268 lines
9.0 KiB
C++
268 lines
9.0 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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#include "AssimpPCH.h"
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#include "ScenePreprocessor.h"
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using namespace Assimp;
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// ---------------------------------------------------------------------------------------------
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void ScenePreprocessor::ProcessScene ()
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{
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ai_assert(scene != NULL);
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// Process all meshes
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for (unsigned int i = 0; i < scene->mNumMeshes;++i)
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ProcessMesh(scene->mMeshes[i]);
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// - nothing to do for nodes for the moment
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// - nothing to do for textures for the moment
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// - nothing to do for lights for the moment
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// - nothing to do for cameras for the moment
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// Process all animations
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for (unsigned int i = 0; i < scene->mNumAnimations;++i)
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ProcessAnimation(scene->mAnimations[i]);
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// Generate a default material if none was specified
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if (!scene->mNumMaterials && scene->mNumMeshes) {
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scene->mMaterials = new aiMaterial*[2];
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MaterialHelper* helper;
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aiString name;
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// Check whether there are meshes with at least one set of uv coordinates ... add a dummy texture for them
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// meshes without texture coordinates receive a boring gray default material.
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unsigned int mat0 = 0xffffffff, mat1 = 0xffffffff;
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for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
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if (scene->mMeshes[i]->mTextureCoords[0]) {
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if (mat0 == 0xffffffff) {
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scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
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name.Set("$texture.png");
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helper->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(0));
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name.Set(AI_DEFAULT_TEXTURED_MATERIAL_NAME);
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helper->AddProperty(&name,AI_MATKEY_NAME);
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mat0 = scene->mNumMaterials++;
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DefaultLogger::get()->debug("ScenePreprocessor: Adding textured material \'" AI_DEFAULT_TEXTURED_MATERIAL_NAME "\'");
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}
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scene->mMeshes[i]->mMaterialIndex = mat0;
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}
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else
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{
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if (mat1 == 0xffffffff) {
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scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
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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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// setup the default name
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name.Set(AI_DEFAULT_MATERIAL_NAME);
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helper->AddProperty(&name,AI_MATKEY_NAME);
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mat1 = scene->mNumMaterials++;
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DefaultLogger::get()->debug("ScenePreprocessor: Adding grey material \'" AI_DEFAULT_MATERIAL_NAME "\'");
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}
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scene->mMeshes[i]->mMaterialIndex = mat1;
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}
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}
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}
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}
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// ---------------------------------------------------------------------------------------------
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void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
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{
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// If aiMesh::mNumUVComponents is *not* set assign the default value of 2
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if (!mesh->mTextureCoords[i])
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mesh->mNumUVComponents[i] = 0;
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else {
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if( !mesh->mNumUVComponents[i])
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mesh->mNumUVComponents[i] = 2;
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// Ensure unsued components are zeroed. This will make 1D texture channels work
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// as if they were 2D channels .. just in case an application doesn't handle
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// this case
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if (2 == mesh->mNumUVComponents[i]) {
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for (aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices; p != end; ++p)
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p->z = 0.f;
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}
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else if (1 == mesh->mNumUVComponents[i]) {
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for (aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices; p != end; ++p)
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p->z = p->y = 0.f;
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}
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}
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}
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// If the information which primitive types are there in the
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// mesh is currently not available, compute it.
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if (!mesh->mPrimitiveTypes) {
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for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
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aiFace& face = mesh->mFaces[a];
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switch (face.mNumIndices)
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{
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case 3u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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case 2u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case 1u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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default:
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mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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break;
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}
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}
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}
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// If tangents and normals are given but no bitangents compute them
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if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
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mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
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for (unsigned int i = 0; i < mesh->mNumVertices;++i) {
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mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
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}
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}
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}
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// ---------------------------------------------------------------------------------------------
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void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
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{
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double first = 10e10, last = -10e10;
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for (unsigned int i = 0; i < anim->mNumChannels;++i) {
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aiNodeAnim* channel = anim->mChannels[i];
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/* If the exact duration of the animation is not given
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* compute it now.
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*/
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if (anim->mDuration == -1.) {
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// Position keys
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for (unsigned int i = 0; i < channel->mNumPositionKeys;++i) {
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aiVectorKey& key = channel->mPositionKeys[i];
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first = std::min (first, key.mTime);
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last = std::max (last, key.mTime);
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}
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// Scaling keys
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for (unsigned int i = 0; i < channel->mNumScalingKeys;++i) {
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aiVectorKey& key = channel->mScalingKeys[i];
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first = std::min (first, key.mTime);
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last = std::max (last, key.mTime);
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}
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// Rotation keys
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for (unsigned int i = 0; i < channel->mNumRotationKeys;++i) {
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aiQuatKey& key = channel->mRotationKeys[i];
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first = std::min (first, key.mTime);
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last = std::max (last, key.mTime);
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}
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}
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/* Check whether the animation channel has no rotation
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* or position tracks. In this case we generate a dummy
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* track from the information we have in the transformation
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* matrix of the corresponding node.
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*/
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if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
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// Find the node that belongs to this animation
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aiNode* node = scene->mRootNode->FindNode(channel->mNodeName);
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if (node) // ValidateDS will complain later if 'node' is NULL
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{
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// Decompose the transformation matrix of the node
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aiVector3D scaling, position;
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aiQuaternion rotation;
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node->mTransformation.Decompose(scaling, rotation,position);
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// No rotation keys? Generate a dummy track
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if (!channel->mNumRotationKeys) {
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channel->mNumRotationKeys = 1;
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channel->mRotationKeys = new aiQuatKey[1];
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aiQuatKey& q = channel->mRotationKeys[0];
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q.mTime = 0.;
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q.mValue = rotation;
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DefaultLogger::get()->debug("ScenePreprocessor: Dummy rotation track has been generated");
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}
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// No scaling keys? Generate a dummy track
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if (!channel->mNumScalingKeys) {
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channel->mNumScalingKeys = 1;
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channel->mScalingKeys = new aiVectorKey[1];
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aiVectorKey& q = channel->mScalingKeys[0];
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q.mTime = 0.;
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q.mValue = scaling;
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DefaultLogger::get()->debug("ScenePreprocessor: Dummy scaling track has been generated");
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}
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// No position keys? Generate a dummy track
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if (!channel->mNumPositionKeys) {
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channel->mNumPositionKeys = 1;
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channel->mPositionKeys = new aiVectorKey[1];
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aiVectorKey& q = channel->mPositionKeys[0];
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q.mTime = 0.;
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q.mValue = position;
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DefaultLogger::get()->debug("ScenePreprocessor: Dummy position track has been generated");
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}
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}
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}
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}
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if (anim->mDuration == -1.) {
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DefaultLogger::get()->debug("ScenePreprocessor: Setting animation duration");
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anim->mDuration = last - std::min( first, 0. );
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}
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}
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