation) {
|
||||
|
||||
// ok, use this one. Update node mesh index
|
||||
node->mMeshes[i] = numIn + n;
|
||||
}
|
||||
// ok, use this one. Update node mesh index
|
||||
node->mMeshes[i] = numIn + n;
|
||||
}
|
||||
if (node->mMeshes[i] < numIn) {
|
||||
// Worst case. Need to operate on a full copy of the mesh
|
||||
ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms");
|
||||
aiMesh *ntz;
|
||||
}
|
||||
if (node->mMeshes[i] < numIn) {
|
||||
// Worst case. Need to operate on a full copy of the mesh
|
||||
ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms");
|
||||
aiMesh *ntz;
|
||||
|
||||
const unsigned int tmp = mesh->mNumBones; //
|
||||
mesh->mNumBones = 0;
|
||||
SceneCombiner::Copy(&ntz, mesh);
|
||||
mesh->mNumBones = tmp;
|
||||
const unsigned int cacheNumBones = mesh->mNumBones; //
|
||||
mesh->mNumBones = 0;
|
||||
SceneCombiner::Copy(&ntz, mesh);
|
||||
mesh->mNumBones = cacheNumBones;
|
||||
|
||||
ntz->mNumBones = node->mMeshes[i];
|
||||
ntz->mBones = reinterpret_cast<aiBone **>(&node->mTransformation);
|
||||
ntz->mNumBones = node->mMeshes[i];
|
||||
ntz->mBones = reinterpret_cast<aiBone **>(&node->mTransformation);
|
||||
|
||||
out.push_back(ntz);
|
||||
out.push_back(ntz);
|
||||
|
||||
node->mMeshes[i] = static_cast<unsigned int>(numIn + out.size() - 1);
|
||||
}
|
||||
node->mMeshes[i] = static_cast<unsigned int>(numIn + out.size() - 1);
|
||||
}
|
||||
}
|
||||
|
||||
// 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]);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -394,8 +393,9 @@ void PretransformVertices::MakeIdentityTransform(aiNode *nd) const {
|
|||
nd->mTransformation = aiMatrix4x4();
|
||||
|
||||
// call children
|
||||
for (unsigned int i = 0; i < nd->mNumChildren; ++i)
|
||||
for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
|
||||
MakeIdentityTransform(nd->mChildren[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -405,8 +405,27 @@ void PretransformVertices::BuildMeshRefCountArray(const aiNode *nd, unsigned int
|
|||
refs[nd->mMeshes[i]]++;
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
static void appendNewMeshesToScene(aiScene *pScene, std::vector<aiMesh*> &apcOutMeshes) {
|
||||
ai_assert(pScene != nullptr);
|
||||
|
||||
if (apcOutMeshes.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
aiMesh **npp = new aiMesh *[pScene->mNumMeshes + apcOutMeshes.size()];
|
||||
|
||||
::memcpy(npp, pScene->mMeshes, sizeof(aiMesh *) * pScene->mNumMeshes);
|
||||
::memcpy(npp + pScene->mNumMeshes, &apcOutMeshes[0], sizeof(aiMesh *) * apcOutMeshes.size());
|
||||
|
||||
pScene->mNumMeshes += static_cast<unsigned int>(apcOutMeshes.size());
|
||||
delete[] pScene->mMeshes;
|
||||
pScene->mMeshes = npp;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -418,12 +437,12 @@ void PretransformVertices::Execute(aiScene *pScene) {
|
|||
if (!pScene->mNumMeshes)
|
||||
return;
|
||||
|
||||
const unsigned int iOldMeshes = pScene->mNumMeshes;
|
||||
const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
|
||||
const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
|
||||
const unsigned int oldMeshes = pScene->mNumMeshes;
|
||||
const unsigned int oldAnimationChannels = pScene->mNumAnimations;
|
||||
const unsigned int oldNodes = CountNodes(pScene->mRootNode);
|
||||
|
||||
if (configTransform) {
|
||||
pScene->mRootNode->mTransformation = configTransformation * pScene->mRootNode->mTransformation;
|
||||
if (mConfigTransform) {
|
||||
pScene->mRootNode->mTransformation = mConfigTransformation * pScene->mRootNode->mTransformation;
|
||||
}
|
||||
|
||||
// first compute absolute transformation matrices for all nodes
|
||||
|
@ -449,22 +468,13 @@ void PretransformVertices::Execute(aiScene *pScene) {
|
|||
// we go on and transform all meshes, if one is referenced by nodes
|
||||
// with different absolute transformations a depth copy of the mesh
|
||||
// is required.
|
||||
if (configKeepHierarchy) {
|
||||
if (mConfigKeepHierarchy) {
|
||||
|
||||
// Hack: store the matrix we're transforming a mesh with in aiMesh::mBones
|
||||
BuildWCSMeshes(apcOutMeshes, pScene->mMeshes, pScene->mNumMeshes, pScene->mRootNode);
|
||||
|
||||
// ... if new meshes have been generated, append them to the end of the scene
|
||||
if (apcOutMeshes.size() > 0) {
|
||||
aiMesh **npp = new aiMesh *[pScene->mNumMeshes + apcOutMeshes.size()];
|
||||
|
||||
memcpy(npp, pScene->mMeshes, sizeof(aiMesh *) * pScene->mNumMeshes);
|
||||
memcpy(npp + pScene->mNumMeshes, &apcOutMeshes[0], sizeof(aiMesh *) * apcOutMeshes.size());
|
||||
|
||||
pScene->mNumMeshes += static_cast<unsigned int>(apcOutMeshes.size());
|
||||
delete[] pScene->mMeshes;
|
||||
pScene->mMeshes = npp;
|
||||
}
|
||||
appendNewMeshesToScene(pScene, apcOutMeshes);
|
||||
|
||||
// now iterate through all meshes and transform them to world-space
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
|
@ -488,34 +498,35 @@ void PretransformVertices::Execute(aiScene *pScene) {
|
|||
aiVFormats.sort();
|
||||
aiVFormats.unique();
|
||||
for (std::list<unsigned int>::const_iterator j = aiVFormats.begin(); j != aiVFormats.end(); ++j) {
|
||||
unsigned int iVertices = 0;
|
||||
unsigned int iFaces = 0;
|
||||
CountVerticesAndFaces(pScene, pScene->mRootNode, i, *j, &iFaces, &iVertices);
|
||||
if (0 != iFaces && 0 != iVertices) {
|
||||
unsigned int numVertices = 0u;
|
||||
unsigned int numFaces = 0u;
|
||||
CountVerticesAndFaces(pScene, pScene->mRootNode, i, *j, &numFaces, &numVertices);
|
||||
if (0 != numFaces && 0 != numVertices) {
|
||||
apcOutMeshes.push_back(new aiMesh());
|
||||
aiMesh *pcMesh = apcOutMeshes.back();
|
||||
pcMesh->mNumFaces = iFaces;
|
||||
pcMesh->mNumVertices = iVertices;
|
||||
pcMesh->mFaces = new aiFace[iFaces];
|
||||
pcMesh->mVertices = new aiVector3D[iVertices];
|
||||
pcMesh->mNumFaces = numFaces;
|
||||
pcMesh->mNumVertices = numVertices;
|
||||
pcMesh->mFaces = new aiFace[numFaces];
|
||||
pcMesh->mVertices = new aiVector3D[numVertices];
|
||||
pcMesh->mMaterialIndex = i;
|
||||
if ((*j) & 0x2) pcMesh->mNormals = new aiVector3D[iVertices];
|
||||
if ((*j) & 0x2) pcMesh->mNormals = new aiVector3D[numVertices];
|
||||
if ((*j) & 0x4) {
|
||||
pcMesh->mTangents = new aiVector3D[iVertices];
|
||||
pcMesh->mBitangents = new aiVector3D[iVertices];
|
||||
pcMesh->mTangents = new aiVector3D[numVertices];
|
||||
pcMesh->mBitangents = new aiVector3D[numVertices];
|
||||
}
|
||||
iFaces = 0;
|
||||
while ((*j) & (0x100 << iFaces)) {
|
||||
pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
|
||||
if ((*j) & (0x10000 << iFaces))
|
||||
pcMesh->mNumUVComponents[iFaces] = 3;
|
||||
else
|
||||
pcMesh->mNumUVComponents[iFaces] = 2;
|
||||
iFaces++;
|
||||
numFaces = 0;
|
||||
while ((*j) & (0x100 << numFaces)) {
|
||||
pcMesh->mTextureCoords[numFaces] = new aiVector3D[numVertices];
|
||||
if ((*j) & (0x10000 << numFaces)) {
|
||||
pcMesh->mNumUVComponents[numFaces] = 3;
|
||||
} else {
|
||||
pcMesh->mNumUVComponents[numFaces] = 2;
|
||||
}
|
||||
++numFaces;
|
||||
}
|
||||
iFaces = 0;
|
||||
while ((*j) & (0x1000000 << iFaces))
|
||||
pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];
|
||||
numFaces = 0;
|
||||
while ((*j) & (0x1000000 << numFaces))
|
||||
pcMesh->mColors[numFaces++] = new aiColor4D[numVertices];
|
||||
|
||||
// fill the mesh ...
|
||||
unsigned int aiTemp[2] = { 0, 0 };
|
||||
|
@ -593,7 +604,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
|
|||
l->mUp = aiMatrix3x3(nd->mTransformation) * l->mUp;
|
||||
}
|
||||
|
||||
if (!configKeepHierarchy) {
|
||||
if (!mConfigKeepHierarchy) {
|
||||
|
||||
// now delete all nodes in the scene and build a new
|
||||
// flat node graph with a root node and some level 1 children
|
||||
|
@ -644,7 +655,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
|
|||
MakeIdentityTransform(pScene->mRootNode);
|
||||
}
|
||||
|
||||
if (configNormalize) {
|
||||
if (mConfigNormalize) {
|
||||
// compute the boundary of all meshes
|
||||
aiVector3D min, max;
|
||||
MinMaxChooser<aiVector3D>()(min, max);
|
||||
|
@ -674,9 +685,9 @@ void PretransformVertices::Execute(aiScene *pScene) {
|
|||
if (!DefaultLogger::isNullLogger()) {
|
||||
ASSIMP_LOG_DEBUG("PretransformVerticesProcess finished");
|
||||
|
||||
ASSIMP_LOG_INFO("Removed ", iOldNodes, " nodes and ", iOldAnimationChannels, " animation channels (",
|
||||
ASSIMP_LOG_INFO("Removed ", oldNodes, " nodes and ", oldAnimationChannels, " animation channels (",
|
||||
CountNodes(pScene->mRootNode), " output nodes)");
|
||||
ASSIMP_LOG_INFO("Kept ", pScene->mNumLights, " lights and ", pScene->mNumCameras, " cameras.");
|
||||
ASSIMP_LOG_INFO("Moved ", iOldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")");
|
||||
ASSIMP_LOG_INFO("Moved ", oldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")");
|
||||
}
|
||||
}
|
||||
|
|
|
@ -90,7 +90,7 @@ public:
|
|||
* @param keep true for keep configuration.
|
||||
*/
|
||||
void KeepHierarchy(bool keep) {
|
||||
configKeepHierarchy = keep;
|
||||
mConfigKeepHierarchy = keep;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
|
@ -98,7 +98,7 @@ public:
|
|||
* @return ...
|
||||
*/
|
||||
bool IsHierarchyKept() const {
|
||||
return configKeepHierarchy;
|
||||
return mConfigKeepHierarchy;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -108,7 +108,7 @@ private:
|
|||
|
||||
// -------------------------------------------------------------------
|
||||
// Get a bitwise combination identifying the vertex format of a mesh
|
||||
unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
|
||||
//unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Count the number of vertices in the whole scene and a given
|
||||
|
@ -131,8 +131,8 @@ private:
|
|||
// -------------------------------------------------------------------
|
||||
// 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;
|
||||
/*void GetVFormatList(const aiScene *pcScene, unsigned int iMat,
|
||||
std::list<unsigned int> &aiOut) const;*/
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Compute the absolute transformation matrices of each node
|
||||
|
@ -156,10 +156,10 @@ private:
|
|||
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 mConfigKeepHierarchy;
|
||||
bool mConfigNormalize;
|
||||
bool mConfigTransform;
|
||||
aiMatrix4x4 mConfigTransformation;
|
||||
bool mConfigPointCloud;
|
||||
};
|
||||
|
||||
|
|
|
@ -175,10 +175,9 @@ unsigned int GetMeshVFormatUnique(const aiMesh *pcMesh) {
|
|||
// tangents and bitangents
|
||||
if (pcMesh->HasTangentsAndBitangents()) iRet |= 0x4;
|
||||
|
||||
#ifdef BOOST_STATIC_ASSERT
|
||||
BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
|
||||
BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
|
||||
#endif
|
||||
|
||||
static_assert(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
|
||||
static_assert(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
|
||||
|
||||
// texture coordinates
|
||||
unsigned int p = 0;
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -45,7 +43,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
*/
|
||||
|
||||
// internal headers
|
||||
|
||||
#include "RemoveRedundantMaterials.h"
|
||||
#include <assimp/ParsingUtils.h>
|
||||
#include "ProcessHelper.h"
|
||||
|
@ -57,35 +54,28 @@ using namespace Assimp;
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
|
||||
: mConfigFixedMaterials() {
|
||||
// nothing to do here
|
||||
}
|
||||
RemoveRedundantMatsProcess::RemoveRedundantMatsProcess() : mConfigFixedMaterials() {}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup import properties
|
||||
void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp) {
|
||||
// Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
|
||||
mConfigFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
void RemoveRedundantMatsProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess begin");
|
||||
|
||||
unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
|
||||
if (pScene->mNumMaterials)
|
||||
{
|
||||
if (pScene->mNumMaterials) {
|
||||
// Find out which materials are referenced by meshes
|
||||
std::vector<bool> abReferenced(pScene->mNumMaterials,false);
|
||||
for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
|
||||
|
@ -134,8 +124,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
|
|||
// we do already have a specific hash. This allows us to
|
||||
// determine which materials are identical.
|
||||
uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
|
||||
// No mesh is referencing this material, remove it.
|
||||
if (!abReferenced[i]) {
|
||||
++unreferencedRemoved;
|
||||
|
@ -147,8 +136,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
|
|||
// Check all previously mapped materials for a matching hash.
|
||||
// On a match we can delete this material and just make it ref to the same index.
|
||||
uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
|
||||
for (unsigned int a = 0; a < i;++a)
|
||||
{
|
||||
for (unsigned int a = 0; a < i;++a) {
|
||||
if (abReferenced[a] && me == aiHashes[a]) {
|
||||
++redundantRemoved;
|
||||
me = 0;
|
||||
|
@ -205,12 +193,9 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
|
|||
delete[] aiHashes;
|
||||
delete[] aiMappingTable;
|
||||
}
|
||||
if (redundantRemoved == 0 && unreferencedRemoved == 0)
|
||||
{
|
||||
if (redundantRemoved == 0 && unreferencedRemoved == 0) {
|
||||
ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess finished ");
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
ASSIMP_LOG_INFO("RemoveRedundantMatsProcess finished. Removed ", redundantRemoved, " redundant and ",
|
||||
unreferencedRemoved, " unused materials.");
|
||||
}
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -74,63 +72,6 @@ inline void ArrayDelete(T **&in, unsigned int &num) {
|
|||
num = 0;
|
||||
}
|
||||
|
||||
#if 0
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Updates the node graph - removes all nodes which have the "remove" flag set and the
|
||||
// "don't remove" flag not set. Nodes with meshes are never deleted.
|
||||
bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
|
||||
{
|
||||
bool b = false;
|
||||
|
||||
std::list<aiNode*> mine;
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i)
|
||||
{
|
||||
if(UpdateNodeGraph(node->mChildren[i],mine,false))
|
||||
b = true;
|
||||
}
|
||||
|
||||
// somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
|
||||
// so we can do a simple comparison against MSB here
|
||||
if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
|
||||
{
|
||||
// this node needs to be removed
|
||||
if(node->mNumChildren)
|
||||
{
|
||||
childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
|
||||
|
||||
// set all children to nullptr to make sure they are not deleted when we delete ourself
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i)
|
||||
node->mChildren[i] = nullptr;
|
||||
}
|
||||
b = true;
|
||||
delete node;
|
||||
}
|
||||
else
|
||||
{
|
||||
AI_RC_UNMASK(node->mNumMeshes);
|
||||
childsOfParent.push_back(node);
|
||||
|
||||
if (b)
|
||||
{
|
||||
// reallocate the array of our children here
|
||||
node->mNumChildren = (unsigned int)mine.size();
|
||||
aiNode** const children = new aiNode*[mine.size()];
|
||||
aiNode** ptr = children;
|
||||
|
||||
for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
|
||||
it != end; ++it)
|
||||
{
|
||||
*ptr++ = *it;
|
||||
}
|
||||
delete[] node->mChildren;
|
||||
node->mChildren = children;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return b;
|
||||
}
|
||||
#endif
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void RemoveVCProcess::Execute(aiScene *pScene) {
|
||||
|
|
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -86,9 +85,9 @@ void ScaleProcess::Execute( aiScene* pScene ) {
|
|||
return; // nothing to scale
|
||||
}
|
||||
|
||||
ai_assert( mScale != 0 );
|
||||
ai_assert( nullptr != pScene );
|
||||
ai_assert( nullptr != pScene->mRootNode );
|
||||
ai_assert(mScale != 0 );
|
||||
ai_assert(nullptr != pScene );
|
||||
ai_assert(nullptr != pScene->mRootNode );
|
||||
|
||||
if ( nullptr == pScene ) {
|
||||
return;
|
||||
|
@ -140,7 +139,7 @@ void ScaleProcess::Execute( aiScene* pScene ) {
|
|||
aiMatrix4x4 scaling;
|
||||
aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
|
||||
|
||||
aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
|
||||
const aiMatrix4x4 RotMatrix = aiMatrix4x4(rotation.GetMatrix());
|
||||
|
||||
bone->mOffsetMatrix = translation * RotMatrix * scaling;
|
||||
}
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -54,10 +52,7 @@ using namespace Assimp;
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
SortByPTypeProcess::SortByPTypeProcess() :
|
||||
mConfigRemoveMeshes(0) {
|
||||
// empty
|
||||
}
|
||||
SortByPTypeProcess::SortByPTypeProcess() : mConfigRemoveMeshes(0) {}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
|
@ -104,8 +99,9 @@ void UpdateNodes(const std::vector<unsigned int> &replaceMeshIndex, aiNode *node
|
|||
}
|
||||
|
||||
// call all subnodes recursively
|
||||
for (unsigned int m = 0; m < node->mNumChildren; ++m)
|
||||
for (unsigned int m = 0; m < node->mNumChildren; ++m) {
|
||||
UpdateNodes(replaceMeshIndex, node->mChildren[m]);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -155,7 +151,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
|
|||
if (1 == num) {
|
||||
if (!(mConfigRemoveMeshes & mesh->mPrimitiveTypes)) {
|
||||
*meshIdx = static_cast<unsigned int>(outMeshes.size());
|
||||
outMeshes.push_back(mesh);
|
||||
outMeshes.emplace_back(mesh);
|
||||
} else {
|
||||
delete mesh;
|
||||
pScene->mMeshes[i] = nullptr;
|
||||
|
@ -311,21 +307,23 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
|
|||
|
||||
if (vert) {
|
||||
*vert++ = mesh->mVertices[idx];
|
||||
//mesh->mVertices[idx].x = get_qnan();
|
||||
}
|
||||
if (nor) *nor++ = mesh->mNormals[idx];
|
||||
if (nor)
|
||||
*nor++ = mesh->mNormals[idx];
|
||||
if (tan) {
|
||||
*tan++ = mesh->mTangents[idx];
|
||||
*bit++ = mesh->mBitangents[idx];
|
||||
}
|
||||
|
||||
for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++pp) {
|
||||
if (!uv[pp]) break;
|
||||
if (!uv[pp])
|
||||
break;
|
||||
*uv[pp]++ = mesh->mTextureCoords[pp][idx];
|
||||
}
|
||||
|
||||
for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_COLOR_SETS; ++pp) {
|
||||
if (!cols[pp]) break;
|
||||
if (!cols[pp])
|
||||
break;
|
||||
*cols[pp]++ = mesh->mColors[pp][idx];
|
||||
}
|
||||
|
||||
|
@ -351,7 +349,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
|
|||
}
|
||||
}
|
||||
if (pp == mesh->mNumAnimMeshes)
|
||||
amIdx++;
|
||||
++amIdx;
|
||||
|
||||
in.mIndices[q] = outIdx++;
|
||||
}
|
||||
|
|
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -58,9 +57,7 @@ using namespace Assimp::Formatter;
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor
|
||||
SplitByBoneCountProcess::SplitByBoneCountProcess() : mMaxBoneCount(AI_SBBC_DEFAULT_MAX_BONES) {
|
||||
// empty
|
||||
}
|
||||
SplitByBoneCountProcess::SplitByBoneCountProcess() : mMaxBoneCount(AI_SBBC_DEFAULT_MAX_BONES) {}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag.
|
||||
|
@ -166,7 +163,7 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
unsigned int numBones = 0;
|
||||
std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
|
||||
// indices of the faces which are going to go into this submesh
|
||||
std::vector<unsigned int> subMeshFaces;
|
||||
IndexArray subMeshFaces;
|
||||
subMeshFaces.reserve( pMesh->mNumFaces);
|
||||
// accumulated vertex count of all the faces in this submesh
|
||||
unsigned int numSubMeshVertices = 0;
|
||||
|
@ -202,7 +199,7 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it) {
|
||||
if (!isBoneUsed[*it]) {
|
||||
isBoneUsed[*it] = true;
|
||||
numBones++;
|
||||
++numBones;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -212,18 +209,17 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
|
||||
// remember that this face is handled
|
||||
isFaceHandled[a] = true;
|
||||
numFacesHandled++;
|
||||
++numFacesHandled;
|
||||
}
|
||||
|
||||
// create a new mesh to hold this subset of the source mesh
|
||||
aiMesh* newMesh = new aiMesh;
|
||||
if( pMesh->mName.length > 0 )
|
||||
{
|
||||
if( pMesh->mName.length > 0 ) {
|
||||
newMesh->mName.Set( format() << pMesh->mName.data << "_sub" << poNewMeshes.size());
|
||||
}
|
||||
newMesh->mMaterialIndex = pMesh->mMaterialIndex;
|
||||
newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
|
||||
poNewMeshes.push_back( newMesh);
|
||||
poNewMeshes.emplace_back( newMesh);
|
||||
|
||||
// create all the arrays for this mesh if the old mesh contained them
|
||||
newMesh->mNumVertices = numSubMeshVertices;
|
||||
|
@ -251,7 +247,7 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
// and copy over the data, generating faces with linear indices along the way
|
||||
newMesh->mFaces = new aiFace[subMeshFaces.size()];
|
||||
unsigned int nvi = 0; // next vertex index
|
||||
std::vector<unsigned int> previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
|
||||
IndexArray previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
|
||||
for( unsigned int a = 0; a < subMeshFaces.size(); ++a ) {
|
||||
const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
|
||||
aiFace& dstFace = newMesh->mFaces[a];
|
||||
|
@ -399,10 +395,10 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const {
|
||||
// rebuild the node's mesh index list
|
||||
if( pNode->mNumMeshes == 0 ) {
|
||||
std::vector<unsigned int> newMeshList;
|
||||
IndexArray newMeshList;
|
||||
for( unsigned int a = 0; a < pNode->mNumMeshes; ++a) {
|
||||
unsigned int srcIndex = pNode->mMeshes[a];
|
||||
const std::vector<unsigned int>& replaceMeshes = mSubMeshIndices[srcIndex];
|
||||
const IndexArray& replaceMeshes = mSubMeshIndices[srcIndex];
|
||||
newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
|
||||
}
|
||||
|
||||
|
|
|
@ -76,6 +76,10 @@ public:
|
|||
/// basing on the Importer's configuration property list.
|
||||
virtual void SetupProperties(const Importer* pImp) override;
|
||||
|
||||
/// @brief Will return the maximal number of bones.
|
||||
/// @return The maximal number of bones.
|
||||
size_t getMaxNumberOfBones() const;
|
||||
|
||||
protected:
|
||||
/// Executes the post processing step on the given imported data.
|
||||
/// At the moment a process is not supposed to fail.
|
||||
|
@ -90,14 +94,19 @@ protected:
|
|||
/// Recursively updates the node's mesh list to account for the changed mesh list
|
||||
void UpdateNode( aiNode* pNode) const;
|
||||
|
||||
public:
|
||||
private:
|
||||
/// Max bone count. Splitting occurs if a mesh has more than that number of bones.
|
||||
size_t mMaxBoneCount;
|
||||
|
||||
/// Per mesh index: Array of indices of the new submeshes.
|
||||
std::vector< std::vector<unsigned int> > mSubMeshIndices;
|
||||
using IndexArray = std::vector<unsigned int>;
|
||||
std::vector<IndexArray> mSubMeshIndices;
|
||||
};
|
||||
|
||||
inline size_t SplitByBoneCountProcess::getMaxNumberOfBones() const {
|
||||
return mMaxBoneCount;
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC
|
||||
|
|
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -40,9 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/**
|
||||
* @file Implementation of the SplitLargeMeshes postprocessing step
|
||||
*/
|
||||
/// @file Implementation of the SplitLargeMeshes postprocessing step
|
||||
|
||||
// internal headers of the post-processing framework
|
||||
#include "SplitLargeMeshes.h"
|
||||
|
@ -75,22 +72,22 @@ void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene) {
|
|||
this->SplitMesh(a, pScene->mMeshes[a],avList);
|
||||
}
|
||||
|
||||
if (avList.size() != pScene->mNumMeshes) {
|
||||
// it seems something has been split. rebuild the mesh list
|
||||
delete[] pScene->mMeshes;
|
||||
pScene->mNumMeshes = (unsigned int)avList.size();
|
||||
pScene->mMeshes = new aiMesh*[avList.size()];
|
||||
|
||||
for (unsigned int i = 0; i < avList.size();++i) {
|
||||
pScene->mMeshes[i] = avList[i].first;
|
||||
}
|
||||
|
||||
// now we need to update all nodes
|
||||
this->UpdateNode(pScene->mRootNode,avList);
|
||||
ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Triangle finished. Meshes have been split");
|
||||
} else {
|
||||
if (avList.size() == pScene->mNumMeshes) {
|
||||
ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Triangle finished. There was nothing to do");
|
||||
}
|
||||
|
||||
// it seems something has been split. rebuild the mesh list
|
||||
delete[] pScene->mMeshes;
|
||||
pScene->mNumMeshes = (unsigned int)avList.size();
|
||||
pScene->mMeshes = new aiMesh*[avList.size()];
|
||||
|
||||
for (unsigned int i = 0; i < avList.size();++i) {
|
||||
pScene->mMeshes[i] = avList[i].first;
|
||||
}
|
||||
|
||||
// now we need to update all nodes
|
||||
this->UpdateNode(pScene->mRootNode,avList);
|
||||
ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Triangle finished. Meshes have been split");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -102,8 +99,7 @@ void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp) {
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Update a node after some meshes have been split
|
||||
void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
|
||||
const std::vector<std::pair<aiMesh*, unsigned int> >& avList) {
|
||||
void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode, const std::vector<std::pair<aiMesh*, unsigned int> >& avList) {
|
||||
// for every index in out list build a new entry
|
||||
std::vector<unsigned int> aiEntries;
|
||||
aiEntries.reserve(pcNode->mNumMeshes + 1);
|
||||
|
|
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -42,8 +41,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
/** @file A helper class that processes texture transformations */
|
||||
|
||||
|
||||
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
|
@ -494,8 +491,9 @@ void TextureTransformStep::Execute( aiScene* pScene) {
|
|||
ai_assert(nullptr != src);
|
||||
|
||||
// Copy the data to the destination array
|
||||
if (dest != src)
|
||||
if (dest != src) {
|
||||
::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices);
|
||||
}
|
||||
|
||||
end = dest + mesh->mNumVertices;
|
||||
|
||||
|
|
|
@ -158,15 +158,13 @@ namespace {
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool TriangulateProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
bool TriangulateProcess::IsActive( unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_Triangulate) != 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void TriangulateProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
void TriangulateProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("TriangulateProcess begin");
|
||||
|
||||
bool bHas = false;
|
||||
|
@ -187,8 +185,7 @@ void TriangulateProcess::Execute( aiScene* pScene)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Triangulates the given mesh.
|
||||
bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
||||
{
|
||||
bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) {
|
||||
// Now we have aiMesh::mPrimitiveTypes, so this is only here for test cases
|
||||
if (!pMesh->mPrimitiveTypes) {
|
||||
bool bNeed = false;
|
||||
|
@ -218,8 +215,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
if( face.mNumIndices <= 3) {
|
||||
numOut++;
|
||||
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
numOut += face.mNumIndices-2;
|
||||
max_out = std::max(max_out,face.mNumIndices);
|
||||
}
|
||||
|
@ -511,22 +507,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
#endif
|
||||
num = 0;
|
||||
break;
|
||||
|
||||
/*curOut -= (max-num); // undo all previous work
|
||||
for (tmp = 0; tmp < max-2; ++tmp) {
|
||||
aiFace& nface = *curOut++;
|
||||
|
||||
nface.mNumIndices = 3;
|
||||
if (!nface.mIndices)
|
||||
nface.mIndices = new unsigned int[3];
|
||||
|
||||
nface.mIndices[0] = 0;
|
||||
nface.mIndices[1] = tmp+1;
|
||||
nface.mIndices[2] = tmp+2;
|
||||
|
||||
}
|
||||
num = 0;
|
||||
break;*/
|
||||
}
|
||||
|
||||
aiFace& nface = *curOut++;
|
||||
|
@ -580,23 +560,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
for(aiFace* f = last_face; f != curOut; ) {
|
||||
unsigned int* i = f->mIndices;
|
||||
|
||||
// drop dumb 0-area triangles - deactivated for now:
|
||||
//FindDegenerates post processing step can do the same thing
|
||||
//if (std::fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
|
||||
// ASSIMP_LOG_VERBOSE_DEBUG("Dropping triangle with area 0");
|
||||
// --curOut;
|
||||
|
||||
// delete[] f->mIndices;
|
||||
// f->mIndices = nullptr;
|
||||
|
||||
// for(aiFace* ff = f; ff != curOut; ++ff) {
|
||||
// ff->mNumIndices = (ff+1)->mNumIndices;
|
||||
// ff->mIndices = (ff+1)->mIndices;
|
||||
// (ff+1)->mIndices = nullptr;
|
||||
// }
|
||||
// continue;
|
||||
//}
|
||||
|
||||
i[0] = idx[i[0]];
|
||||
i[1] = idx[i[1]];
|
||||
i[2] = idx[i[2]];
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -110,18 +108,21 @@ inline int HasNameMatch(const aiString &in, aiNode *node) {
|
|||
template <typename T>
|
||||
inline void ValidateDSProcess::DoValidation(T **parray, unsigned int size, const char *firstName, const char *secondName) {
|
||||
// validate all entries
|
||||
if (size) {
|
||||
if (!parray) {
|
||||
ReportError("aiScene::%s is nullptr (aiScene::%s is %i)",
|
||||
firstName, secondName, size);
|
||||
}
|
||||
for (unsigned int i = 0; i < size; ++i) {
|
||||
if (!parray[i]) {
|
||||
ReportError("aiScene::%s[%i] is nullptr (aiScene::%s is %i)",
|
||||
firstName, i, secondName, size);
|
||||
}
|
||||
Validate(parray[i]);
|
||||
if (size == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!parray) {
|
||||
ReportError("aiScene::%s is nullptr (aiScene::%s is %i)",
|
||||
firstName, secondName, size);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < size; ++i) {
|
||||
if (!parray[i]) {
|
||||
ReportError("aiScene::%s[%i] is nullptr (aiScene::%s is %i)",
|
||||
firstName, i, secondName, size);
|
||||
}
|
||||
Validate(parray[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -130,25 +131,27 @@ template <typename T>
|
|||
inline void ValidateDSProcess::DoValidationEx(T **parray, unsigned int size,
|
||||
const char *firstName, const char *secondName) {
|
||||
// validate all entries
|
||||
if (size) {
|
||||
if (!parray) {
|
||||
ReportError("aiScene::%s is nullptr (aiScene::%s is %i)",
|
||||
firstName, secondName, size);
|
||||
}
|
||||
for (unsigned int i = 0; i < size; ++i) {
|
||||
if (!parray[i]) {
|
||||
ReportError("aiScene::%s[%u] is nullptr (aiScene::%s is %u)",
|
||||
firstName, i, secondName, size);
|
||||
}
|
||||
Validate(parray[i]);
|
||||
if (size == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// check whether there are duplicate names
|
||||
for (unsigned int a = i + 1; a < size; ++a) {
|
||||
if (parray[i]->mName == parray[a]->mName) {
|
||||
ReportError("aiScene::%s[%u] has the same name as "
|
||||
"aiScene::%s[%u]",
|
||||
firstName, i, secondName, a);
|
||||
}
|
||||
if (!parray) {
|
||||
ReportError("aiScene::%s is nullptr (aiScene::%s is %i)",
|
||||
firstName, secondName, size);
|
||||
}
|
||||
for (unsigned int i = 0; i < size; ++i) {
|
||||
if (!parray[i]) {
|
||||
ReportError("aiScene::%s[%u] is nullptr (aiScene::%s is %u)",
|
||||
firstName, i, secondName, size);
|
||||
}
|
||||
Validate(parray[i]);
|
||||
|
||||
// check whether there are duplicate names
|
||||
for (unsigned int a = i + 1; a < size; ++a) {
|
||||
if (parray[i]->mName == parray[a]->mName) {
|
||||
ReportError("aiScene::%s[%u] has the same name as "
|
||||
"aiScene::%s[%u]",
|
||||
firstName, i, secondName, a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -229,12 +232,6 @@ void ValidateDSProcess::Execute(aiScene *pScene) {
|
|||
if (pScene->mNumMaterials) {
|
||||
DoValidation(pScene->mMaterials, pScene->mNumMaterials, "mMaterials", "mNumMaterials");
|
||||
}
|
||||
#if 0
|
||||
// NOTE: ScenePreprocessor generates a default material if none is there
|
||||
else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
|
||||
ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
|
||||
}
|
||||
#endif
|
||||
else if (pScene->mMaterials) {
|
||||
ReportError("aiScene::mMaterials is non-null although there are no materials");
|
||||
}
|
||||
|
@ -267,8 +264,7 @@ void ValidateDSProcess::Validate(const aiCamera *pCamera) {
|
|||
if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear)
|
||||
ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear");
|
||||
|
||||
// FIX: there are many 3ds files with invalid FOVs. No reason to
|
||||
// reject them at all ... a warning is appropriate.
|
||||
// There are many 3ds files with invalid FOVs. No reason to reject them at all ... a warning is appropriate.
|
||||
if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI)
|
||||
ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV", pCamera->mHorizontalFOV);
|
||||
}
|
||||
|
@ -361,15 +357,6 @@ void ValidateDSProcess::Validate(const aiMesh *pMesh) {
|
|||
if (face.mIndices[a] >= pMesh->mNumVertices) {
|
||||
ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range", i, a);
|
||||
}
|
||||
// the MSB flag is temporarily used by the extra verbose
|
||||
// mode to tell us that the JoinVerticesProcess might have
|
||||
// been executed already.
|
||||
/*if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && !(this->mScene->mFlags & AI_SCENE_FLAGS_ALLOW_SHARED) &&
|
||||
abRefList[face.mIndices[a]])
|
||||
{
|
||||
ReportError("aiMesh::mVertices[%i] is referenced twice - second "
|
||||
"time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
|
||||
}*/
|
||||
abRefList[face.mIndices[a]] = true;
|
||||
}
|
||||
}
|
||||
|
@ -465,7 +452,7 @@ void ValidateDSProcess::Validate(const aiMesh *pMesh, const aiBone *pBone, float
|
|||
this->Validate(&pBone->mName);
|
||||
|
||||
if (!pBone->mNumWeights) {
|
||||
//ReportError("aiBone::mNumWeights is zero");
|
||||
ReportWarning("aiBone::mNumWeights is zero");
|
||||
}
|
||||
|
||||
// check whether all vertices affected by this bone are valid
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -68,8 +66,7 @@ namespace Assimp {
|
|||
*/
|
||||
// --------------------------------------------------------------------------------------------
|
||||
template <bool SwapEndianess = false, bool RuntimeSwitch = false>
|
||||
class StreamWriter
|
||||
{
|
||||
class StreamWriter {
|
||||
enum {
|
||||
INITIAL_CAPACITY = 1024
|
||||
};
|
||||
|
|
|
@ -97,15 +97,21 @@ namespace Assimp {
|
|||
* to *all* vertex components equally. This is useful for stuff like interpolation
|
||||
* or subdivision, but won't work if special handling is required for some vertex components. */
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
class Vertex {
|
||||
struct Vertex {
|
||||
friend Vertex operator + (const Vertex&,const Vertex&);
|
||||
friend Vertex operator - (const Vertex&,const Vertex&);
|
||||
friend Vertex operator * (const Vertex&,ai_real);
|
||||
friend Vertex operator / (const Vertex&,ai_real);
|
||||
friend Vertex operator * (ai_real, const Vertex&);
|
||||
|
||||
public:
|
||||
Vertex() {}
|
||||
aiVector3D position;
|
||||
aiVector3D normal;
|
||||
aiVector3D tangent, bitangent;
|
||||
|
||||
aiVector3D texcoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
aiColor4D colors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
||||
|
||||
Vertex() = default;
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** Extract a particular vertex from a mesh and interleave all components */
|
||||
|
@ -178,7 +184,7 @@ public:
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** Convert back to non-interleaved storage */
|
||||
/// Convert back to non-interleaved storage
|
||||
void SortBack(aiMesh* out, unsigned int idx) const {
|
||||
ai_assert(idx<out->mNumVertices);
|
||||
out->mVertices[idx] = position;
|
||||
|
@ -204,7 +210,7 @@ public:
|
|||
private:
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** Construct from two operands and a binary operation to combine them */
|
||||
/// Construct from two operands and a binary operation to combine them
|
||||
template <template <typename t> class op> static Vertex BinaryOp(const Vertex& v0, const Vertex& v1) {
|
||||
// this is a heavy task for the compiler to optimize ... *pray*
|
||||
|
||||
|
@ -224,7 +230,7 @@ private:
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** This time binary arithmetic of v0 with a floating-point number */
|
||||
/// This time binary arithmetic of v0 with a floating-point number
|
||||
template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, ai_real f) {
|
||||
// this is a heavy task for the compiler to optimize ... *pray*
|
||||
|
||||
|
@ -262,15 +268,6 @@ private:
|
|||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
aiVector3D position;
|
||||
aiVector3D normal;
|
||||
aiVector3D tangent, bitangent;
|
||||
|
||||
aiVector3D texcoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
aiColor4D colors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
|
@ -289,7 +289,11 @@ typedef unsigned int ai_uint;
|
|||
#define AI_RAD_TO_DEG(x) ((x) * (ai_real) 57.2957795)
|
||||
|
||||
/* Numerical limits */
|
||||
static const ai_real ai_epsilon = (ai_real) 1e-6;
|
||||
#ifdef __cplusplus
|
||||
constexpr ai_real ai_epsilon = (ai_real) 1e-6;
|
||||
#else
|
||||
const ai_real ai_epsilon = (ai_real) 1e-6;
|
||||
#endif
|
||||
|
||||
/* Support for big-endian builds */
|
||||
#if defined(__BYTE_ORDER__)
|
||||
|
|
|
@ -102,6 +102,10 @@ SET( COMMON
|
|||
unit/Common/utBaseProcess.cpp
|
||||
)
|
||||
|
||||
SET(Geometry
|
||||
unit/Geometry/utGeometryUtils.cpp
|
||||
)
|
||||
|
||||
SET( IMPORTERS
|
||||
unit/ImportExport/Assxml/utAssxmlImportExport.cpp
|
||||
unit/utLWSImportExport.cpp
|
||||
|
@ -200,12 +204,13 @@ SET( POST_PROCESSES
|
|||
unit/utGenBoundingBoxesProcess.cpp
|
||||
)
|
||||
|
||||
SOURCE_GROUP( UnitTests\\Compiler FILES unit/CCompilerTest.c )
|
||||
SOURCE_GROUP( UnitTests\\Common FILES ${COMMON} )
|
||||
SOURCE_GROUP( UnitTests\\ImportExport FILES ${IMPORTERS} )
|
||||
SOURCE_GROUP( UnitTests\\Material FILES ${MATERIAL} )
|
||||
SOURCE_GROUP( UnitTests\\Math FILES ${MATH} )
|
||||
SOURCE_GROUP( UnitTests\\PostProcess FILES ${POST_PROCESSES})
|
||||
SOURCE_GROUP( UnitTests\\Compiler FILES unit/CCompilerTest.c )
|
||||
SOURCE_GROUP( UnitTests\\Common FILES ${COMMON} )
|
||||
SOURCE_GROUP( UnitTests\\GeometryTools FILES ${Geometry} )
|
||||
SOURCE_GROUP( UnitTests\\ImportExport FILES ${IMPORTERS} )
|
||||
SOURCE_GROUP( UnitTests\\Material FILES ${MATERIAL} )
|
||||
SOURCE_GROUP( UnitTests\\Math FILES ${MATH} )
|
||||
SOURCE_GROUP( UnitTests\\PostProcess FILES ${POST_PROCESSES})
|
||||
|
||||
add_executable( unit
|
||||
unit/CCompilerTest.c
|
||||
|
@ -213,6 +218,7 @@ add_executable( unit
|
|||
../code/Common/Version.cpp
|
||||
../code/Common/Base64.cpp
|
||||
${COMMON}
|
||||
${Geometry}
|
||||
${IMPORTERS}
|
||||
${MATERIAL}
|
||||
${MATH}
|
||||
|
|
|
@ -0,0 +1,68 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#include "UnitTestPCH.h"
|
||||
#include "Geometry/GeometryUtils.h"
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
class utGeometryUtils : public ::testing::Test {
|
||||
protected:
|
||||
|
||||
void SetUp() override {
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
}
|
||||
};
|
||||
static constexpr size_t NumVectors = 100;
|
||||
TEST_F(utGeometryUtils, normalizeVectorArrayTest) {
|
||||
aiVector3D *inNormals = new aiVector3D[NumVectors];
|
||||
for (uint32_t i=0; i<NumVectors; ++i){
|
||||
inNormals[i].x = static_cast<ai_real>(i);
|
||||
inNormals[i].y = static_cast<ai_real>(i);
|
||||
inNormals[i].z = static_cast<ai_real>(i);
|
||||
}
|
||||
aiVector3D *outNormals = new aiVector3D[NumVectors];
|
||||
GeometryUtils::normalizeVectorArray(inNormals, outNormals, NumVectors);
|
||||
delete[] outNormals;
|
||||
delete[] inNormals;
|
||||
}
|
Loading…
Reference in New Issue