assimp/code/SceneCombiner.cpp

1099 lines
33 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. Currently these utilities are used by the IRR and LWS
* loaders and by the OptimizeGraph step.
*/
// ----------------------------------------------------------------------------
#include "AssimpPCH.h"
#include "SceneCombiner.h"
#include "fast_atof.h"
#include "Hash.h"
#include "time.h"
// ----------------------------------------------------------------------------
// We need boost::random here. The workaround uses rand() instead of a proper
// Mersenne twister, but I think it should still be 'random' enough for our
// purposes.
// ----------------------------------------------------------------------------
#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
# include "../include/BoostWorkaround/boost/random/uniform_int.hpp"
# include "../include/BoostWorkaround/boost/random/variate_generator.hpp"
# include "../include/BoostWorkaround/boost/random/mersenne_twister.hpp"
#else
# include <boost/random/uniform_int.hpp>
# include <boost/random/variate_generator.hpp>
# include <boost/random/mersenne_twister.hpp>
#endif
namespace Assimp {
// ------------------------------------------------------------------------------------------------
/** This is a small helper data structure simplifying our work
*/
struct SceneHelper
{
SceneHelper ()
: scene (NULL)
, idlen (0)
{
id[0] = 0;
}
SceneHelper (aiScene* _scene)
: scene (_scene)
, idlen (0)
{
id[0] = 0;
}
AI_FORCE_INLINE aiScene* operator-> () const
{
return scene;
}
// scene we're working on
aiScene* scene;
// prefix to be added to all identifiers in the scene ...
char id [32];
// and its strlen()
unsigned int idlen;
};
// ------------------------------------------------------------------------------------------------
// Add a prefix to a string
inline void PrefixString(aiString& string,const char* prefix, unsigned int len)
{
// If the string is already prefixed, we won't prefix it a second time
if (string.length >= 1 && string.data[0] == '$')
return;
// 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);
}
// ------------------------------------------------------------------------------------------------
// Add an offset to all mesh indices in a node graph
void SceneCombiner::OffsetNodeMeshIndices (aiNode* node, unsigned int offset)
{
for (unsigned int i = 0; i < node->mNumMeshes;++i)
node->mMeshes[i] += offset;
for (unsigned int i = 0; i < node->mNumChildren;++i)
OffsetNodeMeshIndices(node->mChildren[i],offset);
}
// ------------------------------------------------------------------------------------------------
// 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);
// if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
if (src.empty())
{
if (*_dest)
{
(*_dest)->~aiScene();
SceneCombiner::CopySceneFlat(_dest,src[0]);
}
else *_dest = src[0];
return;
}
if (*_dest)(*_dest)->~aiScene();
else *_dest = new aiScene();
aiScene* dest = *_dest;
// Create a dummy scene to serve as master for the others
aiScene* master = new aiScene();
master->mRootNode = new aiNode();
master->mRootNode->mName.Set("<MergeRoot>");
std::vector<AttachmentInfo> srcList (src.size());
for (unsigned int i = 0; i < srcList.size();++i)
{
srcList[i] = AttachmentInfo(src[i],master->mRootNode);
}
// 'master' will be deleted afterwards
MergeScenes (_dest, master, srcList, flags);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInfo>& srcList)
{
unsigned int cnt;
for (cnt = 0; cnt < attach->mNumChildren;++cnt)
AttachToGraph(attach->mChildren[cnt],srcList);
cnt = 0;
for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
it != srcList.end(); ++it)
{
if ((*it).attachToNode == attach)
++cnt;
}
if (cnt)
{
aiNode** n = new aiNode*[cnt+attach->mNumChildren];
if (attach->mNumChildren)
{
::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren);
delete[] attach->mChildren;
}
attach->mChildren = n;
n += attach->mNumChildren;
attach->mNumChildren += cnt;
for (unsigned int i = 0; i < srcList.size();++i)
{
NodeAttachmentInfo& att = srcList[i];
if (att.attachToNode == attach)
{
*n = att.node;
(**n).mParent = attach;
++n;
}
}
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::AttachToGraph ( aiScene* master,
std::vector<NodeAttachmentInfo>& src)
{
ai_assert(NULL != master);
AttachToGraph(master->mRootNode,src);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
std::vector<AttachmentInfo>& srcList,
unsigned int flags)
{
ai_assert(NULL != _dest);
// if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
if (srcList.empty())
{
if (*_dest)
{
(*_dest)->~aiScene();
SceneCombiner::CopySceneFlat(_dest,master);
}
else *_dest = master;
return;
}
if (*_dest)(*_dest)->~aiScene();
else *_dest = new aiScene();
aiScene* dest = *_dest;
std::vector<SceneHelper> src (srcList.size()+1);
src[0].scene = master;
for (unsigned int i = 0; i < srcList.size();++i)
{
src[i+1] = SceneHelper( srcList[i].scene );
}
// this helper array specifies which scenes are duplicates of others
std::vector<unsigned int> duplicates(src.size(),0xffffffff);
// this helper array is used as lookup table several times
std::vector<unsigned int> offset(src.size());
// Find duplicate scenes
for (unsigned int i = 0; i < src.size();++i)
{
if (duplicates[i] != i && duplicates[i] != 0xffffffff)continue;
duplicates[i] = i;
for ( unsigned int a = i+1; a < src.size(); ++a)
{
if (src[i].scene == src[a].scene)
duplicates[a] = i;
}
}
// Generate unique names for all named stuff?
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES)
{
// Construct a proper random number generator
boost::mt19937 rng( ::clock() );
boost::uniform_int<> dist(1u,1 << 24u);
boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
for (unsigned int i = 1; i < src.size();++i)
{
//if (i != duplicates[i])
//{
// // duplicate scenes share the same UID
// ::strcpy( src[i].id, src[duplicates[i]].id );
// src[i].idlen = src[duplicates[i]].idlen;
// continue;
//}
const unsigned int random = rndGen();
src[i].idlen = ::sprintf(src[i].id,"$%.6X$_",random);
}
}
unsigned int cnt;
// First find out how large the respective output arrays must be
for ( unsigned int n = 0; n < src.size();++n )
{
SceneHelper* cur = &src[n];
if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
{
dest->mNumTextures += (*cur)->mNumTextures;
dest->mNumMaterials += (*cur)->mNumMaterials;
dest->mNumMeshes += (*cur)->mNumMeshes;
}
dest->mNumLights += (*cur)->mNumLights;
dest->mNumCameras += (*cur)->mNumCameras;
dest->mNumAnimations += (*cur)->mNumAnimations;
// Combine the flags of all scenes
dest->mFlags |= (*cur)->mFlags;
}
// generate the output texture list + an offset table for all texture indices
if (dest->mNumTextures)
{
aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials];
cnt = 0;
for ( unsigned int n = 0; n < src.size();++n )
{
SceneHelper* cur = &src[n];
for (unsigned int i = 0; i < (*cur)->mNumTextures;++i)
{
if (n != duplicates[n])
{
if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
Copy(pip,(*cur)->mTextures[i]);
else continue;
}
else *pip = (*cur)->mTextures[i];
++pip;
}
offset[n] = cnt;
cnt = (unsigned int)(pip - dest->mTextures);
}
}
// generate the output material list + an offset table for all material indices
if (dest->mNumMaterials)
{
aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
cnt = 0;
for ( unsigned int n = 0; n < src.size();++n )
{
SceneHelper* cur = &src[n];
for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i)
{
if (n != duplicates[n])
{
if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
Copy(pip,(*cur)->mMaterials[i]);
else continue;
}
else *pip = (*cur)->mMaterials[i];
if ((*cur)->mNumTextures != dest->mNumTextures)
{
// We need to update all texture indices of the mesh.
// So we need to search for a material property like
// that follows the following pattern: "$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,"$tex.file",9))
{
// Check whether this texture is an embedded texture.
// In this case the property looks like this: *<n>,
// where n is the index of the texture.
aiString& s = *((aiString*)prop->mData);
if ('*' == s.data[0])
{
// Offset the index and write it back ..
const unsigned int idx = strtol10(&s.data[1]) + offset[n];
itoa10(&s.data[1],sizeof(s.data)-1,idx);
}
}
// Need to generate new, unique material names?
else if (!::strcmp( prop->mKey.data,"$mat.name" ) &&
flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES)
{
aiString* pcSrc = (aiString*) prop->mData;
PrefixString(*pcSrc, (*cur).id, (*cur).idlen);
}
}
}
++pip;
}
offset[n] = cnt;
cnt = (unsigned int)(pip - dest->mMaterials);
}
}
// generate the output mesh list + again an offset table for all mesh indices
if (dest->mNumMeshes)
{
aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes];
cnt = 0;
for ( unsigned int n = 0; n < src.size();++n )
{
SceneHelper* cur = &src[n];
for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i)
{
if (n != duplicates[n])
{
if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
Copy(pip, (*cur)->mMeshes[i]);
else continue;
}
else *pip = (*cur)->mMeshes[i];
// update the material index of the mesh
(*pip)->mMaterialIndex += offset[n];
++pip;
}
// reuse the offset array - store now the mesh offset in it
offset[n] = cnt;
cnt = (unsigned int)(pip - dest->mMeshes);
}
}
std::vector <NodeAttachmentInfo> nodes;
nodes.reserve(srcList.size());
// ----------------------------------------------------------------------------
// 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 ... $<rand>_
// We could also use a counter, but using a random value allows us to
// use just one prefix if we are joining multiple scene hierarchies recursively.
// Chances are quite good we don't collide, so we try that ...
// ----------------------------------------------------------------------------
// 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 ( unsigned int n = 0; n < src.size();++n )
{
SceneHelper* cur = &src[n];
aiNode* node;
// To offset or not to offset, this is the question
if (n != duplicates[n])
{
Copy( &node, (*cur)->mRootNode );
if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
{
// (note:) they are already 'offseted' by offset[duplicates[n]]
OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
}
}
else // if (n == duplicates[n])
{
node = (*cur)->mRootNode;
OffsetNodeMeshIndices(node,offset[n]);
}
if (n) // src[0] is the master node
nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode ));
// --------------------------------------------------------------------
// Copy light sources
for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights)
{
if (n != duplicates[n]) // duplicate scene?
{
Copy(ppLights, (*cur)->mLights[i]);
}
else *ppLights = (*cur)->mLights[i];
}
// --------------------------------------------------------------------
// Copy cameras
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras)
{
if (n != duplicates[n]) // duplicate scene?
{
Copy(ppCameras, (*cur)->mCameras[i]);
}
else *ppCameras = (*cur)->mCameras[i];
}
// --------------------------------------------------------------------
// Copy animations
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims)
{
if (n != duplicates[n]) // duplicate scene?
{
Copy(ppAnims, (*cur)->mAnimations[i]);
}
else *ppAnims = (*cur)->mAnimations[i];
}
}
for ( unsigned int n = 1; n < src.size();++n )
{
SceneHelper* cur = &src[n];
// --------------------------------------------------------------------
// Add prefixes
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES)
{
for (unsigned int i = 0; i < (*cur)->mNumLights;++i)
PrefixString(dest->mLights[i]->mName,(*cur).id,(*cur).idlen);
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i)
PrefixString(dest->mCameras[i]->mName,(*cur).id,(*cur).idlen);
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i)
{
aiAnimation* anim = dest->mAnimations[i];
PrefixString(anim->mName,(*cur).id,(*cur).idlen);
// don't forget to update all node animation channels
for (unsigned int a = 0; a < anim->mNumChannels;++a)
PrefixString(anim->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen);
}
AddNodePrefixes(nodes[n-1].node,(*cur).id,(*cur).idlen);
}
}
// Now build the output graph
AttachToGraph ( master, nodes);
dest->mRootNode = master->mRootNode;
// now delete all input scenes. Make sure duplicate scenes aren't
// deleted more than one time
for ( unsigned int n = 0; n < src.size();++n )
{
if (n != duplicates[n]) // duplicate scene?
continue;
aiScene* deleteMe = src[n].scene;
// 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;
deleteMe->mRootNode = NULL;
// Now we can safely delete the scene
delete deleteMe;
}
// We're finished
}
// ------------------------------------------------------------------------------------------------
// Build a list of unique bones
void SceneCombiner::BuildUniqueBoneList(std::list<BoneWithHash>& asBones,
std::vector<aiMesh*>::const_iterator it,
std::vector<aiMesh*>::const_iterator end)
{
unsigned int iOffset = 0;
for (; it != end;++it)
{
for (unsigned int l = 0; l < (*it)->mNumBones;++l)
{
aiBone* p = (*it)->mBones[l];
uint32_t itml = SuperFastHash(p->mName.data,(unsigned int)p->mName.length);
std::list<BoneWithHash>::iterator it2 = asBones.begin();
std::list<BoneWithHash>::iterator end2 = asBones.end();
for (;it2 != end2;++it2)
{
if ((*it2).first == itml)
{
(*it2).pSrcBones.push_back(BoneSrcIndex(p,iOffset));
break;
}
}
if (end2 == it2)
{
// need to begin a new bone entry
asBones.push_back(BoneWithHash());
BoneWithHash& btz = asBones.back();
// setup members
btz.first = itml;
btz.second = &p->mName;
btz.pSrcBones.push_back(BoneSrcIndex(p,iOffset));
}
}
iOffset += (*it)->mNumVertices;
}
}
// ------------------------------------------------------------------------------------------------
// Merge a list of bones
void SceneCombiner::MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator it,
std::vector<aiMesh*>::const_iterator end)
{
ai_assert(NULL != out && !out->mNumBones);
// find we need to build an unique list of all bones.
// we work with hashes to make the comparisons MUCH faster,
// at least if we have many bones.
std::list<BoneWithHash> asBones;
BuildUniqueBoneList(asBones, it,end);
// now create the output bones
out->mBones = new aiBone*[asBones.size()];
for (std::list<BoneWithHash>::const_iterator it = asBones.begin(),end = asBones.end();
it != end;++it)
{
// Allocate a bone and setup it's name
aiBone* pc = out->mBones[out->mNumBones++] = new aiBone();
pc->mName = aiString( *((*it).second ));
// Get an itrator to the end of the list
std::vector< BoneSrcIndex >::const_iterator wend = (*it).pSrcBones.end();
// Loop through all bones to be joined for this bone
for (std::vector< BoneSrcIndex >::const_iterator
wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit)
{
pc->mNumWeights += (*wmit).first->mNumWeights;
// NOTE: different offset matrices for bones with equal names
// are - at the moment - not handled correctly.
if (wmit != (*it).pSrcBones.begin() &&
pc->mOffsetMatrix != (*wmit).first->mOffsetMatrix)
{
DefaultLogger::get()->warn("Bones with equal names but different "
"offset matrices can't be joined at the moment. If this causes "
"problems, deactivate the OptimizeGraph-Step");
continue;
}
pc->mOffsetMatrix = (*wmit).first->mOffsetMatrix;
}
// Allocate the vertex weight array
aiVertexWeight* avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];
// And copy the final weights - adjust the vertex IDs by the
// face index offset of the coresponding mesh.
for (std::vector< BoneSrcIndex >::const_iterator
wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit)
{
aiBone* pip = (*wmit).first;
for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw)
{
const aiVertexWeight& vfi = pip->mWeights[mp];
avw->mWeight = vfi.mWeight;
avw->mVertexId = vfi.mVertexId + (*wmit).second;
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Merge a list of meshes
void SceneCombiner::MergeMeshes(aiMesh** _out,unsigned int flags,
std::vector<aiMesh*>::const_iterator begin,
std::vector<aiMesh*>::const_iterator end)
{
ai_assert(NULL != _out);
if (begin == end)
{
*_out = NULL; // no meshes ...
return;
}
// Allocate the output mesh
aiMesh* out = *_out = new aiMesh();
out->mMaterialIndex = (*begin)->mMaterialIndex;
// Find out how much output storage we'll need
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
{
out->mNumVertices += (*it)->mNumVertices;
out->mNumFaces += (*it)->mNumFaces;
out->mNumBones += (*it)->mNumBones;
// combine primitive type flags
out->mPrimitiveTypes |= (*it)->mPrimitiveTypes;
}
if (out->mNumVertices) // just for safety
{
aiVector3D* pv2;
// copy vertex positions
if ((**begin).HasPositions())
{
pv2 = out->mVertices = new aiVector3D[out->mNumVertices];
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
{
if ((*it)->mNormals)
{
::memcpy(pv2,(*it)->mVertices,(*it)->mNumVertices*sizeof(aiVector3D));
}
else DefaultLogger::get()->warn("JoinMeshes: Positions expected, but mesh contains no positions");
pv2 += (*it)->mNumVertices;
}
}
// copy normals
if ((**begin).HasNormals())
{
pv2 = out->mNormals = new aiVector3D[out->mNumVertices];
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
{
if ((*it)->mNormals)
{
::memcpy(pv2,(*it)->mNormals,(*it)->mNumVertices*sizeof(aiVector3D));
}
else DefaultLogger::get()->warn("JoinMeshes: Normals expected, but mesh contains no normals");
pv2 += (*it)->mNumVertices;
}
}
// copy tangents and bitangents
if ((**begin).HasTangentsAndBitangents())
{
pv2 = out->mTangents = new aiVector3D[out->mNumVertices];
aiVector3D* pv2b = out->mBitangents = new aiVector3D[out->mNumVertices];
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
{
if ((*it)->mTangents)
{
::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices*sizeof(aiVector3D));
::memcpy(pv2b,(*it)->mBitangents,(*it)->mNumVertices*sizeof(aiVector3D));
}
else DefaultLogger::get()->warn("JoinMeshes: Tangents expected, but mesh contains no tangents");
pv2 += (*it)->mNumVertices;
pv2b += (*it)->mNumVertices;
}
}
// copy texture coordinates
unsigned int n = 0;
while ((**begin).HasTextureCoords(n))
{
out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n];
pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices];
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
{
if ((*it)->mTextureCoords[n])
{
::memcpy(pv2,(*it)->mTextureCoords[n],(*it)->mNumVertices*sizeof(aiVector3D));
}
else DefaultLogger::get()->warn("JoinMeshes: UVs expected, but mesh contains no UVs");
pv2 += (*it)->mNumVertices;
}
++n;
}
// copy vertex colors
n = 0;
while ((**begin).HasVertexColors(n))
{
aiColor4D* pv2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
{
if ((*it)->mColors[n])
{
::memcpy(pv2,(*it)->mColors[n],(*it)->mNumVertices*sizeof(aiColor4D));
}
else DefaultLogger::get()->warn("JoinMeshes: VCs expected, but mesh contains no VCs");
pv2 += (*it)->mNumVertices;
}
++n;
}
}
if (out->mNumFaces) // just for safety
{
// copy faces
out->mFaces = new aiFace[out->mNumFaces];
aiFace* pf2 = out->mFaces;
unsigned int ofs = 0;
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
{
for (unsigned int m = 0; m < (*it)->mNumFaces;++m,++pf2)
{
aiFace& face = (*it)->mFaces[m];
pf2->mNumIndices = face.mNumIndices;
pf2->mIndices = face.mIndices;
if (ofs)
{
// add the offset to the vertex
for (unsigned int q = 0; q < face.mNumIndices; ++q)
face.mIndices[q] += ofs;
}
ofs += (*it)->mNumVertices;
face.mIndices = NULL;
}
}
}
// bones - as this is quite lengthy, I moved the code to a separate function
if (out->mNumBones)
MergeBones(out,begin,end);
// delete all source meshes
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
delete *it;
}
// ------------------------------------------------------------------------------------------------
template <typename Type>
inline void CopyPtrArray (Type**& dest, Type** src, unsigned int num)
{
if (!num)
{
dest = NULL;
return;
}
dest = new Type*[num];
for (unsigned int i = 0; i < num;++i)
SceneCombiner::Copy(&dest[i],src[i]);
}
// ------------------------------------------------------------------------------------------------
template <typename Type>
inline void GetArrayCopy (Type*& dest, unsigned int num )
{
if (!dest)return;
Type* old = dest;
dest = new Type[num];
::memcpy(dest, old, sizeof(Type) * num);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::CopySceneFlat(aiScene** _dest,aiScene* src)
{
// reuse the old scene or allocate a new?
if (*_dest)(*_dest)->~aiScene();
else *_dest = new aiScene();
::memcpy(*_dest,src,sizeof(aiScene));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::CopyScene(aiScene** _dest,aiScene* src)
{
ai_assert(NULL != _dest && NULL != src);
aiScene* dest = *_dest = new aiScene();
// copy animations
dest->mNumAnimations = src->mNumAnimations;
CopyPtrArray(dest->mAnimations,src->mAnimations,
dest->mNumAnimations);
// copy textures
dest->mNumTextures = src->mNumTextures;
CopyPtrArray(dest->mTextures,src->mTextures,
dest->mNumTextures);
// copy materials
dest->mNumMaterials = src->mNumMaterials;
CopyPtrArray(dest->mMaterials,src->mMaterials,
dest->mNumMaterials);
// copy lights
dest->mNumLights = src->mNumLights;
CopyPtrArray(dest->mLights,src->mLights,
dest->mNumLights);
// copy cameras
dest->mNumCameras = src->mNumCameras;
CopyPtrArray(dest->mCameras,src->mCameras,
dest->mNumCameras);
// copy meshes
dest->mNumMeshes = src->mNumMeshes;
CopyPtrArray(dest->mMeshes,src->mMeshes,
dest->mNumMeshes);
// now - copy the root node of the scene (deep copy, too)
Copy( &dest->mRootNode, src->mRootNode);
// and keep the flags ...
dest->mFlags = src->mFlags;
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiMesh** _dest, const aiMesh* src)
{
ai_assert(NULL != _dest && NULL != src);
aiMesh* dest = *_dest = new aiMesh();
// get a flat copy
::memcpy(dest,src,sizeof(aiMesh));
// and reallocate all arrays
GetArrayCopy( dest->mVertices, dest->mNumVertices );
GetArrayCopy( dest->mNormals , dest->mNumVertices );
GetArrayCopy( dest->mTangents, dest->mNumVertices );
GetArrayCopy( dest->mBitangents, dest->mNumVertices );
unsigned int n = 0;
while (dest->HasTextureCoords(n))
GetArrayCopy( dest->mTextureCoords[n++], dest->mNumVertices );
n = 0;
while (dest->HasVertexColors(n))
GetArrayCopy( dest->mColors[n++], dest->mNumVertices );
// make a deep copy of all bones
CopyPtrArray(dest->mBones,dest->mBones,dest->mNumBones);
// make a deep copy of all faces
GetArrayCopy(dest->mFaces,dest->mNumFaces);
for (unsigned int i = 0; i < dest->mNumFaces;++i)
{
aiFace& f = dest->mFaces[i];
GetArrayCopy(f.mIndices,f.mNumIndices);
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiMaterial** _dest, const aiMaterial* src)
{
ai_assert(NULL != _dest && NULL != src);
MaterialHelper* dest = (MaterialHelper*) ( *_dest = new MaterialHelper() );
dest->mNumAllocated = src->mNumAllocated;
dest->mNumProperties = src->mNumProperties;
dest->mProperties = new aiMaterialProperty* [dest->mNumAllocated];
for (unsigned int i = 0; i < dest->mNumProperties;++i)
{
aiMaterialProperty* prop = dest->mProperties[i] = new aiMaterialProperty();
aiMaterialProperty* sprop = src->mProperties[i];
prop->mDataLength = sprop->mDataLength;
prop->mData = new char[prop->mDataLength];
::memcpy(prop->mData,sprop->mData,prop->mDataLength);
prop->mIndex = sprop->mIndex;
prop->mSemantic = sprop->mSemantic;
prop->mKey = sprop->mKey;
prop->mType = sprop->mType;
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiTexture** _dest, const aiTexture* src)
{
ai_assert(NULL != _dest && NULL != src);
aiTexture* dest = *_dest = new aiTexture();
// get a flat copy
::memcpy(dest,src,sizeof(aiTexture));
// and reallocate all arrays. We must do it manually here
const char* old = (const char*)dest->pcData;
if (old)
{
unsigned int cpy;
if (!dest->mHeight)cpy = dest->mWidth;
else cpy = dest->mHeight * dest->mWidth * sizeof(aiTexel);
if (!cpy)
{
dest->pcData = NULL;
return;
}
// the cast is legal, the aiTexel c'tor does nothing important
dest->pcData = (aiTexel*) new char[cpy];
::memcpy(dest->pcData, old, cpy);
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiAnimation** _dest, const aiAnimation* src)
{
ai_assert(NULL != _dest && NULL != src);
aiAnimation* dest = *_dest = new aiAnimation();
// get a flat copy
::memcpy(dest,src,sizeof(aiAnimation));
// and reallocate all arrays
GetArrayCopy( dest->mChannels, dest->mNumChannels );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiNodeAnim** _dest, const aiNodeAnim* src)
{
ai_assert(NULL != _dest && NULL != src);
aiNodeAnim* dest = *_dest = new aiNodeAnim();
// get a flat copy
::memcpy(dest,src,sizeof(aiNodeAnim));
// and reallocate all arrays
GetArrayCopy( dest->mPositionKeys, dest->mNumPositionKeys );
GetArrayCopy( dest->mScalingKeys, dest->mNumScalingKeys );
GetArrayCopy( dest->mRotationKeys, dest->mNumRotationKeys );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiCamera** _dest,const aiCamera* src)
{
ai_assert(NULL != _dest && NULL != src);
aiCamera* dest = *_dest = new aiCamera();
// get a flat copy, that's already OK
::memcpy(dest,src,sizeof(aiCamera));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiLight** _dest, const aiLight* src)
{
ai_assert(NULL != _dest && NULL != src);
aiLight* dest = *_dest = new aiLight();
// get a flat copy, that's already OK
::memcpy(dest,src,sizeof(aiLight));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiBone** _dest, const aiBone* src)
{
ai_assert(NULL != _dest && NULL != src);
aiBone* dest = *_dest = new aiBone();
// get a flat copy
::memcpy(dest,src,sizeof(aiBone));
// and reallocate all arrays
GetArrayCopy( dest->mWeights, dest->mNumWeights );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiNode** _dest, const aiNode* src)
{
ai_assert(NULL != _dest && NULL != src);
aiNode* dest = *_dest = new aiNode();
// get a flat copy
::memcpy(dest,src,sizeof(aiNode));
// and reallocate all arrays
GetArrayCopy( dest->mMeshes, dest->mNumMeshes );
CopyPtrArray( dest->mChildren, src->mChildren,dest->mNumChildren);
}
}