Merge pull request #2310 from assimp/issue_2251
Closes https://github.com/assimp/assimp/issues/2251: introduce AI_CON…pull/2311/head^2
commit
dc10f24df1
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@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// internal headers
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#include "FindInvalidDataProcess.h"
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#include "ProcessHelper.h"
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#include <assimp/Macros.h>
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#include <assimp/Exceptional.h>
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#include <assimp/qnan.h>
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@ -60,37 +61,34 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FindInvalidDataProcess::FindInvalidDataProcess()
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: configEpsilon(0.0)
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{
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: configEpsilon(0.0)
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, mIgnoreTexCoods( false ){
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FindInvalidDataProcess::~FindInvalidDataProcess()
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{
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FindInvalidDataProcess::~FindInvalidDataProcess() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const
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{
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bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const {
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return 0 != (pFlags & aiProcess_FindInvalidData);
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import configuration
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void FindInvalidDataProcess::SetupProperties(const Importer* pImp)
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{
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void FindInvalidDataProcess::SetupProperties(const Importer* pImp) {
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// Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
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configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
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mIgnoreTexCoods = pImp->GetPropertyBool(AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS, false);
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}
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// ------------------------------------------------------------------------------------------------
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// Update mesh references in the node graph
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void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping)
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{
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void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping) {
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if (node->mNumMeshes) {
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unsigned int out = 0;
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for (unsigned int a = 0; a < node->mNumMeshes;++a) {
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@ -116,8 +114,7 @@ void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMap
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void FindInvalidDataProcess::Execute( aiScene* pScene)
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{
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void FindInvalidDataProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("FindInvalidDataProcess begin");
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bool out = false;
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@ -171,17 +168,18 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
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const std::vector<bool>& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/)
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inline
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const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
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const std::vector<bool>& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/)
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{
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return NULL;
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return nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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template <>
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inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero )
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{
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inline
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const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero ) {
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bool b = false;
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < size;++i) {
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@ -203,14 +201,14 @@ inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsi
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if (cnt > 1 && !b && !mayBeIdentical) {
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return "All vectors are identical";
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}
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return NULL;
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return nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline bool ProcessArray(T*& in, unsigned int num,const char* name,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
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{
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inline
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bool ProcessArray(T*& in, unsigned int num,const char* name,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true) {
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const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero);
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if (err) {
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ASSIMP_LOG_ERROR_F( "FindInvalidDataProcess fails on mesh ", name, ": ", err);
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@ -251,23 +249,20 @@ bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, ai_real e
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline bool AllIdentical(T* in, unsigned int num, ai_real epsilon)
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{
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inline
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bool AllIdentical(T* in, unsigned int num, ai_real epsilon) {
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if (num <= 1) {
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return true;
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}
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if (epsilon > 0.f) {
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if (fabs(epsilon) > 0.f) {
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for (unsigned int i = 0; i < num-1;++i) {
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if (!EpsilonCompare(in[i],in[i+1],epsilon)) {
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return false;
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}
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}
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}
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else {
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} else {
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for (unsigned int i = 0; i < num-1;++i) {
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if (in[i] != in[i+1]) {
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return false;
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}
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@ -278,27 +273,24 @@ inline bool AllIdentical(T* in, unsigned int num, ai_real epsilon)
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// ------------------------------------------------------------------------------------------------
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// Search an animation for invalid content
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void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim)
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{
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void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim) {
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// Process all animation channels
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for (unsigned int a = 0; a < anim->mNumChannels;++a) {
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for ( unsigned int a = 0; a < anim->mNumChannels; ++a ) {
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ProcessAnimationChannel( anim->mChannels[a]);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
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{
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int i = 0;
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// ScenePreprocessor's work ...
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ai_assert((0 != anim->mPositionKeys && 0 != anim->mRotationKeys && 0 != anim->mScalingKeys));
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void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim) {
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ai_assert( 0 != anim->mPositionKeys );
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ai_assert( 0 != anim->mRotationKeys );
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ai_assert( 0 != anim->mScalingKeys );
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// Check whether all values in a tracks are identical - in this case
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// we can remove al keys except one.
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// POSITIONS
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if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon))
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{
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int i = 0;
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if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon)) {
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aiVectorKey v = anim->mPositionKeys[0];
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// Reallocate ... we need just ONE element, it makes no sense to reuse the array
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@ -309,8 +301,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
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}
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// ROTATIONS
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if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon))
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{
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if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon)) {
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aiQuatKey v = anim->mRotationKeys[0];
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// Reallocate ... we need just ONE element, it makes no sense to reuse the array
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@ -321,8 +312,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
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}
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// SCALINGS
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if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon))
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{
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if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon)) {
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aiVectorKey v = anim->mScalingKeys[0];
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// Reallocate ... we need just ONE element, it makes no sense to reuse the array
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@ -331,8 +321,9 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
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anim->mScalingKeys[0] = v;
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i = 1;
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}
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if (1 == i)
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if ( 1 == i ) {
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ASSIMP_LOG_WARN("Simplified dummy tracks with just one key");
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}
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}
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// ------------------------------------------------------------------------------------------------
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@ -360,18 +351,20 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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}
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// process texture coordinates
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {
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if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {
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pMesh->mNumUVComponents[i] = 0;
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if (!mIgnoreTexCoods) {
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {
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if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {
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pMesh->mNumUVComponents[i] = 0;
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// delete all subsequent texture coordinate sets.
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for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
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delete[] pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[a] = NULL;
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pMesh->mNumUVComponents[a] = 0;
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// delete all subsequent texture coordinate sets.
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for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
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delete[] pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[a] = NULL;
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pMesh->mNumUVComponents[a] = 0;
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}
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ret = true;
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}
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ret = true;
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}
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}
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@ -388,13 +381,11 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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aiPrimitiveType_POLYGON & pMesh->mPrimitiveTypes)
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{
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// We need to update the lookup-table
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for (unsigned int m = 0; m < pMesh->mNumFaces;++m)
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{
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const aiFace& f = pMesh->mFaces[m];
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for (unsigned int m = 0; m < pMesh->mNumFaces;++m) {
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const aiFace& f = pMesh->mFaces[ m ];
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if (f.mNumIndices < 3) {
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dirtyMask[f.mIndices[0]] = true;
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if (f.mNumIndices == 2) {
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dirtyMask[f.mIndices[1]] = true;
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}
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}
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// Normals, tangents and bitangents are undefined for
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// the whole mesh (and should not even be there)
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else return ret;
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else {
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return ret;
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}
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}
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// Process mesh normals
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@ -426,5 +419,4 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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return ret ? 1 : 0;
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}
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#endif // !! ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
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@ -41,7 +41,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/** @file Defines a post processing step to search an importer's output
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for data that is obviously invalid */
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* for data that is obviously invalid
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*/
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#ifndef AI_FINDINVALIDDATA_H_INC
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#define AI_FINDINVALIDDATA_H_INC
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@ -50,7 +51,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/anim.h>
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struct aiMesh;
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class FindInvalidDataProcessTest;
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namespace Assimp {
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// ---------------------------------------------------------------------------
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@ -59,15 +62,11 @@ namespace Assimp {
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*
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* Originally this was a workaround for some models written by Blender
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* which have zero normal vectors. */
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class ASSIMP_API FindInvalidDataProcess : public BaseProcess
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{
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class ASSIMP_API FindInvalidDataProcess : public BaseProcess {
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public:
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FindInvalidDataProcess();
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~FindInvalidDataProcess();
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public:
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// -------------------------------------------------------------------
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//
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bool IsActive( unsigned int pFlags) const;
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@ -80,26 +79,25 @@ public:
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// Run the step
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void Execute( aiScene* pScene);
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public:
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given mesh
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/** Executes the post-processing step on the given mesh
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* @param pMesh The mesh to process.
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* @return 0 - nothing, 1 - removed sth, 2 - please delete me */
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int ProcessMesh( aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given animation
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/** Executes the post-processing step on the given animation
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* @param anim The animation to process. */
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void ProcessAnimation (aiAnimation* anim);
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given anim channel
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/** Executes the post-processing step on the given anim channel
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* @param anim The animation channel to process.*/
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void ProcessAnimationChannel (aiNodeAnim* anim);
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private:
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ai_real configEpsilon;
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bool mIgnoreTexCoods;
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};
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} // end of namespace Assimp
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@ -498,6 +498,13 @@ enum aiComponent
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#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
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"PP_FID_ANIM_ACCURACY"
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// ---------------------------------------------------------------------------
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/** @brief Input parameter to the #aiProcess_FindInvalidData step:
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* Set to true to ignore texture coordinates. This may be useful if you have
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* to assign different kind of textures like one for the summer or one for the winter.
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*/
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#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS \
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"PP_FID_IGNORE_TEXTURECOORDS"
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// TransformUVCoords evaluates UV scalings
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#define AI_UVTRAFO_SCALING 0x1
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