245 lines
8.6 KiB
C++
245 lines
8.6 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the post processing step to remove
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* any parts of the mesh structure from the imported data.
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*/
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#include "RemoveVCProcess.h"
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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RemoveVCProcess::RemoveVCProcess() :
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configDeleteFlags(), mScene() {}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool RemoveVCProcess::IsActive(unsigned int pFlags) const {
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return (pFlags & aiProcess_RemoveComponent) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Small helper function to delete all elements in a T** array using delete
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template <typename T>
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inline void ArrayDelete(T **&in, unsigned int &num) {
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for (unsigned int i = 0; i < num; ++i)
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delete in[i];
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delete[] in;
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in = nullptr;
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num = 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void RemoveVCProcess::Execute(aiScene *pScene) {
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ASSIMP_LOG_DEBUG("RemoveVCProcess begin");
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bool bHas = false; //,bMasked = false;
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mScene = pScene;
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// handle animations
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if (configDeleteFlags & aiComponent_ANIMATIONS) {
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bHas = true;
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ArrayDelete(pScene->mAnimations, pScene->mNumAnimations);
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}
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// handle textures
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if (configDeleteFlags & aiComponent_TEXTURES) {
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bHas = true;
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ArrayDelete(pScene->mTextures, pScene->mNumTextures);
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}
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// handle materials
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if (configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials) {
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bHas = true;
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for (unsigned int i = 1; i < pScene->mNumMaterials; ++i)
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delete pScene->mMaterials[i];
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pScene->mNumMaterials = 1;
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aiMaterial *helper = (aiMaterial *)pScene->mMaterials[0];
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ai_assert(nullptr != helper);
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helper->Clear();
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// gray
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aiColor3D clr(0.6f, 0.6f, 0.6f);
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helper->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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// add a small ambient color value
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clr = aiColor3D(0.05f, 0.05f, 0.05f);
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helper->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
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aiString s;
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s.Set("Dummy_MaterialsRemoved");
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helper->AddProperty(&s, AI_MATKEY_NAME);
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}
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// handle light sources
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if (configDeleteFlags & aiComponent_LIGHTS) {
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bHas = true;
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ArrayDelete(pScene->mLights, pScene->mNumLights);
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}
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// handle camneras
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if (configDeleteFlags & aiComponent_CAMERAS) {
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bHas = true;
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ArrayDelete(pScene->mCameras, pScene->mNumCameras);
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}
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// handle meshes
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if (configDeleteFlags & aiComponent_MESHES) {
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bHas = true;
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ArrayDelete(pScene->mMeshes, pScene->mNumMeshes);
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} else {
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for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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if (ProcessMesh(pScene->mMeshes[a]))
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bHas = true;
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}
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}
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// now check whether the result is still a full scene
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if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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ASSIMP_LOG_DEBUG("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
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// If we have no meshes anymore we should also clear another flag ...
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if (!pScene->mNumMeshes)
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pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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}
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if (bHas) {
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ASSIMP_LOG_INFO("RemoveVCProcess finished. Data structure cleanup has been done.");
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} else {
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ASSIMP_LOG_DEBUG("RemoveVCProcess finished. Nothing to be done ...");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the step
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void RemoveVCProcess::SetupProperties(const Importer *pImp) {
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configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS, 0x0);
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if (!configDeleteFlags) {
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ASSIMP_LOG_WARN("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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bool RemoveVCProcess::ProcessMesh(aiMesh *pMesh) {
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bool ret = false;
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// if all materials have been deleted let the material
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// index of the mesh point to the created default material
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if (configDeleteFlags & aiComponent_MATERIALS)
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pMesh->mMaterialIndex = 0;
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// handle normals
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if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals) {
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delete[] pMesh->mNormals;
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pMesh->mNormals = nullptr;
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ret = true;
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}
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// handle tangents and bitangents
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if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents) {
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delete[] pMesh->mTangents;
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pMesh->mTangents = nullptr;
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delete[] pMesh->mBitangents;
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pMesh->mBitangents = nullptr;
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ret = true;
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}
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// handle texture coordinates
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bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
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for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real) {
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if (!pMesh->mTextureCoords[i]) break;
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if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b) {
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delete[] pMesh->mTextureCoords[i];
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pMesh->mTextureCoords[i] = nullptr;
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ret = true;
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if (!b) {
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// collapse the rest of the array
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for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
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pMesh->mTextureCoords[a - 1] = pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS - 1] = nullptr;
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continue;
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}
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}
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++i;
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}
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// handle vertex colors
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b = (0 != (configDeleteFlags & aiComponent_COLORS));
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for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real) {
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if (!pMesh->mColors[i]) break;
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if (configDeleteFlags & aiComponent_COLORSn(i) || b) {
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delete[] pMesh->mColors[i];
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pMesh->mColors[i] = nullptr;
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ret = true;
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if (!b) {
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// collapse the rest of the array
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for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a)
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pMesh->mColors[a - 1] = pMesh->mColors[a];
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pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS - 1] = nullptr;
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continue;
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}
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}
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++i;
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}
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// handle bones
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if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones) {
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ArrayDelete(pMesh->mBones, pMesh->mNumBones);
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ret = true;
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}
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return ret;
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}
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