383 lines
13 KiB
C++
383 lines
13 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, 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
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following 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 ProcessHelper.cpp
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/** Implement shared utility functions for postprocessing steps */
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#include "ProcessHelper.h"
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#include <limits>
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namespace Assimp {
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// -------------------------------------------------------------------------------
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void ConvertListToStrings(const std::string &in, std::list<std::string> &out) {
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const char *s = in.c_str();
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while (*s) {
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SkipSpacesAndLineEnd(&s);
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if (*s == '\'') {
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const char *base = ++s;
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while (*s != '\'') {
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++s;
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if (*s == '\0') {
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ASSIMP_LOG_ERROR("ConvertListToString: String list is ill-formatted");
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return;
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}
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}
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out.emplace_back(base,(size_t)(s-base));
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++s;
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} else {
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out.push_back(GetNextToken(s));
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}
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}
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}
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// -------------------------------------------------------------------------------
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void FindAABBTransformed(const aiMesh *mesh, aiVector3D &min, aiVector3D &max,
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const aiMatrix4x4 &m) {
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min = aiVector3D(ai_real(10e10), ai_real(10e10), ai_real(10e10));
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max = aiVector3D(ai_real(-10e10), ai_real(-10e10), ai_real(-10e10));
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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const aiVector3D v = m * mesh->mVertices[i];
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min = std::min(v, min);
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max = std::max(v, max);
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}
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenter(aiMesh *mesh, aiVector3D &out, aiVector3D &min, aiVector3D &max) {
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ArrayBounds(mesh->mVertices, mesh->mNumVertices, min, max);
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out = min + (max - min) * (ai_real)0.5;
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}
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// -------------------------------------------------------------------------------
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void FindSceneCenter(aiScene *scene, aiVector3D &out, aiVector3D &min, aiVector3D &max) {
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if (nullptr == scene) {
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return;
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}
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if (0 == scene->mNumMeshes) {
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return;
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}
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FindMeshCenter(scene->mMeshes[0], out, min, max);
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for (unsigned int i = 1; i < scene->mNumMeshes; ++i) {
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aiVector3D tout, tmin, tmax;
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FindMeshCenter(scene->mMeshes[i], tout, tmin, tmax);
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if (min[0] > tmin[0]) min[0] = tmin[0];
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if (min[1] > tmin[1]) min[1] = tmin[1];
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if (min[2] > tmin[2]) min[2] = tmin[2];
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if (max[0] < tmax[0]) max[0] = tmax[0];
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if (max[1] < tmax[1]) max[1] = tmax[1];
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if (max[2] < tmax[2]) max[2] = tmax[2];
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}
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out = min + (max - min) * (ai_real)0.5;
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenterTransformed(aiMesh *mesh, aiVector3D &out, aiVector3D &min,
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aiVector3D &max, const aiMatrix4x4 &m) {
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FindAABBTransformed(mesh, min, max, m);
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out = min + (max - min) * (ai_real)0.5;
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenter(aiMesh *mesh, aiVector3D &out) {
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aiVector3D min, max;
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FindMeshCenter(mesh, out, min, max);
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenterTransformed(aiMesh *mesh, aiVector3D &out,
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const aiMatrix4x4 &m) {
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aiVector3D min, max;
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FindMeshCenterTransformed(mesh, out, min, max, m);
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}
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// -------------------------------------------------------------------------------
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ai_real ComputePositionEpsilon(const aiMesh *pMesh) {
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const ai_real epsilon = ai_real(1e-4);
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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aiVector3D minVec, maxVec;
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ArrayBounds(pMesh->mVertices, pMesh->mNumVertices, minVec, maxVec);
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return (maxVec - minVec).Length() * epsilon;
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}
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// -------------------------------------------------------------------------------
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ai_real ComputePositionEpsilon(const aiMesh *const *pMeshes, size_t num) {
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ai_assert(nullptr != pMeshes);
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const ai_real epsilon = ai_real(1e-4);
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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aiVector3D minVec, maxVec, mi, ma;
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MinMaxChooser<aiVector3D>()(minVec, maxVec);
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for (size_t a = 0; a < num; ++a) {
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const aiMesh *pMesh = pMeshes[a];
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ArrayBounds(pMesh->mVertices, pMesh->mNumVertices, mi, ma);
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minVec = std::min(minVec, mi);
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maxVec = std::max(maxVec, ma);
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}
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return (maxVec - minVec).Length() * epsilon;
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}
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// -------------------------------------------------------------------------------
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unsigned int GetMeshVFormatUnique(const aiMesh *pcMesh) {
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ai_assert(nullptr != pcMesh);
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// FIX: the hash may never be 0. Otherwise a comparison against
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// nullptr could be successful
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unsigned int iRet = 1;
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// normals
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if (pcMesh->HasNormals()) iRet |= 0x2;
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// tangents and bitangents
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if (pcMesh->HasTangentsAndBitangents()) iRet |= 0x4;
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#ifdef BOOST_STATIC_ASSERT
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BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
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BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
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#endif
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// texture coordinates
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p)) {
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iRet |= (0x100 << p);
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if (3 == pcMesh->mNumUVComponents[p])
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iRet |= (0x10000 << p);
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++p;
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}
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// vertex colors
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p = 0;
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while (pcMesh->HasVertexColors(p))
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iRet |= (0x1000000 << p++);
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return iRet;
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}
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// -------------------------------------------------------------------------------
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VertexWeightTable *ComputeVertexBoneWeightTable(const aiMesh *pMesh) {
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if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
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return nullptr;
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}
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VertexWeightTable *avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
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for (unsigned int i = 0; i < pMesh->mNumBones; ++i) {
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aiBone *bone = pMesh->mBones[i];
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for (unsigned int a = 0; a < bone->mNumWeights; ++a) {
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const aiVertexWeight &weight = bone->mWeights[a];
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avPerVertexWeights[weight.mVertexId].push_back(std::pair<unsigned int, float>(i, weight.mWeight));
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}
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}
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return avPerVertexWeights;
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}
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// -------------------------------------------------------------------------------
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const char *MappingTypeToString(aiTextureMapping in) {
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switch (in) {
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case aiTextureMapping_UV:
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return "UV";
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case aiTextureMapping_BOX:
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return "Box";
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case aiTextureMapping_SPHERE:
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return "Sphere";
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case aiTextureMapping_CYLINDER:
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return "Cylinder";
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case aiTextureMapping_PLANE:
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return "Plane";
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case aiTextureMapping_OTHER:
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return "Other";
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default:
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break;
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}
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ai_assert(false);
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return "BUG";
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}
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// -------------------------------------------------------------------------------
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aiMesh *MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags) {
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aiMesh *oMesh = new aiMesh();
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std::vector<unsigned int> vMap(pMesh->mNumVertices, UINT_MAX);
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size_t numSubVerts = 0;
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size_t numSubFaces = subMeshFaces.size();
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for (unsigned int i = 0; i < numSubFaces; i++) {
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const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
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for (unsigned int j = 0; j < f.mNumIndices; j++) {
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if (vMap[f.mIndices[j]] == UINT_MAX) {
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vMap[f.mIndices[j]] = static_cast<unsigned int>(numSubVerts++);
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}
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}
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}
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oMesh->mName = pMesh->mName;
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oMesh->mMaterialIndex = pMesh->mMaterialIndex;
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oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
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// create all the arrays for this mesh if the old mesh contained them
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oMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
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oMesh->mNumVertices = static_cast<unsigned int>(numSubVerts);
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oMesh->mVertices = new aiVector3D[numSubVerts];
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if (pMesh->HasNormals()) {
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oMesh->mNormals = new aiVector3D[numSubVerts];
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}
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if (pMesh->HasTangentsAndBitangents()) {
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oMesh->mTangents = new aiVector3D[numSubVerts];
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oMesh->mBitangents = new aiVector3D[numSubVerts];
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}
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for (size_t a = 0; pMesh->HasTextureCoords(static_cast<unsigned int>(a)); ++a) {
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oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
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oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
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}
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for (size_t a = 0; pMesh->HasVertexColors(static_cast<unsigned int>(a)); ++a) {
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oMesh->mColors[a] = new aiColor4D[numSubVerts];
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}
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// and copy over the data, generating faces with linear indices along the way
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oMesh->mFaces = new aiFace[numSubFaces];
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for (unsigned int a = 0; a < numSubFaces; ++a) {
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const aiFace &srcFace = pMesh->mFaces[subMeshFaces[a]];
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aiFace &dstFace = oMesh->mFaces[a];
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dstFace.mNumIndices = srcFace.mNumIndices;
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dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
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// accumulate linearly all the vertices of the source face
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for (size_t b = 0; b < dstFace.mNumIndices; ++b) {
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dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
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}
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}
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for (unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex) {
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unsigned int nvi = vMap[srcIndex];
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if (nvi == UINT_MAX) {
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continue;
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}
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oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
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if (pMesh->HasNormals()) {
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oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
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}
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if (pMesh->HasTangentsAndBitangents()) {
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oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
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oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
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}
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for (size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c) {
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oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
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}
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for (size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c) {
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oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
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}
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}
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if (~subFlags & AI_SUBMESH_FLAGS_SANS_BONES) {
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std::vector<unsigned int> subBones(pMesh->mNumBones, 0);
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for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
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const aiBone *bone = pMesh->mBones[a];
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for (unsigned int b = 0; b < bone->mNumWeights; b++) {
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unsigned int v = vMap[bone->mWeights[b].mVertexId];
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if (v != UINT_MAX) {
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subBones[a]++;
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}
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}
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}
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for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
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if (subBones[a] > 0) {
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oMesh->mNumBones++;
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}
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}
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if (oMesh->mNumBones) {
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oMesh->mBones = new aiBone *[oMesh->mNumBones]();
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unsigned int nbParanoia = oMesh->mNumBones;
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oMesh->mNumBones = 0; //rewind
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for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
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if (subBones[a] == 0) {
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continue;
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}
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aiBone *newBone = new aiBone;
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oMesh->mBones[oMesh->mNumBones++] = newBone;
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const aiBone *bone = pMesh->mBones[a];
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newBone->mName = bone->mName;
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newBone->mOffsetMatrix = bone->mOffsetMatrix;
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newBone->mWeights = new aiVertexWeight[subBones[a]];
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for (unsigned int b = 0; b < bone->mNumWeights; b++) {
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const unsigned int v = vMap[bone->mWeights[b].mVertexId];
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if (v != UINT_MAX) {
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aiVertexWeight w(v, bone->mWeights[b].mWeight);
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newBone->mWeights[newBone->mNumWeights++] = w;
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}
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}
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}
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ai_assert(nbParanoia == oMesh->mNumBones);
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(void)nbParanoia; // remove compiler warning on release build
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}
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}
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return oMesh;
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}
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} // namespace Assimp
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