FEATURE: Adding format auto-detection to OBJ loader basing on some distinct keywords.
FEATURE: PretransformVertices step is now optionally able to normalize meshes (-1...1 range). git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@488 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
8b19981ce9
commit
cc1ff304df
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@ -77,10 +77,17 @@ ObjFileImporter::~ObjFileImporter()
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// ------------------------------------------------------------------------------------------------
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// Returns true, fi file is an obj file
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bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* /* pIOHandler */, bool /*checkSig */) const
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bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
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{
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// fixme: auto detection
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return SimpleExtensionCheck( pFile,"obj" );
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if(!checkSig) //Check File Extension
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{
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return SimpleExtensionCheck(pFile,"obj");
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}
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else //Check file Header
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{
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const char* tokens[] = {"mtllib","usemtl","vt ","vn ","o "};
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 5);
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}
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}
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// ------------------------------------------------------------------------------------------------
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@ -79,8 +79,9 @@ bool PretransformVertices::IsActive( unsigned int pFlags) const
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// Setup import configuration
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void PretransformVertices::SetupProperties(const Importer* pImp)
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{
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// Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY
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// Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY and AI_CONFIG_PP_PTV_NORMALIZE
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configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0));
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configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE,0));
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}
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// ------------------------------------------------------------------------------------------------
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@ -468,8 +469,8 @@ void PretransformVertices::Execute( aiScene* pScene)
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if (apcOutMeshes.size() > 0) {
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aiMesh** npp = new aiMesh*[pScene->mNumMeshes + apcOutMeshes.size()];
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::memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes);
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::memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size());
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memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes);
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memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size());
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pScene->mNumMeshes += apcOutMeshes.size();
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delete[] pScene->mMeshes; pScene->mMeshes = npp;
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@ -661,6 +662,32 @@ void PretransformVertices::Execute( aiScene* pScene)
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MakeIdentityTransform(pScene->mRootNode);
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}
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if (configNormalize) {
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// compute the boundary of all meshes
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aiVector3D min,max;
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MinMaxChooser<aiVector3D> ()(min,max);
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for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
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aiMesh* m = pScene->mMeshes[a];
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for (unsigned int i = 0; i < m->mNumVertices;++i) {
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min = std::min(m->mVertices[i],min);
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max = std::max(m->mVertices[i],max);
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}
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}
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// find the dominant axis
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aiVector3D d = max-min;
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const float div = std::max(d.x,std::max(d.y,d.z))*0.5f;
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d = min+d*0.5f;
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for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
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aiMesh* m = pScene->mMeshes[a];
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for (unsigned int i = 0; i < m->mNumVertices;++i) {
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m->mVertices[i] = (m->mVertices[i]-d)/div;
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}
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}
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}
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// print statistics
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if (!DefaultLogger::isNullLogger())
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{
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@ -668,15 +695,15 @@ void PretransformVertices::Execute( aiScene* pScene)
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DefaultLogger::get()->debug("PretransformVerticesProcess finished");
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::sprintf(buffer,"Removed %i nodes and %i animation channels (%i output nodes)",
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sprintf(buffer,"Removed %i nodes and %i animation channels (%i output nodes)",
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iOldNodes,iOldAnimationChannels,CountNodes(pScene->mRootNode));
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DefaultLogger::get()->info(buffer);
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::sprintf(buffer,"Kept %i lights and %i cameras",
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sprintf(buffer,"Kept %i lights and %i cameras",
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pScene->mNumLights,pScene->mNumCameras);
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DefaultLogger::get()->info(buffer);
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::sprintf(buffer,"Moved %i meshes to WCS (number of output meshes: %i)",
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sprintf(buffer,"Moved %i meshes to WCS (number of output meshes: %i)",
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iOldMeshes,pScene->mNumMeshes);
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DefaultLogger::get()->info(buffer);
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}
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@ -157,7 +157,7 @@ private:
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//! Configuration option: keep scene hierarchy as long as possible
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bool configKeepHierarchy;
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bool configKeepHierarchy, configNormalize;
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};
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@ -129,11 +129,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_PretransformVertices step to
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* keep the scene hierarchy. Meshes are moved to worldspace, but
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* no optimization is performed (means: meshes are not joined. The total
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* number of meshes won't change).
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* no optimization is performed (read: meshes with equal materials are not
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* joined. The total number of meshes won't change).
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*
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* This option could be of use for you if the scene hierarchy contains
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* important additional information which you want to interpret.
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* important additional information which you intend to parse.
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* For rendering, you can still render all meshes in the scene without
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* any transformations.
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* Property type: integer (0: false; !0: true). Default value: false.
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@ -141,6 +141,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
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"PP_PTV_KEEP_HIERARCHY"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_PretransformVertices step to normalize
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* all vertex components into the -1...1 range. That is, a bounding box
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* for the whole scene is computed, the maximum component is taken and all
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* meshes are scaled appropriately (uniformly of course!).
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* This might be useful if you don't know the spatial dimension of the input
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* data*/
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#define AI_CONFIG_PP_PTV_NORMALIZE \
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"PP_PTV_NORMALIZE"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_FindDegenerates step to
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* remove degenerated primitives from the import - immediately.
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@ -203,12 +203,15 @@ enum aiPostProcessSteps
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* each mesh referencing one material. For rendering, you can
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* simply render all meshes in order, you don't need to pay
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* attention to local transformations and the node hierarchy.
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* Animations are removed during this step.
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* This step is intended for applications that have no scenegraph.
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* Animations are removed during this step.
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* This step is intended for applications without a scenegraph.
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* The step CAN cause some problems: if e.g. a mesh of the asset
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* contains normals and another, using the same material index, does not,
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* they will be brought together, but the first meshes's part of
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* the normal list will be zeroed.
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* the normal list is zeroed. However, these artifacts are rare.
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* @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
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* can be set to normalize the scene's spatial dimension to the -1...1
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* range.
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*/
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aiProcess_PreTransformVertices = 0x100,
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