/* Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implements Assimp::SceneCombiner. This is a smart utility * class that can be used to combine several scenes, meshes, ... * in one. Currently these utilities are used by the IRR and LWS * loaders and by the OptimizeGraph step. */ // ---------------------------------------------------------------------------- #include "AssimpPCH.h" #include "SceneCombiner.h" #include "fast_atof.h" #include "Hash.h" #include "time.h" // ---------------------------------------------------------------------------- // We need boost::random here. The workaround uses rand() instead of a proper // Mersenne twister, but I think it should still be 'random' enough for our // purposes. // ---------------------------------------------------------------------------- #ifdef ASSIMP_BUILD_BOOST_WORKAROUND # include "../include/BoostWorkaround/boost/random/uniform_int.hpp" # include "../include/BoostWorkaround/boost/random/variate_generator.hpp" # include "../include/BoostWorkaround/boost/random/mersenne_twister.hpp" #else # include # include # include #endif namespace Assimp { // ------------------------------------------------------------------------------------------------ /** This is a small helper data structure simplifying our work */ struct SceneHelper { SceneHelper () : scene (NULL) , idlen (0) { id[0] = 0; } SceneHelper (aiScene* _scene) : scene (_scene) , idlen (0) { id[0] = 0; } AI_FORCE_INLINE aiScene* operator-> () const { return scene; } // scene we're working on aiScene* scene; // prefix to be added to all identifiers in the scene ... char id [32]; // and its strlen() unsigned int idlen; }; // ------------------------------------------------------------------------------------------------ // 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; // 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 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); } // ------------------------------------------------------------------------------------------------ // 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) { ai_assert(NULL != _dest); // 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(); aiScene* dest = *_dest; // 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) { ai_assert(NULL != _dest); // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it if (srcList.empty()) { if (*_dest) { (*_dest)->~aiScene(); SceneCombiner::CopySceneFlat(_dest,master); } else *_dest = master; return; } if (*_dest)(*_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(),0xffffffff); // 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] != 0xffffffff)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) { // Construct a proper random number generator boost::mt19937 rng( ::clock() ); boost::uniform_int<> dist(1u,1 << 24u); boost::variate_generator > rndGen(rng, dist); 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; //} const unsigned int random = rndGen(); src[i].idlen = ::sprintf(src[i].id,"$%.6X$_",random); } } unsigned int cnt; // First find out how large the respective output arrays must be for ( unsigned int n = 0; n < src.size();++n ) { SceneHelper* cur = &src[n]; if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) { dest->mNumTextures += (*cur)->mNumTextures; dest->mNumMaterials += (*cur)->mNumMaterials; dest->mNumMeshes += (*cur)->mNumMeshes; } dest->mNumLights += (*cur)->mNumLights; dest->mNumCameras += (*cur)->mNumCameras; dest->mNumAnimations += (*cur)->mNumAnimations; // Combine the flags of all scenes dest->mFlags |= (*cur)->mFlags; } // generate the output texture list + an offset table for all texture indices if (dest->mNumTextures) { aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials]; cnt = 0; for ( unsigned int n = 0; n < src.size();++n ) { SceneHelper* cur = &src[n]; for (unsigned int i = 0; i < (*cur)->mNumTextures;++i) { if (n != duplicates[n]) { if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) Copy(pip,(*cur)->mTextures[i]); else continue; } else *pip = (*cur)->mTextures[i]; ++pip; } offset[n] = cnt; cnt = (unsigned int)(pip - dest->mTextures); } } // generate the output material list + an offset table for all material indices if (dest->mNumMaterials) { aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials]; cnt = 0; for ( unsigned int n = 0; n < src.size();++n ) { SceneHelper* cur = &src[n]; for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i) { if (n != duplicates[n]) { if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) Copy(pip,(*cur)->mMaterials[i]); else continue; } else *pip = (*cur)->mMaterials[i]; if ((*cur)->mNumTextures != dest->mNumTextures) { // We need to update all texture indices of the mesh. So we need to search for // a material property called '$tex.file' for (unsigned int a = 0; a < (*pip)->mNumProperties;++a) { aiMaterialProperty* prop = (*pip)->mProperties[a]; if (!strncmp(prop->mKey.data,"$tex.file",9)) { // Check whether this texture is an embedded texture. // In this case the property looks like this: *, // where n is the index of the texture. aiString& s = *((aiString*)prop->mData); if ('*' == s.data[0]) { // Offset the index and write it back .. const unsigned int idx = strtol10(&s.data[1]) + offset[n]; ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx); } } // Need to generate new, unique material names? else if (!::strcmp( prop->mKey.data,"$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 ( unsigned int n = 0; n < src.size();++n ) { SceneHelper* cur = &src[n]; aiNode* node; // To offset or not to offset, this is the question if (n != duplicates[n]) { Copy( &node, (*cur)->mRootNode ); 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 )); // -------------------------------------------------------------------- // Copy light sources for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights) { if (n != duplicates[n]) // duplicate scene? { Copy(ppLights, (*cur)->mLights[i]); } else *ppLights = (*cur)->mLights[i]; } // -------------------------------------------------------------------- // Copy cameras for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) { if (n != duplicates[n]) // duplicate scene? { Copy(ppCameras, (*cur)->mCameras[i]); } else *ppCameras = (*cur)->mCameras[i]; } // -------------------------------------------------------------------- // Copy animations for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) { if (n != duplicates[n]) // duplicate scene? { Copy(ppAnims, (*cur)->mAnimations[i]); } else *ppAnims = (*cur)->mAnimations[i]; } } for ( unsigned int n = 1; n < src.size();++n ) { SceneHelper* cur = &src[n]; // -------------------------------------------------------------------- // Add prefixes if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { for (unsigned int i = 0; i < (*cur)->mNumLights;++i) PrefixString(dest->mLights[i]->mName,(*cur).id,(*cur).idlen); for (unsigned int i = 0; i < (*cur)->mNumCameras;++i) PrefixString(dest->mCameras[i]->mName,(*cur).id,(*cur).idlen); for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i) { aiAnimation* anim = dest->mAnimations[i]; PrefixString(anim->mName,(*cur).id,(*cur).idlen); // don't forget to update all node animation channels for (unsigned int a = 0; a < anim->mNumChannels;++a) PrefixString(anim->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen); } AddNodePrefixes(nodes[n-1].node,(*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; } // 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) { ai_assert(NULL != out && !out->mNumBones); // 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->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 )); // Get an itrator to the end of the list 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. If this causes " "problems, deactivate the OptimizeGraph-Step"); 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 coresponding 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) { ai_assert(NULL != _out); if (begin == end) { *_out = NULL; // no meshes ... return; } // Allocate the output mesh aiMesh* out = *_out = new aiMesh(); out->mMaterialIndex = (*begin)->mMaterialIndex; // Find out how much output storage we'll need for (std::vector::const_iterator it = begin; it != end;++it) { out->mNumVertices += (*it)->mNumVertices; out->mNumFaces += (*it)->mNumFaces; out->mNumBones += (*it)->mNumBones; // combine primitive type flags out->mPrimitiveTypes |= (*it)->mPrimitiveTypes; } if (out->mNumVertices) // just for safety { 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)->mNormals) { ::memcpy(pv2,(*it)->mVertices,(*it)->mNumVertices*sizeof(aiVector3D)); } else DefaultLogger::get()->warn("JoinMeshes: Positions expected, but 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 mesh contains no normals"); pv2 += (*it)->mNumVertices; } } // copy tangents and bitangents 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 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 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 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; } ofs += (*it)->mNumVertices; face.mIndices = NULL; } } } // 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; } // ------------------------------------------------------------------------------------------------ template inline void CopyPtrArray (Type**& dest, Type** src, unsigned int num) { if (!num) { dest = NULL; return; } dest = new Type*[num]; for (unsigned int i = 0; i < num;++i) SceneCombiner::Copy(&dest[i],src[i]); } // ------------------------------------------------------------------------------------------------ template inline void GetArrayCopy (Type*& dest, unsigned int num ) { if (!dest)return; Type* old = dest; dest = new Type[num]; ::memcpy(dest, old, sizeof(Type) * num); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::CopySceneFlat(aiScene** _dest,aiScene* src) { // reuse the old scene or allocate a new? if (*_dest)(*_dest)->~aiScene(); else *_dest = new aiScene(); ::memcpy(*_dest,src,sizeof(aiScene)); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::CopyScene(aiScene** _dest,aiScene* src) { ai_assert(NULL != _dest && NULL != src); aiScene* dest = *_dest = new aiScene(); // 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; } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy (aiMesh** _dest, const aiMesh* src) { ai_assert(NULL != _dest && NULL != src); 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) { ai_assert(NULL != _dest && NULL != src); MaterialHelper* dest = (MaterialHelper*) ( *_dest = new MaterialHelper() ); 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) { ai_assert(NULL != _dest && NULL != src); 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) { ai_assert(NULL != _dest && NULL != src); aiAnimation* dest = *_dest = new aiAnimation(); // get a flat copy ::memcpy(dest,src,sizeof(aiAnimation)); // and reallocate all arrays GetArrayCopy( dest->mChannels, dest->mNumChannels ); } // ------------------------------------------------------------------------------------------------ void SceneCombiner::Copy (aiNodeAnim** _dest, const aiNodeAnim* src) { ai_assert(NULL != _dest && NULL != src); 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) { ai_assert(NULL != _dest && NULL != src); 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) { ai_assert(NULL != _dest && NULL != src); 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) { ai_assert(NULL != _dest && NULL != src); 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)); // and reallocate all arrays GetArrayCopy( dest->mMeshes, dest->mNumMeshes ); CopyPtrArray( dest->mChildren, src->mChildren,dest->mNumChildren); } }