564 lines
18 KiB
C++
564 lines
18 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development 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 Development 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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#ifndef AI_PROCESS_HELPER_H_INCLUDED
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#define AI_PROCESS_HELPER_H_INCLUDED
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#include "../include/aiPostProcess.h"
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#include "SpatialSort.h"
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#include "BaseProcess.h"
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#include "ParsingUtils.h"
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// -------------------------------------------------------------------------------
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// Some extensions to std namespace. Mainly std::min and std::max for all
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// flat data types in the aiScene. They're used to quickly determine the
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// min/max bounds of data arrays.
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#ifdef __cplusplus
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namespace std {
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// std::min for aiVector3D
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inline ::aiVector3D min (const ::aiVector3D& a, const ::aiVector3D& b) {
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return ::aiVector3D (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
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}
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// std::max for aiVector3D
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inline ::aiVector3D max (const ::aiVector3D& a, const ::aiVector3D& b) {
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return ::aiVector3D (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
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}
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// std::min for aiColor4D
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inline ::aiColor4D min (const ::aiColor4D& a, const ::aiColor4D& b) {
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return ::aiColor4D (min(a.r,b.r),min(a.g,b.g),min(a.b,b.b),min(a.a,b.a));
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}
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// std::max for aiColor4D
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inline ::aiColor4D max (const ::aiColor4D& a, const ::aiColor4D& b) {
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return ::aiColor4D (max(a.r,b.r),max(a.g,b.g),max(a.b,b.b),max(a.a,b.a));
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}
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// std::min for aiQuaternion
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inline ::aiQuaternion min (const ::aiQuaternion& a, const ::aiQuaternion& b) {
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return ::aiQuaternion (min(a.w,b.w),min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
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}
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// std::max for aiQuaternion
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inline ::aiQuaternion max (const ::aiQuaternion& a, const ::aiQuaternion& b) {
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return ::aiQuaternion (max(a.w,b.w),max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
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}
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// std::min for aiVectorKey
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inline ::aiVectorKey min (const ::aiVectorKey& a, const ::aiVectorKey& b) {
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return ::aiVectorKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
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}
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// std::max for aiVectorKey
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inline ::aiVectorKey max (const ::aiVectorKey& a, const ::aiVectorKey& b) {
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return ::aiVectorKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
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}
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// std::min for aiQuatKey
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inline ::aiQuatKey min (const ::aiQuatKey& a, const ::aiQuatKey& b) {
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return ::aiQuatKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
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}
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// std::max for aiQuatKey
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inline ::aiQuatKey max (const ::aiQuatKey& a, const ::aiQuatKey& b) {
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return ::aiQuatKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
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}
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// std::min for aiVertexWeight
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inline ::aiVertexWeight min (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
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return ::aiVertexWeight (min(a.mVertexId,b.mVertexId),min(a.mWeight,b.mWeight));
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}
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// std::max for aiVertexWeight
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inline ::aiVertexWeight max (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
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return ::aiVertexWeight (max(a.mVertexId,b.mVertexId),max(a.mWeight,b.mWeight));
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}
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} // end namespace std
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#endif // !! C++
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namespace Assimp {
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// -------------------------------------------------------------------------------
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// Start points for ArrayBounds<T> for all supported Ts
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template <typename T>
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struct MinMaxChooser;
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template <> struct MinMaxChooser<float> {
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void operator ()(float& min,float& max) {
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max = -10e10f;
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min = 10e10f;
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}};
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template <> struct MinMaxChooser<double> {
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void operator ()(double& min,double& max) {
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max = -10e10;
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min = 10e10;
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}};
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template <> struct MinMaxChooser<unsigned int> {
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void operator ()(unsigned int& min,unsigned int& max) {
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max = 0;
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min = (1u<<(sizeof(unsigned int)*8-1));
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}};
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template <> struct MinMaxChooser<aiVector3D> {
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void operator ()(aiVector3D& min,aiVector3D& max) {
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max = aiVector3D(-10e10f,-10e10f,-10e10f);
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min = aiVector3D( 10e10f, 10e10f, 10e10f);
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}};
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template <> struct MinMaxChooser<aiColor4D> {
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void operator ()(aiColor4D& min,aiColor4D& max) {
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max = aiColor4D(-10e10f,-10e10f,-10e10f,-10e10f);
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min = aiColor4D( 10e10f, 10e10f, 10e10f, 10e10f);
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}};
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template <> struct MinMaxChooser<aiQuaternion> {
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void operator ()(aiQuaternion& min,aiQuaternion& max) {
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max = aiQuaternion(-10e10f,-10e10f,-10e10f,-10e10f);
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min = aiQuaternion( 10e10f, 10e10f, 10e10f, 10e10f);
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}};
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template <> struct MinMaxChooser<aiVectorKey> {
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void operator ()(aiVectorKey& min,aiVectorKey& max) {
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MinMaxChooser<double>()(min.mTime,max.mTime);
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MinMaxChooser<aiVector3D>()(min.mValue,max.mValue);
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}};
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template <> struct MinMaxChooser<aiQuatKey> {
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void operator ()(aiQuatKey& min,aiQuatKey& max) {
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MinMaxChooser<double>()(min.mTime,max.mTime);
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MinMaxChooser<aiQuaternion>()(min.mValue,max.mValue);
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}};
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template <> struct MinMaxChooser<aiVertexWeight> {
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void operator ()(aiVertexWeight& min,aiVertexWeight& max) {
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MinMaxChooser<unsigned int>()(min.mVertexId,max.mVertexId);
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MinMaxChooser<float>()(min.mWeight,max.mWeight);
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}};
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// -------------------------------------------------------------------------------
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/** @brief Find the min/max values of an array of Ts
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* @param in Input array
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* @param size Numebr of elements to process
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* @param[out] min minimum value
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* @param[out] max maximum value
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*/
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template <typename T>
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inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max)
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{
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MinMaxChooser<T> ()(min,max);
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for (unsigned int i = 0; i < size;++i) {
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min = std::min(in[i],min);
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max = std::max(in[i],max);
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}
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}
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// -------------------------------------------------------------------------------
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/** @brief Extract single strings from a list of identifiers
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* @param in Input string list.
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* @param out Receives a list of clean output strings
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* @sdee #AI_CONFIG_PP_OG_EXCLUDE_LIST
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*/
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inline void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
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{
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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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DefaultLogger::get()->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.push_back(std::string(base,(size_t)(s-base)));
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++s;
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}
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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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/** @brief Compute the newell normal of a polygon regardless of its shape
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*
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* @param out Receives the output normal
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* @param num Number of input vertices
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* @param x X data source. x[ofs_x*n] is the n'th element.
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* @param y Y data source. y[ofs_y*n] is the y'th element
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* @param z Z data source. z[ofs_z*n] is the z'th element
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*
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* @note The data arrays must have storage for at least num+2 elements. Using
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* this method is much faster than the 'other' NewellNormal()
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*/
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template <int ofs_x, int ofs_y, int ofs_z>
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inline void NewellNormal (aiVector3D& out, int num, float* x, float* y, float* z)
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{
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// Duplicate the first two vertices at the end
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x[(num+0)*ofs_x] = x[0];
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x[(num+1)*ofs_x] = x[ofs_x];
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y[(num+0)*ofs_y] = y[0];
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y[(num+1)*ofs_y] = y[ofs_y];
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z[(num+0)*ofs_z] = z[0];
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z[(num+1)*ofs_z] = z[ofs_z];
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float sum_xy = 0.0, sum_yz = 0.0, sum_zx = 0.0;
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float *xptr = x +ofs_x, *xlow = x, *xhigh = x + ofs_x*2;
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float *yptr = y +ofs_y, *ylow = y, *yhigh = y + ofs_y*2;
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float *zptr = z +ofs_z, *zlow = z, *zhigh = z + ofs_z*2;
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for (int tmp=0; tmp < num; tmp++) {
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sum_xy += (*xptr) * ( (*yhigh) - (*ylow) );
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sum_yz += (*yptr) * ( (*zhigh) - (*zlow) );
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sum_zx += (*zptr) * ( (*xhigh) - (*xlow) );
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xptr += ofs_x;
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xlow += ofs_x;
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xhigh += ofs_x;
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yptr += ofs_y;
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ylow += ofs_y;
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yhigh += ofs_y;
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zptr += ofs_z;
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zlow += ofs_z;
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zhigh += ofs_z;
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}
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out = aiVector3D(sum_yz,sum_zx,sum_xy);
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}
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#if 0
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// -------------------------------------------------------------------------------
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/** @brief Compute newell normal of a polgon regardless of its shape
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*
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* @param out Receives the output normal
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* @param data Input vertices
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* @param idx Index buffer
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* @param num Number of indices
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*/
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inline void NewellNormal (aiVector3D& out, const aiVector3D* data, unsigned int* idx, unsigned int num )
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{
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// TODO: intended to be used in GenNormals.
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}
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#endif
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// -------------------------------------------------------------------------------
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/** Little helper function to calculate the quadratic difference
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* of two colours.
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* @param pColor1 First color
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* @param pColor2 second color
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* @return Quadratic color difference
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*/
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inline float GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2)
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{
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const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g,
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pColor1.b - pColor2.b, pColor1.a - pColor2.a);
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return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
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}
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// -------------------------------------------------------------------------------
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/** @brief Compute the AABB of a mesh after applying a given transform
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* @param mesh Input mesh
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* @param[out] min Receives minimum transformed vertex
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* @param[out] max Receives maximum transformed vertex
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* @param m Transformation matrix to be applied
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*/
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inline void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
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const aiMatrix4x4& m)
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{
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min = aiVector3D (10e10f, 10e10f, 10e10f);
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max = aiVector3D (-10e10f,-10e10f,-10e10f);
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for (unsigned int i = 0;i < mesh->mNumVertices;++i)
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{
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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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/** @brief Helper function to determine the 'real' center of a mesh
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*
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* That is the center of its axis-aligned bounding box.
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* @param mesh Input mesh
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* @param[out] min Minimum vertex of the mesh
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* @param[out] max maximum vertex of the mesh
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* @param[out] out Center point
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*/
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inline void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
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{
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ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);
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out = min + (max-min)*0.5f;
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}
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// -------------------------------------------------------------------------------
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// Helper function to determine the 'real' center of a mesh after applying a given transform
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inline void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
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aiVector3D& max, const aiMatrix4x4& m)
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{
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FindAABBTransformed(mesh,min,max,m);
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out = min + (max-min)*0.5f;
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}
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// -------------------------------------------------------------------------------
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// Helper function to determine the 'real' center of a mesh
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inline void FindMeshCenter (aiMesh* mesh, aiVector3D& out)
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{
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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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// Helper function to determine the 'real' center of a mesh after applying a given transform
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inline void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
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const aiMatrix4x4& m)
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{
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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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// Compute a good epsilon value for position comparisons on a mesh
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inline float ComputePositionEpsilon(const aiMesh* pMesh)
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{
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const float epsilon = 1e-4f;
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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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// Compute a good epsilon value for position comparisons on a array of meshes
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inline float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
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{
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const float epsilon = 1e-4f;
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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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// Compute an unique value for the vertex format of a mesh
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inline unsigned int GetMeshVFormatUnique(aiMesh* pcMesh)
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{
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ai_assert(NULL != 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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{
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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))iRet |= (0x1000000 << p++);
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return iRet;
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}
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typedef std::pair <unsigned int,float> PerVertexWeight;
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typedef std::vector <PerVertexWeight> VertexWeightTable;
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// -------------------------------------------------------------------------------
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// Compute a per-vertex bone weight table
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// please .... delete result with operator delete[] ...
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inline VertexWeightTable* ComputeVertexBoneWeightTable(aiMesh* pMesh)
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{
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if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones)
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return NULL;
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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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{
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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(
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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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// Get a string for a given aiTextureType
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inline const char* TextureTypeToString(aiTextureType in)
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{
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switch (in)
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{
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case aiTextureType_NONE:
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return "n/a";
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case aiTextureType_DIFFUSE:
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return "Diffuse";
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case aiTextureType_SPECULAR:
|
|
return "Specular";
|
|
case aiTextureType_AMBIENT:
|
|
return "Ambient";
|
|
case aiTextureType_EMISSIVE:
|
|
return "Emissive";
|
|
case aiTextureType_OPACITY:
|
|
return "Opacity";
|
|
case aiTextureType_NORMALS:
|
|
return "Normals";
|
|
case aiTextureType_HEIGHT:
|
|
return "Height";
|
|
case aiTextureType_SHININESS:
|
|
return "Shininess";
|
|
case aiTextureType_DISPLACEMENT:
|
|
return "Displacement";
|
|
case aiTextureType_LIGHTMAP:
|
|
return "Lightmap";
|
|
case aiTextureType_REFLECTION:
|
|
return "Reflection";
|
|
case aiTextureType_UNKNOWN:
|
|
return "Unknown";
|
|
default:
|
|
return "HUGE ERROR. Expect BSOD (linux guys: kernel panic ...).";
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Get a string for a given aiTextureMapping
|
|
inline const char* MappingTypeToString(aiTextureMapping in)
|
|
{
|
|
switch (in)
|
|
{
|
|
case aiTextureMapping_UV:
|
|
return "UV";
|
|
case aiTextureMapping_BOX:
|
|
return "Box";
|
|
case aiTextureMapping_SPHERE:
|
|
return "Sphere";
|
|
case aiTextureMapping_CYLINDER:
|
|
return "Cylinder";
|
|
case aiTextureMapping_PLANE:
|
|
return "Plane";
|
|
case aiTextureMapping_OTHER:
|
|
return "Other";
|
|
default:
|
|
return "HUGE ERROR. Expect BSOD (linux guys: kernel panic ...).";
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Utility postprocess step to share the spatial sort tree between
|
|
// all steps which use it to speedup its computations.
|
|
class ComputeSpatialSortProcess : public BaseProcess
|
|
{
|
|
bool IsActive( unsigned int pFlags) const
|
|
{
|
|
return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
|
|
aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
|
|
}
|
|
|
|
void Execute( aiScene* pScene)
|
|
{
|
|
typedef std::pair<SpatialSort, float> _Type;
|
|
|
|
std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes);
|
|
std::vector<_Type>::iterator it = p->begin();
|
|
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) {
|
|
aiMesh* mesh = pScene->mMeshes[i];
|
|
_Type& blubb = *it;
|
|
blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D));
|
|
blubb.second = ComputePositionEpsilon(mesh);
|
|
}
|
|
|
|
shared->AddProperty(AI_SPP_SPATIAL_SORT,p);
|
|
}
|
|
};
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// ... and the same again to cleanup the whole stuff
|
|
class DestroySpatialSortProcess : public BaseProcess
|
|
{
|
|
bool IsActive( unsigned int pFlags) const
|
|
{
|
|
return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
|
|
aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
|
|
}
|
|
|
|
void Execute( aiScene* pScene)
|
|
{
|
|
shared->RemoveProperty(AI_SPP_SPATIAL_SORT);
|
|
}
|
|
};
|
|
|
|
} // ! namespace Assimp
|
|
#endif // !! AI_PROCESS_HELPER_H_INCLUDED
|