- added some extra validations to prevent unwanted crashes
  - fixed stand-alone loading of MD5ANIM files 
  - MD5CAMERA working very well now ...

JoinIdenticalVertices
  - an exception case where multiple vertices with the same position are assigned to different bones is handled now -> no crash anymore

SkeletonMeshBuilder
  - proper material naming
  - two-sided flag is set for material
  - enforcing 'rahd' per-face normal vectors for better visual appearance

ValidateDataStructure
  - code cleanup

MaterialSystem
  - code cleanup

LimitBoneWeights
  - code cleanup

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@364 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-03-11 22:56:16 +00:00
parent ddbb8ab856
commit de50bb915b
6 changed files with 235 additions and 245 deletions

View File

@ -145,14 +145,12 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
float posEpsilonSqr;
SpatialSort* vertexFinder = NULL;
SpatialSort _vertexFinder;
if (shared)
{
if (shared) {
std::vector<std::pair<SpatialSort,float> >* avf;
shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
if (avf) {
std::pair<SpatialSort,float>& blubb = avf->operator [] (meshIndex);
vertexFinder = &blubb.first;
posEpsilonSqr = blubb.second;
vertexFinder = &blubb.first;posEpsilonSqr = blubb.second;
}
}
if (!vertexFinder) {
@ -360,7 +358,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
}
// adjust bone vertex weights.
for( unsigned int a = 0; a < pMesh->mNumBones; a++)
for( int a = 0; a < (int)pMesh->mNumBones; a++)
{
aiBone* bone = pMesh->mBones[a];
std::vector<aiVertexWeight> newWeights;
@ -379,14 +377,38 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
}
}
// there should be some. At least I think there should be some
ai_assert( newWeights.size() > 0);
if (newWeights.size() > 0) {
// kill the old and replace them with the translated weights
delete [] bone->mWeights;
bone->mNumWeights = (unsigned int)newWeights.size();
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
}
else {
/* NOTE:
*
* In the algorithm above we're assuming that there are no vertices
* with a different bone weight setup at the same position. That wouldn't
* make sense, but it is not absolutely impossible. SkeletonMeshBuilder
* for example generates such input data if two skeleton points
* share the same position. Again this doesn't make sense but is
* reality for some model formats (MD5 for example uses these special
* nodes as attachment tags for its weapons).
*
* Then it is possible that a bone has no weights anymore .... as a quick
* workaround, we're just removing these bones. If they're animated,
* model geometry might be modified but at least there's no risk of a crash.
*/
delete bone;
--pMesh->mNumBones;
for (unsigned int n = a; n < pMesh->mNumBones; ++n)
pMesh->mBones[n] = pMesh->mBones[n+1];
--a;
DefaultLogger::get()->warn("Removing bone -> no weights remaining");
}
}
return pMesh->mNumVertices;
}

View File

@ -181,12 +181,9 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
::memcpy( bone->mWeights, &bw[0], bw.size() * sizeof( aiVertexWeight));
}
if (bChanged)
{
// the number of new bones is smaller than before, so we can
// reuse the old array, too.
aiBone** ppcCur = pMesh->mBones;
aiBone** ppcSrc = ppcCur;
if (bChanged) {
// the number of new bones is smaller than before, so we can reuse the old array
aiBone** ppcCur = pMesh->mBones;aiBone** ppcSrc = ppcCur;
for (std::vector<bool>::const_iterator iter = abNoNeed.begin();iter != abNoNeed.end() ;++iter) {
if (*iter) {

View File

@ -198,12 +198,12 @@ void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc)
const unsigned int guess = (unsigned int)(fWeightsPerVert*iNewNum);
meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer
for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();
iter != iterEnd;++iter)
{
for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();iter != iterEnd;++iter){
const aiFace& face = *iter;
for (unsigned int i = 0; i < 3;++i)
{
for (unsigned int i = 0; i < 3;++i) {
if (face.mIndices[0] >= meshSrc.mVertices.size())
throw new ImportErrorException("MD5MESH: Invalid vertex index");
if (abHad[face.mIndices[i]]) {
// generate a new vertex
meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
@ -445,6 +445,9 @@ void MD5Importer::LoadMD5MeshFile ()
// process bone weights
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
{
if (w >= meshSrc.mWeights.size())
throw new ImportErrorException("MD5MESH: Invalid weight index");
MD5::WeightDesc& desc = meshSrc.mWeights[w];
if ( desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON)
continue;
@ -532,7 +535,6 @@ void MD5Importer::LoadMD5AnimFile ()
DefaultLogger::get()->warn("Failed to read MD5ANIM file: " + pFile);
return;
}
bHadMD5Anim = true;
LoadFileIntoMemory(file.get());
// parse the basic file structure
@ -542,7 +544,14 @@ void MD5Importer::LoadMD5AnimFile ()
MD5::MD5AnimParser animParser(parser.mSections);
// generate and fill the output animation
if (!animParser.mAnimatedBones.empty()) {
if (animParser.mAnimatedBones.empty() || animParser.mFrames.empty() ||
animParser.mBaseFrames.size() != animParser.mAnimatedBones.size()) {
DefaultLogger::get()->error("MD5ANIM: No frames or animated bones loaded");
}
else {
bHadMD5Anim = true;
pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 1];
aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation();
anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
@ -552,9 +561,8 @@ void MD5Importer::LoadMD5AnimFile ()
node->mNodeName = aiString( animParser.mAnimatedBones[i].mName );
// allocate storage for the keyframes
node->mNumPositionKeys = node->mNumRotationKeys = (unsigned int)animParser.mFrames.size();
node->mPositionKeys = new aiVectorKey[node->mNumPositionKeys];
node->mRotationKeys = new aiQuatKey[node->mNumPositionKeys];
node->mPositionKeys = new aiVectorKey[animParser.mFrames.size()];
node->mRotationKeys = new aiQuatKey[animParser.mFrames.size()];
}
// 1 tick == 1 frame
@ -562,23 +570,27 @@ void MD5Importer::LoadMD5AnimFile ()
for (FrameList::const_iterator iter = animParser.mFrames.begin(), iterEnd = animParser.mFrames.end();iter != iterEnd;++iter){
double dTime = (double)(*iter).iIndex;
if (!(*iter).mValues.empty())
aiNodeAnim** pcAnimNode = anim->mChannels;
if (!(*iter).mValues.empty() || iter == animParser.mFrames.begin()) /* be sure we have at least one frame */
{
// now process all values in there ... read all joints
aiNodeAnim** pcAnimNode = anim->mChannels;
MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
for (AnimBoneList::const_iterator iter2 = animParser.mAnimatedBones.begin(); iter2 != animParser.mAnimatedBones.end();++iter2,
++pcAnimNode,++pcBaseFrame)
{
const float* fpCur;
if((*iter2).iFirstKeyIndex >= (*iter).mValues.size()) {
DefaultLogger::get()->error("MD5: Keyframe index is out of range");
continue;
}
const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
// Allow for empty frames
if ((*iter2).iFlags != 0) {
throw new ImportErrorException("MD5: Keyframe index is out of range");
}
}
else fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
aiNodeAnim* pcCurAnimBone = *pcAnimNode;
aiVectorKey* vKey = pcCurAnimBone->mPositionKeys++;
aiQuatKey* qKey = pcCurAnimBone->mRotationKeys++;
aiVectorKey* vKey = &pcCurAnimBone->mPositionKeys[pcCurAnimBone->mNumPositionKeys++];
aiQuatKey* qKey = &pcCurAnimBone->mRotationKeys [pcCurAnimBone->mNumRotationKeys++];
aiVector3D vTemp;
// translational component
@ -596,26 +608,14 @@ void MD5Importer::LoadMD5AnimFile ()
}
MD5::ConvertQuaternion(vTemp, qKey->mValue);
aiMatrix4x4 m;
aiMatrix4x4::Translation(vKey->mValue,m);
m = m*aiMatrix4x4( qKey->mValue.GetMatrix() );
m.DecomposeNoScaling(qKey->mValue,vKey->mValue);
qKey->mTime = vKey->mTime = dTime;
}
}
// compute the duration of the animation
anim->mDuration = std::max(dTime,anim->mDuration);
}
// undo our offset computations
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
aiNodeAnim* node = anim->mChannels[i];
node->mPositionKeys -= node->mNumPositionKeys;
node->mRotationKeys -= node->mNumPositionKeys;
}
// If we didn't build the hierarchy yet (== we didn't load a MD5MESH),
// construct it now from the data given in the MD5ANIM.
if (!pScene->mRootNode) {
@ -629,7 +629,6 @@ void MD5Importer::LoadMD5AnimFile ()
}
}
}
// delete the file again
UnloadFileFromMemory();
}

View File

@ -38,6 +38,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file MaterialSystem.cpp
* @brief Implementation of the material system of the library
*/
#include "AssimpPCH.h"
#include "Hash.h"
@ -55,12 +59,17 @@ aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
ai_assert (pKey != NULL);
ai_assert (pPropOut != NULL);
for (unsigned int i = 0; i < pMat->mNumProperties;++i)
{
/* Just search for a property with exactly this name ..
* could be improved by hashing, but it's possibly
* no worth the effort.
*/
for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
aiMaterialProperty* prop = pMat->mProperties[i];
if (prop && !::strcmp( prop->mKey.data, pKey ) &&
prop->mSemantic == type && prop->mIndex == index)
if (prop /* just for safety ... */
&& 0 == ::strcmp( prop->mKey.data, pKey )
&& (0xffffffff == type || prop->mSemantic == type) /* 0xffffffff is a wildcard */
&& (0xffffffff == index || prop->mIndex == index))
{
*pPropOut = pMat->mProperties[i];
return AI_SUCCESS;
@ -79,50 +88,40 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
float* pOut,
unsigned int* pMax)
{
ai_assert (pMat != NULL);
ai_assert (pKey != NULL);
ai_assert (pOut != NULL);
for (unsigned int i = 0; i < pMat->mNumProperties;++i)
{
aiMaterialProperty* prop = pMat->mProperties[i];
aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index, (const aiMaterialProperty**) &prop);
if (!prop)
return AI_FAILURE;
if (prop && !::strcmp( prop->mKey.data, pKey ) &&
prop->mSemantic == type && prop->mIndex == index)
{
// data is given in floats, simply copy it
if( aiPTI_Float == pMat->mProperties[i]->mType ||
aiPTI_Buffer == pMat->mProperties[i]->mType)
{
unsigned int iWrite = pMat->mProperties[i]->mDataLength / sizeof(float);
if( aiPTI_Float == prop->mType || aiPTI_Buffer == prop->mType) {
unsigned int iWrite = prop->mDataLength / sizeof(float);
if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
::memcpy (pOut, pMat->mProperties[i]->mData, iWrite * sizeof (float));
::memcpy (pOut, prop->mData, iWrite * sizeof (float));
if (pMax)*pMax = iWrite;
}
// data is given in ints, convert to float
else if( aiPTI_Integer == pMat->mProperties[i]->mType)
{
unsigned int iWrite = pMat->mProperties[i]->mDataLength / sizeof(int);
else if( aiPTI_Integer == prop->mType) {
unsigned int iWrite = prop->mDataLength / sizeof(int);
if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
for (unsigned int a = 0; a < iWrite;++a)
{
pOut[a] = (float) ((int*)pMat->mProperties[i]->mData)[a];
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = (float) ((int*)prop->mData)[a];
}
if (pMax)*pMax = iWrite;
}
// it is a string ... no way to read something out of this
else
{
else {
DefaultLogger::get()->error("Material property" + std::string(pKey) + " was found, but is not an float array");
if (pMax)*pMax = 0;
return AI_FAILURE;
}
return AI_SUCCESS;
}
}
return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
@ -134,50 +133,40 @@ aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
int* pOut,
unsigned int* pMax)
{
ai_assert (pMat != NULL);
ai_assert (pKey != NULL);
ai_assert (pOut != NULL);
for (unsigned int i = 0; i < pMat->mNumProperties;++i)
{
aiMaterialProperty* prop = pMat->mProperties[i];
if (prop && !::strcmp( prop->mKey.data, pKey ) &&
prop->mSemantic == type && prop->mIndex == index)
{
aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**) &prop);
if (!prop)
return AI_FAILURE;
// data is given in ints, simply copy it
if( aiPTI_Integer == pMat->mProperties[i]->mType ||
aiPTI_Buffer == pMat->mProperties[i]->mType)
{
unsigned int iWrite = pMat->mProperties[i]->mDataLength / sizeof(int);
if( aiPTI_Integer == prop->mType || aiPTI_Buffer == prop->mType) {
unsigned int iWrite = prop->mDataLength / sizeof(int);
if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
::memcpy (pOut, pMat->mProperties[i]->mData, iWrite * sizeof (int));
::memcpy (pOut, prop->mData, iWrite * sizeof (int));
if (pMax)*pMax = iWrite;
}
// data is given in floats convert to int (lossy!)
else if( aiPTI_Float == pMat->mProperties[i]->mType)
{
unsigned int iWrite = pMat->mProperties[i]->mDataLength / sizeof(float);
else if( aiPTI_Float == prop->mType) {
unsigned int iWrite = prop->mDataLength / sizeof(float);
if (pMax)iWrite = *pMax < iWrite ? *pMax : iWrite;
for (unsigned int a = 0; a < iWrite;++a)
{
pOut[a] = (int) ((float*)pMat->mProperties[i]->mData)[a];
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = (int) ((float*)prop->mData)[a];
}
if (pMax)*pMax = iWrite;
}
// it is a string ... no way to read something out of this
else
{
else {
DefaultLogger::get()->error("Material property" + std::string(pKey) + " was found, but is not an integer array");
if (pMax)*pMax = 0;
return AI_FAILURE;
}
return AI_SUCCESS;
}
}
return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// Get a color (3 or 4 floats) from the material
@ -190,8 +179,9 @@ aiReturn aiGetMaterialColor(const aiMaterial* pMat,
unsigned int iMax = 4;
aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(float*)pOut,&iMax);
// if no alpha channel is provided set it to 1.0 by default
if (3 == iMax)pOut->a = 1.0f;
// if no alpha channel is defined: set it to 1.0
if (3 == iMax)
pOut->a = 1.0f;
return eRet;
}
@ -203,29 +193,26 @@ aiReturn aiGetMaterialString(const aiMaterial* pMat,
unsigned int index,
aiString* pOut)
{
ai_assert (pMat != NULL);
ai_assert (pKey != NULL);
ai_assert (pOut != NULL);
for (unsigned int i = 0; i < pMat->mNumProperties;++i)
{
aiMaterialProperty* prop = pMat->mProperties[i];
aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**)&prop);
if (!prop)
return AI_FAILURE;
if (prop && !::strcmp( prop->mKey.data, pKey ) &&
prop->mSemantic == type && prop->mIndex == index)
{
if( aiPTI_String == pMat->mProperties[i]->mType)
{
const aiString* pcSrc = (const aiString*)pMat->mProperties[i]->mData;
if( aiPTI_String == prop->mType) {
// WARN: There's not the whole string stored ..
const aiString* pcSrc = (const aiString*)prop->mData;
::memcpy (pOut->data, pcSrc->data, (pOut->length = pcSrc->length)+1);
}
// Wrong type
else return AI_FAILURE;
return AI_SUCCESS;
}
}
else {
DefaultLogger::get()->error("Material property" + std::string(pKey) + " was found, but is no string" );
return AI_FAILURE;
}
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Construction. Actually the one and only way to get an aiMaterial instance
@ -246,8 +233,10 @@ MaterialHelper::~MaterialHelper()
// ------------------------------------------------------------------------------------------------
aiMaterial::~aiMaterial()
{
// This is safe: aiMaterial has a private constructor,
// so instances must be created indirectly via MaterialHelper.
// HACK (Aramis): This is safe: aiMaterial has a private constructor,
// so instances must be created indirectly via MaterialHelper. We can't
// use a virtual d'tor because we need to preserve binary compatibility
// with good old C ...
((MaterialHelper*)this)->_InternDestruct();
}
@ -305,12 +294,12 @@ uint32_t MaterialHelper::ComputeHash(bool includeMatName /*= false*/)
// ------------------------------------------------------------------------------------------------
aiReturn MaterialHelper::RemoveProperty (const char* pKey,unsigned int type,
unsigned int index)
unsigned int index
)
{
ai_assert(NULL != pKey);
for (unsigned int i = 0; i < mNumProperties;++i)
{
for (unsigned int i = 0; i < mNumProperties;++i) {
aiMaterialProperty* prop = mProperties[i];
if (prop && !::strcmp( prop->mKey.data, pKey ) &&
@ -321,8 +310,7 @@ aiReturn MaterialHelper::RemoveProperty (const char* pKey,unsigned int type,
// collapse the array behind --.
--mNumProperties;
for (unsigned int a = i; a < mNumProperties;++a)
{
for (unsigned int a = i; a < mNumProperties;++a) {
mProperties[a] = mProperties[a+1];
}
return AI_SUCCESS;
@ -338,24 +326,25 @@ aiReturn MaterialHelper::AddBinaryProperty (const void* pInput,
const char* pKey,
unsigned int type,
unsigned int index,
aiPropertyTypeInfo pType)
aiPropertyTypeInfo pType
)
{
ai_assert (pInput != NULL);
ai_assert (pKey != NULL);
ai_assert (0 != pSizeInBytes);
// first search the list whether there is already an entry
// with this name.
unsigned int iOutIndex = 0xFFFFFFFF;
for (unsigned int i = 0; i < mNumProperties;++i)
{
// first search the list whether there is already an entry with this key
unsigned int iOutIndex = 0xffffffff;
for (unsigned int i = 0; i < mNumProperties;++i) {
aiMaterialProperty* prop = mProperties[i];
if (prop && !::strcmp( prop->mKey.data, pKey ) &&
prop->mSemantic == type && prop->mIndex == index)
if (prop /* just for safety */
&& !::strcmp( prop->mKey.data, pKey )
&& prop->mSemantic == type
&& prop->mIndex == index)
{
// delete this entry
delete this->mProperties[i];
delete mProperties[i];
iOutIndex = i;
}
}
@ -376,21 +365,24 @@ aiReturn MaterialHelper::AddBinaryProperty (const void* pInput,
ai_assert ( MAXLEN > pcNew->mKey.length);
::strcpy( pcNew->mKey.data, pKey );
if (0xFFFFFFFF != iOutIndex)
{
if (0xffffffff != iOutIndex) {
mProperties[iOutIndex] = pcNew;
return AI_SUCCESS;
}
// resize the array ... double the storage
if (mNumProperties == mNumAllocated)
{
unsigned int iOld = mNumAllocated;
// resize the array ... double the storage allocated
if (mNumProperties == mNumAllocated) {
const unsigned int iOld = mNumAllocated;
mNumAllocated *= 2;
aiMaterialProperty** ppTemp = new aiMaterialProperty*[mNumAllocated];
if (NULL == ppTemp)return AI_OUTOFMEMORY;
aiMaterialProperty** ppTemp;
try {
ppTemp = new aiMaterialProperty*[mNumAllocated];
} catch (std::bad_alloc&) {
return AI_OUTOFMEMORY;
}
// just copy all items over; then replace the old array
::memcpy (ppTemp,mProperties,iOld * sizeof(void*));
delete[] mProperties;
@ -407,15 +399,20 @@ aiReturn MaterialHelper::AddProperty (const aiString* pInput,
unsigned int type,
unsigned int index)
{
// Fix ... don't keep the whole string buffer
return this->AddBinaryProperty(pInput,(unsigned int)pInput->length+1+
// We don't want to add the whole buffer ..
return AddBinaryProperty(pInput,
(unsigned int)pInput->length+1+
(unsigned int)(((uint8_t*)&pInput->data - (uint8_t*)&pInput->length)),
pKey,type,index, aiPTI_String);
pKey,
type,
index,
aiPTI_String);
}
// ------------------------------------------------------------------------------------------------
void MaterialHelper::CopyPropertyList(MaterialHelper* pcDest,
const MaterialHelper* pcSrc)
const MaterialHelper* pcSrc
)
{
ai_assert(NULL != pcDest);
ai_assert(NULL != pcSrc);
@ -427,32 +424,28 @@ void MaterialHelper::CopyPropertyList(MaterialHelper* pcDest,
aiMaterialProperty** pcOld = pcDest->mProperties;
pcDest->mProperties = new aiMaterialProperty*[pcDest->mNumAllocated];
if (iOldNum && pcOld)
{
if (iOldNum && pcOld) {
for (unsigned int i = 0; i < iOldNum;++i)
pcDest->mProperties[i] = pcOld[i];
delete[] pcOld;
}
for (unsigned int i = iOldNum; i< pcDest->mNumProperties;++i)
{
for (unsigned int i = iOldNum; i< pcDest->mNumProperties;++i) {
aiMaterialProperty* propSrc = pcSrc->mProperties[i];
// search whether we have already a property with this name
// (if yes we overwrite the old one)
// search whether we have already a property with this name -> if yes, overwrite it
aiMaterialProperty* prop;
for (unsigned int q = 0; q < iOldNum;++q)
{
for (unsigned int q = 0; q < iOldNum;++q) {
prop = pcDest->mProperties[q];
if (prop && prop->mKey == propSrc->mKey &&
prop->mSemantic == propSrc->mSemantic && prop->mIndex == propSrc->mIndex)
{
if (prop /* just for safety */
&& prop->mKey == propSrc->mKey
&& prop->mSemantic == propSrc->mSemantic
&& prop->mIndex == propSrc->mIndex) {
delete prop;
// collapse the whole array ...
::memmove(&pcDest->mProperties[q],&pcDest->mProperties[q+1],i-q);
i--;
pcDest->mNumProperties--;
i--;pcDest->mNumProperties--;
}
}
@ -516,7 +509,6 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
if (flags){
aiGetMaterialInteger(mat,AI_MATKEY_TEXFLAGS(type,index),(int*)flags);
}
return AI_SUCCESS;
}

View File

@ -65,9 +65,9 @@ SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root)
pScene->mMeshes = new aiMesh*[1];
pScene->mMeshes[0] = CreateMesh();
// and install it at the root node
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
root->mNumMeshes = 1;
root->mMeshes = new unsigned int[1];
root->mMeshes[0] = 0;
// create a dummy material for the mesh
pScene->mNumMaterials = 1;
@ -207,6 +207,8 @@ aiMesh* SkeletonMeshBuilder::CreateMesh()
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
std::copy( mVertices.begin(), mVertices.end(), mesh->mVertices);
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
// add faces
mesh->mNumFaces = mFaces.size();
mesh->mFaces = new aiFace[mesh->mNumFaces];
@ -219,6 +221,19 @@ aiMesh* SkeletonMeshBuilder::CreateMesh()
outface.mIndices[0] = inface.mIndices[0];
outface.mIndices[1] = inface.mIndices[1];
outface.mIndices[2] = inface.mIndices[2];
// Compute per-face normals ... we don't want the bones to be
// smoothed ... they're built to visualize the skeleton,
// so it's good if there's a visual difference to the rest
// of the geometry
aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
(mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
if (nor.Length() < 1e-5f) /* ensure that FindInvalidData won't remove us ...*/
nor = aiVector3D(1.f,0.f,0.f);
for (unsigned int n = 0; n < 3; ++n)
mesh->mNormals[inface.mIndices[n]] = nor;
}
// add the bones
@ -239,8 +254,12 @@ aiMaterial* SkeletonMeshBuilder::CreateMaterial()
Assimp::MaterialHelper* matHelper = new Assimp::MaterialHelper;
// Name
aiString matName( std::string( "Material"));
aiString matName( std::string( "SkeletonMaterial"));
matHelper->AddProperty( &matName, AI_MATKEY_NAME);
// Prevent backface culling
const int no_cull = 1;
matHelper->AddProperty(&no_cull,1,AI_MATKEY_TWOSIDED);
return matHelper;
}

View File

@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ValidateDataStructure.h"
#include "BaseImporter.h"
#include "fast_atof.h"
#include "ProcessHelper.h"
// CRT headers
#include <stdarg.h>
@ -59,16 +60,12 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ValidateDSProcess::ValidateDSProcess()
{
// nothing to do here
}
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ValidateDSProcess::~ValidateDSProcess()
{
// nothing to do here
}
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
@ -550,43 +547,7 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
aiTextureType type)
{
const char* szType = NULL;
switch (type)
{
case aiTextureType_DIFFUSE:
szType = "Diffuse";
break;
case aiTextureType_SPECULAR:
szType = "Specular";
break;
case aiTextureType_AMBIENT:
szType = "Ambient";
break;
case aiTextureType_EMISSIVE:
szType = "Emissive";
break;
case aiTextureType_OPACITY:
szType = "Opacity";
break;
case aiTextureType_SHININESS:
szType = "Shininess";
break;
case aiTextureType_NORMALS:
szType = "Normals";
break;
case aiTextureType_HEIGHT:
szType = "Height";
break;
default:
break;
};
const char* szType = TextureTypeToString(type);
// ****************************************************************************
// Search all keys of the material ...
@ -835,7 +796,7 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys;++i)
{
// ScenePreprocessor will compute the duration if still teh default value
if (-1. != pAnimation->mDuration && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration)
if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration)
{
ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger "
"than aiAnimation::mDuration (which is %.5f)",i,
@ -863,7 +824,7 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
double dLast = -10e10;
for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys;++i)
{
if (-1. != pAnimation->mDuration && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration)
if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration)
{
ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger "
"than aiAnimation::mDuration (which is %.5f)",i,
@ -890,7 +851,7 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
double dLast = -10e10;
for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys;++i)
{
if (-1. != pAnimation->mDuration && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration)
if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration)
{
ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger "
"than aiAnimation::mDuration (which is %.5f)",i,