283 lines
9.3 KiB
C++
283 lines
9.3 KiB
C++
/*
|
|
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.
|
|
*/
|
|
|
|
#include "AssimpPCH.h"
|
|
#include "SceneCombiner.h"
|
|
#include "fast_atof.h"
|
|
|
|
namespace Assimp
|
|
{
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Add a prefix to a string
|
|
inline void PrefixString(aiString& string,const char* prefix, unsigned int len)
|
|
{
|
|
// 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);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Merges two scenes. Currently only used by the LWS loader.
|
|
void SceneCombiner::MergeScenes(aiScene* dest,std::vector<aiScene*>& src,
|
|
unsigned int flags)
|
|
{
|
|
ai_assert(NULL != dest);
|
|
ai_assert(0 == dest->mNumTextures);
|
|
ai_assert(0 == dest->mNumLights);
|
|
ai_assert(0 == dest->mNumCameras);
|
|
ai_assert(0 == dest->mNumMeshes);
|
|
ai_assert(0 == dest->mNumMaterials);
|
|
|
|
if (src.empty())return;
|
|
|
|
// some iterators will be needed multiple times
|
|
std::vector<aiScene*>::iterator begin = src.begin(),
|
|
end = src.end(), cur;
|
|
|
|
// this helper array is used as lookup table several times
|
|
std::vector<unsigned int> offset(src.size());
|
|
std::vector<unsigned int>::iterator ofsbegin = offset.begin(),
|
|
offend = offset.end(), ofscur;
|
|
|
|
unsigned int cnt;
|
|
bool bNeedPrefix = false;
|
|
|
|
// First find out how large the respective output arrays must be
|
|
for ( cur = begin; cur != end; ++cur)
|
|
{
|
|
dest->mNumTextures += (*cur)->mNumTextures;
|
|
dest->mNumMaterials += (*cur)->mNumMaterials;
|
|
dest->mNumMeshes += (*cur)->mNumMeshes;
|
|
dest->mNumLights += (*cur)->mNumLights;
|
|
dest->mNumCameras += (*cur)->mNumCameras;
|
|
dest->mNumAnimations += (*cur)->mNumAnimations;
|
|
|
|
if ((*cur)->mNumAnimations > 0 ||
|
|
(*cur)->mNumCameras > 0 ||
|
|
(*cur)->mNumLights > 0)
|
|
{
|
|
bNeedPrefix = true;
|
|
}
|
|
}
|
|
|
|
// generate the output texture list + an offset table
|
|
if (dest->mNumTextures)
|
|
{
|
|
aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials];
|
|
for ( cur = begin, ofscur = ofsbegin,cnt = 0; cur != end; ++cur,++ofscur)
|
|
{
|
|
for (unsigned int i = 0; i < (*cur)->mNumTextures;++i,++pip)
|
|
*pip = (*cur)->mTextures[i];
|
|
|
|
*ofscur = cnt;
|
|
cnt += (*cur)->mNumTextures;
|
|
}
|
|
}
|
|
|
|
// generate the output material list + an offset table
|
|
if (dest->mNumMaterials)
|
|
{
|
|
aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
|
|
for ( cur = begin, ofscur = ofsbegin,cnt = 0; cur != end; ++cur,++ofscur)
|
|
{
|
|
for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i,++pip)
|
|
{
|
|
*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 like
|
|
// that follows the following pattern: "$tex.file.<s>.<n>"
|
|
// where s is the texture type (i.e. diffuse) and n is
|
|
// the index of the texture.
|
|
|
|
for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
|
|
{
|
|
aiMaterialProperty* prop = (*pip)->mProperties[a];
|
|
if (!strncmp(prop->mKey.data,"$tex.file",9))
|
|
{
|
|
// Check whether this texture is an embedded texture.
|
|
// In this case the property looks like this: *<n>,
|
|
// 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]) + *ofscur;
|
|
itoa10(&s.data[1],sizeof(s.data)-1,idx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
*ofscur = cnt;
|
|
cnt += (*cur)->mNumMaterials;
|
|
}
|
|
}
|
|
|
|
// generate the output mesh list + again an offset table
|
|
if (dest->mNumMeshes)
|
|
{
|
|
aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes];
|
|
for ( cur = begin, ofscur = ofsbegin,cnt = 0; cur != end; ++cur,++ofscur)
|
|
{
|
|
for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i,++pip)
|
|
{
|
|
*pip = (*cur)->mMeshes[i];
|
|
|
|
// update the material index of the mesh
|
|
(*pip)->mMaterialIndex += *ofscur;
|
|
}
|
|
|
|
// reuse the offset array - store now the mesh offset in it
|
|
*ofscur = cnt;
|
|
cnt += (*cur)->mNumMeshes;
|
|
}
|
|
}
|
|
|
|
// 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 ... $SC1_
|
|
// First step for now: find out which nodes are referenced by
|
|
// anim bones or cameras and add the prefix to their names.
|
|
|
|
if (bNeedPrefix)
|
|
{
|
|
// Allocate space for light sources, cameras and animations
|
|
aiLight** ppLights = dest->mLights = (dest->mNumLights
|
|
? new aiLight*[dest->mNumLights] : NULL);
|
|
|
|
aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras
|
|
? new aiCamera*[dest->mNumCameras] : NULL);
|
|
|
|
aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
|
|
? new aiAnimation*[dest->mNumAnimations] : NULL);
|
|
|
|
|
|
for (cur = begin, cnt = 0; cur != end; ++cur)
|
|
{
|
|
char buffer[10];
|
|
buffer[0] = '$';
|
|
buffer[1] = 'S';
|
|
buffer[2] = 'C';
|
|
|
|
char* sz = &buffer[itoa10(&buffer[3],sizeof(buffer)-3, cnt++)+2];
|
|
*sz++ = '_';
|
|
*sz++ = '\0';
|
|
|
|
const unsigned int len = (unsigned int)::strlen(buffer);
|
|
AddNodePrefixes((*cur)->mRootNode,buffer,len);
|
|
|
|
// Copy light sources, add the prefix to them, too
|
|
for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights)
|
|
{
|
|
*ppLights = (*cur)->mLights[i];
|
|
PrefixString((*ppLights)->mName,buffer,len);
|
|
}
|
|
// Copy cameras, add the prefix to them, too
|
|
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras)
|
|
{
|
|
*ppCameras = (*cur)->mCameras[i];
|
|
PrefixString((*ppCameras)->mName,buffer,len);
|
|
}
|
|
|
|
// Copy animations, add the prefix to them, too
|
|
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims)
|
|
{
|
|
*ppAnims = (*cur)->mAnimations[i];
|
|
PrefixString((*ppAnims)->mName,buffer,len);
|
|
}
|
|
}
|
|
}
|
|
|
|
// now delete all input scenes
|
|
for (cur = begin; cur != end; ++cur)
|
|
{
|
|
aiScene* deleteMe = *cur;
|
|
|
|
// 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;
|
|
|
|
delete[] deleteMe->mRootNode->mChildren;
|
|
deleteMe->mRootNode->mChildren = NULL;
|
|
|
|
// Now we can safely delete the scene
|
|
delete[] deleteMe;
|
|
AI_DEBUG_INVALIDATE_PTR(*cur);
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void SceneCombiner::MergeMeshes(aiMesh* dest,std::vector<aiMesh*>& src,
|
|
unsigned int flags)
|
|
{
|
|
}
|
|
|
|
} |