/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2021, 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. --------------------------------------------------------------------------- */ /** @file Implementation of the post processing step to remove * any parts of the mesh structure from the imported data. */ #include "RemoveVCProcess.h" #include #include #include using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer RemoveVCProcess::RemoveVCProcess() : configDeleteFlags(), mScene() {} // ------------------------------------------------------------------------------------------------ // Destructor, private as well RemoveVCProcess::~RemoveVCProcess() {} // ------------------------------------------------------------------------------------------------ // Returns whether the processing step is present in the given flag field. bool RemoveVCProcess::IsActive(unsigned int pFlags) const { return (pFlags & aiProcess_RemoveComponent) != 0; } // ------------------------------------------------------------------------------------------------ // Small helper function to delete all elements in a T** array using delete template inline void ArrayDelete(T **&in, unsigned int &num) { for (unsigned int i = 0; i < num; ++i) delete in[i]; delete[] in; in = nullptr; num = 0; } #if 0 // ------------------------------------------------------------------------------------------------ // Updates the node graph - removes all nodes which have the "remove" flag set and the // "don't remove" flag not set. Nodes with meshes are never deleted. bool UpdateNodeGraph(aiNode* node,std::list& childsOfParent,bool root) { bool b = false; std::list mine; for (unsigned int i = 0; i < node->mNumChildren;++i) { if(UpdateNodeGraph(node->mChildren[i],mine,false)) b = true; } // somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set, // so we can do a simple comparison against MSB here if (!root && AI_RC_UINT_MSB == node->mNumMeshes ) { // this node needs to be removed if(node->mNumChildren) { childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end()); // set all children to nullptr to make sure they are not deleted when we delete ourself for (unsigned int i = 0; i < node->mNumChildren;++i) node->mChildren[i] = nullptr; } b = true; delete node; } else { AI_RC_UNMASK(node->mNumMeshes); childsOfParent.push_back(node); if (b) { // reallocate the array of our children here node->mNumChildren = (unsigned int)mine.size(); aiNode** const children = new aiNode*[mine.size()]; aiNode** ptr = children; for (std::list::iterator it = mine.begin(), end = mine.end(); it != end; ++it) { *ptr++ = *it; } delete[] node->mChildren; node->mChildren = children; return false; } } return b; } #endif // ------------------------------------------------------------------------------------------------ // Executes the post processing step on the given imported data. void RemoveVCProcess::Execute(aiScene *pScene) { ASSIMP_LOG_DEBUG("RemoveVCProcess begin"); bool bHas = false; //,bMasked = false; mScene = pScene; // handle animations if (configDeleteFlags & aiComponent_ANIMATIONS) { bHas = true; ArrayDelete(pScene->mAnimations, pScene->mNumAnimations); } // handle textures if (configDeleteFlags & aiComponent_TEXTURES) { bHas = true; ArrayDelete(pScene->mTextures, pScene->mNumTextures); } // handle materials if (configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials) { bHas = true; for (unsigned int i = 1; i < pScene->mNumMaterials; ++i) delete pScene->mMaterials[i]; pScene->mNumMaterials = 1; aiMaterial *helper = (aiMaterial *)pScene->mMaterials[0]; ai_assert(nullptr != helper); helper->Clear(); // gray aiColor3D clr(0.6f, 0.6f, 0.6f); helper->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); // add a small ambient color value clr = aiColor3D(0.05f, 0.05f, 0.05f); helper->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT); aiString s; s.Set("Dummy_MaterialsRemoved"); helper->AddProperty(&s, AI_MATKEY_NAME); } // handle light sources if (configDeleteFlags & aiComponent_LIGHTS) { bHas = true; ArrayDelete(pScene->mLights, pScene->mNumLights); } // handle camneras if (configDeleteFlags & aiComponent_CAMERAS) { bHas = true; ArrayDelete(pScene->mCameras, pScene->mNumCameras); } // handle meshes if (configDeleteFlags & aiComponent_MESHES) { bHas = true; ArrayDelete(pScene->mMeshes, pScene->mNumMeshes); } else { for (unsigned int a = 0; a < pScene->mNumMeshes; a++) { if (ProcessMesh(pScene->mMeshes[a])) bHas = true; } } // now check whether the result is still a full scene if (!pScene->mNumMeshes || !pScene->mNumMaterials) { pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; ASSIMP_LOG_DEBUG("Setting AI_SCENE_FLAGS_INCOMPLETE flag"); // If we have no meshes anymore we should also clear another flag ... if (!pScene->mNumMeshes) pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT; } if (bHas) { ASSIMP_LOG_INFO("RemoveVCProcess finished. Data structure cleanup has been done."); } else { ASSIMP_LOG_DEBUG("RemoveVCProcess finished. Nothing to be done ..."); } } // ------------------------------------------------------------------------------------------------ // Setup configuration properties for the step void RemoveVCProcess::SetupProperties(const Importer *pImp) { configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS, 0x0); if (!configDeleteFlags) { ASSIMP_LOG_WARN("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero."); } } // ------------------------------------------------------------------------------------------------ // Executes the post processing step on the given imported data. bool RemoveVCProcess::ProcessMesh(aiMesh *pMesh) { bool ret = false; // if all materials have been deleted let the material // index of the mesh point to the created default material if (configDeleteFlags & aiComponent_MATERIALS) pMesh->mMaterialIndex = 0; // handle normals if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals) { delete[] pMesh->mNormals; pMesh->mNormals = nullptr; ret = true; } // handle tangents and bitangents if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents) { delete[] pMesh->mTangents; pMesh->mTangents = nullptr; delete[] pMesh->mBitangents; pMesh->mBitangents = nullptr; ret = true; } // handle texture coordinates bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS)); for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real) { if (!pMesh->mTextureCoords[i]) break; if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b) { delete[] pMesh->mTextureCoords[i]; pMesh->mTextureCoords[i] = nullptr; ret = true; if (!b) { // collapse the rest of the array for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) pMesh->mTextureCoords[a - 1] = pMesh->mTextureCoords[a]; pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS - 1] = nullptr; continue; } } ++i; } // handle vertex colors b = (0 != (configDeleteFlags & aiComponent_COLORS)); for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real) { if (!pMesh->mColors[i]) break; if (configDeleteFlags & aiComponent_COLORSn(i) || b) { delete[] pMesh->mColors[i]; pMesh->mColors[i] = nullptr; ret = true; if (!b) { // collapse the rest of the array for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) pMesh->mColors[a - 1] = pMesh->mColors[a]; pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS - 1] = nullptr; continue; } } ++i; } // handle bones if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones) { ArrayDelete(pMesh->mBones, pMesh->mNumBones); ret = true; } return ret; }