/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2018, 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. ---------------------------------------------------------------------- */ // TODO: refactor entire file to get rid of the "flat-copy" first approach // to copying structures. This easily breaks in the most unintuitive way // possible as new fields are added to assimp structures. // ---------------------------------------------------------------------------- /** * @file Implements Assimp::SceneCombiner. This is a smart utility * class that combines multiple scenes, meshes, ... into one. Currently * these utilities are used by the IRR and LWS loaders and the * OptimizeGraph step. */ // ---------------------------------------------------------------------------- #include #include #include #include #include #include "time.h" #include #include #include #include #include "ScenePrivate.h" namespace Assimp { // ------------------------------------------------------------------------------------------------ // Add a prefix to a string inline void PrefixString(aiString& string,const char* prefix, unsigned int len) { // If the string is already prefixed, we won't prefix it a second time if (string.length >= 1 && string.data[0] == '$') return; if (len+string.length>=MAXLEN-1) { DefaultLogger::get()->debug("Can't add an unique prefix because the string is too long"); ai_assert(false); return; } // Add the prefix ::memmove(string.data+len,string.data,string.length+1); ::memcpy (string.data, prefix, len); // And update the string's length string.length += len; } // ------------------------------------------------------------------------------------------------ // Add node identifiers to a hashing set void SceneCombiner::AddNodeHashes(aiNode* node, std::set& hashes) { // Add node name to hashing set if it is non-empty - empty nodes are allowed // and they can't have any anims assigned so its absolutely safe to duplicate them. if (node->mName.length) { hashes.insert( SuperFastHash(node->mName.data, static_cast(node->mName.length)) ); } // Process all children recursively for (unsigned int i = 0; i < node->mNumChildren;++i) AddNodeHashes(node->mChildren[i],hashes); } // ------------------------------------------------------------------------------------------------ // Add a name prefix to all nodes in a hierarchy void SceneCombiner::AddNodePrefixes(aiNode* node, const char* prefix, unsigned int len) { ai_assert(NULL != prefix); PrefixString(node->mName,prefix,len); // Process all children recursively for ( unsigned int i = 0; i < node->mNumChildren; ++i ) { AddNodePrefixes( node->mChildren[ i ], prefix, len ); } } // ------------------------------------------------------------------------------------------------ // Search for matching names bool SceneCombiner::FindNameMatch(const aiString& name, std::vector& input, unsigned int cur) { const unsigned int hash = SuperFastHash(name.data, static_cast(name.length)); // Check whether we find a positive match in one of the given sets for (unsigned int i = 0; i < input.size(); ++i) { if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) { return true; } } return false; } // ------------------------------------------------------------------------------------------------ // Add a name prefix to all nodes in a hierarchy if a hash match is found void SceneCombiner::AddNodePrefixesChecked(aiNode* node, const char* prefix, unsigned int len, std::vector& input, unsigned int cur) { ai_assert(NULL != prefix); const unsigned int hash = SuperFastHash(node->mName.data, static_cast(node->mName.length)); // Check whether we find a positive match in one of the given sets for (unsigned int i = 0; i < input.size(); ++i) { if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) { PrefixString(node->mName,prefix,len); break; } } // Process all children recursively for (unsigned int i = 0; i < node->mNumChildren;++i) AddNodePrefixesChecked(node->mChildren[i],prefix,len,input,cur); } // ------------------------------------------------------------------------------------------------ // Add an offset to all mesh indices in a node graph void SceneCombiner::OffsetNodeMeshIndices (aiNode* node, unsigned int offset) { for (unsigned int i = 0; i < node->mNumMeshes;++i) node->mMeshes[i] += offset; for ( unsigned int i = 0; i < node->mNumChildren; ++i ) { OffsetNodeMeshIndices( node->mChildren[ i ], offset ); } } // ------------------------------------------------------------------------------------------------ // Merges two scenes. Currently only used by the LWS loader. void SceneCombiner::MergeScenes(aiScene** _dest,std::vector& src, unsigned int flags) { if ( nullptr == _dest ) { return; } // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it if (src.empty()) { if (*_dest) { (*_dest)->~aiScene(); SceneCombiner::CopySceneFlat(_dest,src[0]); } else *_dest = src[0]; return; } if (*_dest)(*_dest)->~aiScene(); else *_dest = new aiScene(); // Create a dummy scene to serve as master for the others aiScene* master = new aiScene(); master->mRootNode = new aiNode(); master->mRootNode->mName.Set(""); std::vector srcList (src.size()); for (unsigned int i = 0; i < srcList.size();++i) { srcList[i] = AttachmentInfo(src[i],master->mRootNode); } // 'master' will be deleted afterwards MergeScenes (_dest, master, srcList, flags); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::AttachToGraph (aiNode* attach, std::vector& srcList) { unsigned int cnt; for ( cnt = 0; cnt < attach->mNumChildren; ++cnt ) { AttachToGraph( attach->mChildren[ cnt ], srcList ); } cnt = 0; for (std::vector::iterator it = srcList.begin(); it != srcList.end(); ++it) { if ((*it).attachToNode == attach && !(*it).resolved) ++cnt; } if (cnt) { aiNode** n = new aiNode*[cnt+attach->mNumChildren]; if (attach->mNumChildren) { ::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren); delete[] attach->mChildren; } attach->mChildren = n; n += attach->mNumChildren; attach->mNumChildren += cnt; for (unsigned int i = 0; i < srcList.size();++i) { NodeAttachmentInfo& att = srcList[i]; if (att.attachToNode == attach && !att.resolved) { *n = att.node; (**n).mParent = attach; ++n; // mark this attachment as resolved att.resolved = true; } } } } // ------------------------------------------------------------------------------------------------ void SceneCombiner::AttachToGraph ( aiScene* master, std::vector& src) { ai_assert(NULL != master); AttachToGraph(master->mRootNode,src); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master, std::vector& srcList, unsigned int flags) { if ( nullptr == _dest ) { return; } // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it if (srcList.empty()) { if (*_dest) { SceneCombiner::CopySceneFlat(_dest,master); } else *_dest = master; return; } if (*_dest) { (*_dest)->~aiScene(); new (*_dest) aiScene(); } else *_dest = new aiScene(); aiScene* dest = *_dest; std::vector src (srcList.size()+1); src[0].scene = master; for (unsigned int i = 0; i < srcList.size();++i) { src[i+1] = SceneHelper( srcList[i].scene ); } // this helper array specifies which scenes are duplicates of others std::vector duplicates(src.size(),UINT_MAX); // this helper array is used as lookup table several times std::vector offset(src.size()); // Find duplicate scenes for (unsigned int i = 0; i < src.size();++i) { if (duplicates[i] != i && duplicates[i] != UINT_MAX) { continue; } duplicates[i] = i; for ( unsigned int a = i+1; a < src.size(); ++a) { if (src[i].scene == src[a].scene) { duplicates[a] = i; } } } // Generate unique names for all named stuff? if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { #if 0 // Construct a proper random number generator boost::mt19937 rng( ); boost::uniform_int<> dist(1u,1 << 24u); boost::variate_generator > rndGen(rng, dist); #endif for (unsigned int i = 1; i < src.size();++i) { //if (i != duplicates[i]) //{ // // duplicate scenes share the same UID // ::strcpy( src[i].id, src[duplicates[i]].id ); // src[i].idlen = src[duplicates[i]].idlen; // continue; //} src[i].idlen = ai_snprintf(src[i].id, 32, "$%.6X$_",i); if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { // Compute hashes for all identifiers in this scene and store them // in a sorted table (for convenience I'm using std::set). We hash // just the node and animation channel names, all identifiers except // the material names should be caught by doing this. AddNodeHashes(src[i]->mRootNode,src[i].hashes); for (unsigned int a = 0; a < src[i]->mNumAnimations;++a) { aiAnimation* anim = src[i]->mAnimations[a]; src[i].hashes.insert(SuperFastHash(anim->mName.data,static_cast(anim->mName.length))); } } } } unsigned int cnt; // First find out how large the respective output arrays must be for ( unsigned int n = 0; n < src.size();++n ) { SceneHelper* cur = &src[n]; if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) { dest->mNumTextures += (*cur)->mNumTextures; dest->mNumMaterials += (*cur)->mNumMaterials; dest->mNumMeshes += (*cur)->mNumMeshes; } dest->mNumLights += (*cur)->mNumLights; dest->mNumCameras += (*cur)->mNumCameras; dest->mNumAnimations += (*cur)->mNumAnimations; // Combine the flags of all scenes // We need to process them flag-by-flag here to get correct results // dest->mFlags ; //|= (*cur)->mFlags; if ((*cur)->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) { dest->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT; } } // generate the output texture list + an offset table for all texture indices if (dest->mNumTextures) { aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials]; cnt = 0; for ( unsigned int n = 0; n < src.size();++n ) { SceneHelper* cur = &src[n]; for (unsigned int i = 0; i < (*cur)->mNumTextures;++i) { if (n != duplicates[n]) { if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) Copy(pip,(*cur)->mTextures[i]); else continue; } else *pip = (*cur)->mTextures[i]; ++pip; } offset[n] = cnt; cnt = (unsigned int)(pip - dest->mTextures); } } // generate the output material list + an offset table for all material indices if (dest->mNumMaterials) { aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials]; cnt = 0; for ( unsigned int n = 0; n < src.size();++n ) { SceneHelper* cur = &src[n]; for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i) { if (n != duplicates[n]) { if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) Copy(pip,(*cur)->mMaterials[i]); else continue; } else *pip = (*cur)->mMaterials[i]; if ((*cur)->mNumTextures != dest->mNumTextures) { // We need to update all texture indices of the mesh. So we need to search for // a material property called '$tex.file' for (unsigned int a = 0; a < (*pip)->mNumProperties;++a) { aiMaterialProperty* prop = (*pip)->mProperties[a]; if (!strncmp(prop->mKey.data,"$tex.file",9)) { // Check whether this texture is an embedded texture. // In this case the property looks like this: *, // where n is the index of the texture. aiString& s = *((aiString*)prop->mData); if ('*' == s.data[0]) { // Offset the index and write it back .. const unsigned int idx = strtoul10(&s.data[1]) + offset[n]; ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx); } } // Need to generate new, unique material names? else if (!::strcmp( prop->mKey.data,"$mat.name" ) && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) { aiString* pcSrc = (aiString*) prop->mData; PrefixString(*pcSrc, (*cur).id, (*cur).idlen); } } } ++pip; } offset[n] = cnt; cnt = (unsigned int)(pip - dest->mMaterials); } } // generate the output mesh list + again an offset table for all mesh indices if (dest->mNumMeshes) { aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes]; cnt = 0; for ( unsigned int n = 0; n < src.size();++n ) { SceneHelper* cur = &src[n]; for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i) { if (n != duplicates[n]) { if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) Copy(pip, (*cur)->mMeshes[i]); else continue; } else *pip = (*cur)->mMeshes[i]; // update the material index of the mesh (*pip)->mMaterialIndex += offset[n]; ++pip; } // reuse the offset array - store now the mesh offset in it offset[n] = cnt; cnt = (unsigned int)(pip - dest->mMeshes); } } std::vector nodes; nodes.reserve(srcList.size()); // ---------------------------------------------------------------------------- // Now generate the output node graph. We need to make those // names in the graph that are referenced by anims or lights // or cameras unique. So we add a prefix to them ... $_ // We could also use a counter, but using a random value allows us to // use just one prefix if we are joining multiple scene hierarchies recursively. // Chances are quite good we don't collide, so we try that ... // ---------------------------------------------------------------------------- // Allocate space for light sources, cameras and animations aiLight** ppLights = dest->mLights = (dest->mNumLights ? new aiLight*[dest->mNumLights] : NULL); aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras ? new aiCamera*[dest->mNumCameras] : NULL); aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations ? new aiAnimation*[dest->mNumAnimations] : NULL); for ( int n = static_cast(src.size()-1); n >= 0 ;--n ) /* !!! important !!! */ { SceneHelper* cur = &src[n]; aiNode* node; // To offset or not to offset, this is the question if (n != (int)duplicates[n]) { // Get full scene-graph copy Copy( &node, (*cur)->mRootNode ); OffsetNodeMeshIndices(node,offset[duplicates[n]]); if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) { // (note:) they are already 'offseted' by offset[duplicates[n]] OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]); } } else // if (n == duplicates[n]) { node = (*cur)->mRootNode; OffsetNodeMeshIndices(node,offset[n]); } if (n) // src[0] is the master node nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode,n )); // add name prefixes? if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { // or the whole scenegraph if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { AddNodePrefixesChecked(node,(*cur).id,(*cur).idlen,src,n); } else AddNodePrefixes(node,(*cur).id,(*cur).idlen); // meshes for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i) { aiMesh* mesh = (*cur)->mMeshes[i]; // rename all bones for (unsigned int a = 0; a < mesh->mNumBones;++a) { if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { if (!FindNameMatch(mesh->mBones[a]->mName,src,n)) continue; } PrefixString(mesh->mBones[a]->mName,(*cur).id,(*cur).idlen); } } } // -------------------------------------------------------------------- // Copy light sources for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights) { if (n != (int)duplicates[n]) // duplicate scene? { Copy(ppLights, (*cur)->mLights[i]); } else *ppLights = (*cur)->mLights[i]; // Add name prefixes? if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { if (!FindNameMatch((*ppLights)->mName,src,n)) continue; } PrefixString((*ppLights)->mName,(*cur).id,(*cur).idlen); } } // -------------------------------------------------------------------- // Copy cameras for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) { if (n != (int)duplicates[n]) // duplicate scene? { Copy(ppCameras, (*cur)->mCameras[i]); } else *ppCameras = (*cur)->mCameras[i]; // Add name prefixes? if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { if (!FindNameMatch((*ppCameras)->mName,src,n)) continue; } PrefixString((*ppCameras)->mName,(*cur).id,(*cur).idlen); } } // -------------------------------------------------------------------- // Copy animations for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) { if (n != (int)duplicates[n]) // duplicate scene? { Copy(ppAnims, (*cur)->mAnimations[i]); } else *ppAnims = (*cur)->mAnimations[i]; // Add name prefixes? if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { if (!FindNameMatch((*ppAnims)->mName,src,n)) continue; } PrefixString((*ppAnims)->mName,(*cur).id,(*cur).idlen); // don't forget to update all node animation channels for (unsigned int a = 0; a < (*ppAnims)->mNumChannels;++a) { if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { if (!FindNameMatch((*ppAnims)->mChannels[a]->mNodeName,src,n)) continue; } PrefixString((*ppAnims)->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen); } } } } // Now build the output graph AttachToGraph ( master, nodes); dest->mRootNode = master->mRootNode; // Check whether we succeeded at building the output graph for (std::vector ::iterator it = nodes.begin(); it != nodes.end(); ++it) { if (!(*it).resolved) { if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) { // search for this attachment point in all other imported scenes, too. for ( unsigned int n = 0; n < src.size();++n ) { if (n != (*it).src_idx) { AttachToGraph(src[n].scene,nodes); if ((*it).resolved) break; } } } if (!(*it).resolved) { DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ") + (*it).node->mName.data + " " + (*it).attachToNode->mName.data); } } } // now delete all input scenes. Make sure duplicate scenes aren't // deleted more than one time for ( unsigned int n = 0; n < src.size();++n ) { if (n != duplicates[n]) // duplicate scene? continue; aiScene* deleteMe = src[n].scene; // We need to delete the arrays before the destructor is called - // we are reusing the array members delete[] deleteMe->mMeshes; deleteMe->mMeshes = NULL; delete[] deleteMe->mCameras; deleteMe->mCameras = NULL; delete[] deleteMe->mLights; deleteMe->mLights = NULL; delete[] deleteMe->mMaterials; deleteMe->mMaterials = NULL; delete[] deleteMe->mAnimations; deleteMe->mAnimations = NULL; deleteMe->mRootNode = NULL; // Now we can safely delete the scene delete deleteMe; } // Check flags if (!dest->mNumMeshes || !dest->mNumMaterials) { dest->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; } // We're finished } // ------------------------------------------------------------------------------------------------ // Build a list of unique bones void SceneCombiner::BuildUniqueBoneList(std::list& asBones, std::vector::const_iterator it, std::vector::const_iterator end) { unsigned int iOffset = 0; for (; it != end;++it) { for (unsigned int l = 0; l < (*it)->mNumBones;++l) { aiBone* p = (*it)->mBones[l]; uint32_t itml = SuperFastHash(p->mName.data,(unsigned int)p->mName.length); std::list::iterator it2 = asBones.begin(); std::list::iterator end2 = asBones.end(); for (;it2 != end2;++it2) { if ((*it2).first == itml) { (*it2).pSrcBones.push_back(BoneSrcIndex(p,iOffset)); break; } } if (end2 == it2) { // need to begin a new bone entry asBones.push_back(BoneWithHash()); BoneWithHash& btz = asBones.back(); // setup members btz.first = itml; btz.second = &p->mName; btz.pSrcBones.push_back(BoneSrcIndex(p,iOffset)); } } iOffset += (*it)->mNumVertices; } } // ------------------------------------------------------------------------------------------------ // Merge a list of bones void SceneCombiner::MergeBones(aiMesh* out,std::vector::const_iterator it, std::vector::const_iterator end) { if ( nullptr == out || out->mNumBones == 0 ) { return; } // find we need to build an unique list of all bones. // we work with hashes to make the comparisons MUCH faster, // at least if we have many bones. std::list asBones; BuildUniqueBoneList(asBones, it,end); // now create the output bones out->mNumBones = 0; out->mBones = new aiBone*[asBones.size()]; for (std::list::const_iterator it = asBones.begin(),end = asBones.end(); it != end;++it) { // Allocate a bone and setup it's name aiBone* pc = out->mBones[out->mNumBones++] = new aiBone(); pc->mName = aiString( *((*it).second )); std::vector< BoneSrcIndex >::const_iterator wend = (*it).pSrcBones.end(); // Loop through all bones to be joined for this bone for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) { pc->mNumWeights += (*wmit).first->mNumWeights; // NOTE: different offset matrices for bones with equal names // are - at the moment - not handled correctly. if (wmit != (*it).pSrcBones.begin() && pc->mOffsetMatrix != (*wmit).first->mOffsetMatrix) { DefaultLogger::get()->warn("Bones with equal names but different offset matrices can't be joined at the moment"); continue; } pc->mOffsetMatrix = (*wmit).first->mOffsetMatrix; } // Allocate the vertex weight array aiVertexWeight* avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights]; // And copy the final weights - adjust the vertex IDs by the // face index offset of the corresponding mesh. for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) { aiBone* pip = (*wmit).first; for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw) { const aiVertexWeight& vfi = pip->mWeights[mp]; avw->mWeight = vfi.mWeight; avw->mVertexId = vfi.mVertexId + (*wmit).second; } } } } // ------------------------------------------------------------------------------------------------ // Merge a list of meshes void SceneCombiner::MergeMeshes(aiMesh** _out, unsigned int /*flags*/, std::vector::const_iterator begin, std::vector::const_iterator end) { if ( nullptr == _out ) { return; } if (begin == end) { *_out = NULL; // no meshes ... return; } // Allocate the output mesh aiMesh* out = *_out = new aiMesh(); out->mMaterialIndex = (*begin)->mMaterialIndex; std::string name; // Find out how much output storage we'll need for (std::vector::const_iterator it = begin; it != end; ++it) { const char *meshName( (*it)->mName.C_Str() ); name += std::string( meshName ); if ( it != end - 1 ) { name += "."; } out->mNumVertices += (*it)->mNumVertices; out->mNumFaces += (*it)->mNumFaces; out->mNumBones += (*it)->mNumBones; // combine primitive type flags out->mPrimitiveTypes |= (*it)->mPrimitiveTypes; } out->mName.Set( name.c_str() ); if (out->mNumVertices) { aiVector3D* pv2; // copy vertex positions if ((**begin).HasPositions()) { pv2 = out->mVertices = new aiVector3D[out->mNumVertices]; for (std::vector::const_iterator it = begin; it != end; ++it) { if ((*it)->mVertices) { ::memcpy(pv2,(*it)->mVertices,(*it)->mNumVertices*sizeof(aiVector3D)); } else DefaultLogger::get()->warn("JoinMeshes: Positions expected but input mesh contains no positions"); pv2 += (*it)->mNumVertices; } } // copy normals if ((**begin).HasNormals()) { pv2 = out->mNormals = new aiVector3D[out->mNumVertices]; for (std::vector::const_iterator it = begin; it != end;++it) { if ((*it)->mNormals) { ::memcpy(pv2,(*it)->mNormals,(*it)->mNumVertices*sizeof(aiVector3D)); } else DefaultLogger::get()->warn("JoinMeshes: Normals expected but input mesh contains no normals"); pv2 += (*it)->mNumVertices; } } // copy tangents and bi-tangents if ((**begin).HasTangentsAndBitangents()) { pv2 = out->mTangents = new aiVector3D[out->mNumVertices]; aiVector3D* pv2b = out->mBitangents = new aiVector3D[out->mNumVertices]; for (std::vector::const_iterator it = begin; it != end;++it) { if ((*it)->mTangents) { ::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices*sizeof(aiVector3D)); ::memcpy(pv2b,(*it)->mBitangents,(*it)->mNumVertices*sizeof(aiVector3D)); } else DefaultLogger::get()->warn("JoinMeshes: Tangents expected but input mesh contains no tangents"); pv2 += (*it)->mNumVertices; pv2b += (*it)->mNumVertices; } } // copy texture coordinates unsigned int n = 0; while ((**begin).HasTextureCoords(n)) { out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n]; pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices]; for (std::vector::const_iterator it = begin; it != end;++it) { if ((*it)->mTextureCoords[n]) { ::memcpy(pv2,(*it)->mTextureCoords[n],(*it)->mNumVertices*sizeof(aiVector3D)); } else DefaultLogger::get()->warn("JoinMeshes: UVs expected but input mesh contains no UVs"); pv2 += (*it)->mNumVertices; } ++n; } // copy vertex colors n = 0; while ((**begin).HasVertexColors(n)) { aiColor4D* pv2 = out->mColors[n] = new aiColor4D[out->mNumVertices]; for (std::vector::const_iterator it = begin; it != end;++it) { if ((*it)->mColors[n]) { ::memcpy(pv2,(*it)->mColors[n],(*it)->mNumVertices*sizeof(aiColor4D)); } else DefaultLogger::get()->warn("JoinMeshes: VCs expected but input mesh contains no VCs"); pv2 += (*it)->mNumVertices; } ++n; } } if (out->mNumFaces) // just for safety { // copy faces out->mFaces = new aiFace[out->mNumFaces]; aiFace* pf2 = out->mFaces; unsigned int ofs = 0; for (std::vector::const_iterator it = begin; it != end;++it) { for (unsigned int m = 0; m < (*it)->mNumFaces;++m,++pf2) { aiFace& face = (*it)->mFaces[m]; pf2->mNumIndices = face.mNumIndices; pf2->mIndices = face.mIndices; if (ofs) { // add the offset to the vertex for (unsigned int q = 0; q < face.mNumIndices; ++q) face.mIndices[q] += ofs; } face.mIndices = NULL; } ofs += (*it)->mNumVertices; } } // bones - as this is quite lengthy, I moved the code to a separate function if (out->mNumBones) MergeBones(out,begin,end); // delete all source meshes for (std::vector::const_iterator it = begin; it != end;++it) delete *it; } // ------------------------------------------------------------------------------------------------ void SceneCombiner::MergeMaterials(aiMaterial** dest, std::vector::const_iterator begin, std::vector::const_iterator end) { if ( nullptr == dest ) { return; } if (begin == end) { *dest = NULL; // no materials ... return; } // Allocate the output material aiMaterial* out = *dest = new aiMaterial(); // Get the maximal number of properties unsigned int size = 0; for (std::vector::const_iterator it = begin; it != end; ++it) { size += (*it)->mNumProperties; } out->Clear(); delete[] out->mProperties; out->mNumAllocated = size; out->mNumProperties = 0; out->mProperties = new aiMaterialProperty*[out->mNumAllocated]; for (std::vector::const_iterator it = begin; it != end; ++it) { for(unsigned int i = 0; i < (*it)->mNumProperties; ++i) { aiMaterialProperty* sprop = (*it)->mProperties[i]; // Test if we already have a matching property const aiMaterialProperty* prop_exist; if(aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mSemantic, sprop->mIndex, &prop_exist) != AI_SUCCESS) { // If not, we add it to the new material aiMaterialProperty* prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty(); prop->mDataLength = sprop->mDataLength; prop->mData = new char[prop->mDataLength]; ::memcpy(prop->mData, sprop->mData, prop->mDataLength); prop->mIndex = sprop->mIndex; prop->mSemantic = sprop->mSemantic; prop->mKey = sprop->mKey; prop->mType = sprop->mType; out->mNumProperties++; } } } } // ------------------------------------------------------------------------------------------------ template inline void CopyPtrArray (Type**& dest, const Type* const * src, ai_uint num) { if (!num) { dest = NULL; return; } dest = new Type*[num]; for (ai_uint i = 0; i < num;++i) { SceneCombiner::Copy(&dest[i],src[i]); } } // ------------------------------------------------------------------------------------------------ template inline void GetArrayCopy(Type*& dest, ai_uint num ) { if ( !dest ) { return; } Type* old = dest; dest = new Type[num]; ::memcpy(dest, old, sizeof(Type) * num); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src) { if ( nullptr == _dest || nullptr == src ) { return; } // reuse the old scene or allocate a new? if (*_dest) { (*_dest)->~aiScene(); new (*_dest) aiScene(); } else { *_dest = new aiScene(); } ::memcpy(*_dest,src,sizeof(aiScene)); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::CopyScene(aiScene** _dest,const aiScene* src,bool allocate) { if ( nullptr == _dest || nullptr == src ) { return; } if (allocate) { *_dest = new aiScene(); } aiScene* dest = *_dest; ai_assert(nullptr != dest); // copy metadata if ( nullptr != src->mMetaData ) { dest->mMetaData = new aiMetadata( *src->mMetaData ); } // copy animations dest->mNumAnimations = src->mNumAnimations; CopyPtrArray(dest->mAnimations,src->mAnimations, dest->mNumAnimations); // copy textures dest->mNumTextures = src->mNumTextures; CopyPtrArray(dest->mTextures,src->mTextures, dest->mNumTextures); // copy materials dest->mNumMaterials = src->mNumMaterials; CopyPtrArray(dest->mMaterials,src->mMaterials, dest->mNumMaterials); // copy lights dest->mNumLights = src->mNumLights; CopyPtrArray(dest->mLights,src->mLights, dest->mNumLights); // copy cameras dest->mNumCameras = src->mNumCameras; CopyPtrArray(dest->mCameras,src->mCameras, dest->mNumCameras); // copy meshes dest->mNumMeshes = src->mNumMeshes; CopyPtrArray(dest->mMeshes,src->mMeshes, dest->mNumMeshes); // now - copy the root node of the scene (deep copy, too) Copy( &dest->mRootNode, src->mRootNode); // and keep the flags ... dest->mFlags = src->mFlags; // source private data might be NULL if the scene is user-allocated (i.e. for use with the export API) if (dest->mPrivate != NULL) { ScenePriv(dest)->mPPStepsApplied = ScenePriv(src) ? ScenePriv(src)->mPPStepsApplied : 0; } } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy( aiMesh** _dest, const aiMesh* src ) { if ( nullptr == _dest || nullptr == src ) { return; } aiMesh* dest = *_dest = new aiMesh(); // get a flat copy ::memcpy(dest,src,sizeof(aiMesh)); // and reallocate all arrays GetArrayCopy( dest->mVertices, dest->mNumVertices ); GetArrayCopy( dest->mNormals , dest->mNumVertices ); GetArrayCopy( dest->mTangents, dest->mNumVertices ); GetArrayCopy( dest->mBitangents, dest->mNumVertices ); unsigned int n = 0; while (dest->HasTextureCoords(n)) GetArrayCopy( dest->mTextureCoords[n++], dest->mNumVertices ); n = 0; while (dest->HasVertexColors(n)) GetArrayCopy( dest->mColors[n++], dest->mNumVertices ); // make a deep copy of all bones CopyPtrArray(dest->mBones,dest->mBones,dest->mNumBones); // make a deep copy of all faces GetArrayCopy(dest->mFaces,dest->mNumFaces); for (unsigned int i = 0; i < dest->mNumFaces;++i) { aiFace& f = dest->mFaces[i]; GetArrayCopy(f.mIndices,f.mNumIndices); } } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy (aiMaterial** _dest, const aiMaterial* src) { if ( nullptr == _dest || nullptr == src ) { return; } aiMaterial* dest = (aiMaterial*) ( *_dest = new aiMaterial() ); dest->Clear(); delete[] dest->mProperties; dest->mNumAllocated = src->mNumAllocated; dest->mNumProperties = src->mNumProperties; dest->mProperties = new aiMaterialProperty* [dest->mNumAllocated]; for (unsigned int i = 0; i < dest->mNumProperties;++i) { aiMaterialProperty* prop = dest->mProperties[i] = new aiMaterialProperty(); aiMaterialProperty* sprop = src->mProperties[i]; prop->mDataLength = sprop->mDataLength; prop->mData = new char[prop->mDataLength]; ::memcpy(prop->mData,sprop->mData,prop->mDataLength); prop->mIndex = sprop->mIndex; prop->mSemantic = sprop->mSemantic; prop->mKey = sprop->mKey; prop->mType = sprop->mType; } } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy(aiTexture** _dest, const aiTexture* src) { if ( nullptr == _dest || nullptr == src ) { return; } aiTexture* dest = *_dest = new aiTexture(); // get a flat copy ::memcpy(dest,src,sizeof(aiTexture)); // and reallocate all arrays. We must do it manually here const char* old = (const char*)dest->pcData; if (old) { unsigned int cpy; if (!dest->mHeight)cpy = dest->mWidth; else cpy = dest->mHeight * dest->mWidth * sizeof(aiTexel); if (!cpy) { dest->pcData = NULL; return; } // the cast is legal, the aiTexel c'tor does nothing important dest->pcData = (aiTexel*) new char[cpy]; ::memcpy(dest->pcData, old, cpy); } } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy( aiAnimation** _dest, const aiAnimation* src ) { if ( nullptr == _dest || nullptr == src ) { return; } aiAnimation* dest = *_dest = new aiAnimation(); // get a flat copy ::memcpy(dest,src,sizeof(aiAnimation)); // and reallocate all arrays CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels ); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy(aiNodeAnim** _dest, const aiNodeAnim* src) { if ( nullptr == _dest || nullptr == src ) { return; } aiNodeAnim* dest = *_dest = new aiNodeAnim(); // get a flat copy ::memcpy(dest,src,sizeof(aiNodeAnim)); // and reallocate all arrays GetArrayCopy( dest->mPositionKeys, dest->mNumPositionKeys ); GetArrayCopy( dest->mScalingKeys, dest->mNumScalingKeys ); GetArrayCopy( dest->mRotationKeys, dest->mNumRotationKeys ); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy( aiCamera** _dest,const aiCamera* src) { if ( nullptr == _dest || nullptr == src ) { return; } aiCamera* dest = *_dest = new aiCamera(); // get a flat copy, that's already OK ::memcpy(dest,src,sizeof(aiCamera)); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy(aiLight** _dest, const aiLight* src) { if ( nullptr == _dest || nullptr == src ) { return; } aiLight* dest = *_dest = new aiLight(); // get a flat copy, that's already OK ::memcpy(dest,src,sizeof(aiLight)); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy(aiBone** _dest, const aiBone* src) { if ( nullptr == _dest || nullptr == src ) { return; } aiBone* dest = *_dest = new aiBone(); // get a flat copy ::memcpy(dest,src,sizeof(aiBone)); // and reallocate all arrays GetArrayCopy( dest->mWeights, dest->mNumWeights ); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy (aiNode** _dest, const aiNode* src) { ai_assert(NULL != _dest && NULL != src); aiNode* dest = *_dest = new aiNode(); // get a flat copy ::memcpy(dest,src,sizeof(aiNode)); if (src->mMetaData) { Copy(&dest->mMetaData, src->mMetaData); } // and reallocate all arrays GetArrayCopy( dest->mMeshes, dest->mNumMeshes ); CopyPtrArray( dest->mChildren, src->mChildren,dest->mNumChildren); // need to set the mParent fields to the created aiNode. for( unsigned int i = 0; i < dest->mNumChildren; i ++ ) { dest->mChildren[i]->mParent = dest; } } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy(aiMetadata** _dest, const aiMetadata* src) { if ( nullptr == _dest || nullptr == src ) { return; } if ( 0 == src->mNumProperties ) { return; } aiMetadata* dest = *_dest = aiMetadata::Alloc( src->mNumProperties ); std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys); dest->mValues = new aiMetadataEntry[src->mNumProperties]; for (unsigned int i = 0; i < src->mNumProperties; ++i) { aiMetadataEntry& in = src->mValues[i]; aiMetadataEntry& out = dest->mValues[i]; out.mType = in.mType; switch (dest->mValues[i].mType) { case AI_BOOL: out.mData = new bool(*static_cast(in.mData)); break; case AI_INT32: out.mData = new int32_t(*static_cast(in.mData)); break; case AI_UINT64: out.mData = new uint64_t(*static_cast(in.mData)); break; case AI_FLOAT: out.mData = new float(*static_cast(in.mData)); break; case AI_DOUBLE: out.mData = new double(*static_cast(in.mData)); break; case AI_AISTRING: out.mData = new aiString(*static_cast(in.mData)); break; case AI_AIVECTOR3D: out.mData = new aiVector3D(*static_cast(in.mData)); break; default: ai_assert(false); break; } } } } // Namespace Assimp