1252 lines
40 KiB
C++
1252 lines
40 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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// TODO: refactor entire file to get rid of the "flat-copy" first approach
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// to copying structures. This easily breaks in the most unintuitive way
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// possible as new fields are added to assimp structures.
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// ----------------------------------------------------------------------------
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/** @file Implements Assimp::SceneCombiner. This is a smart utility
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* class that combines multiple scenes, meshes, ... into one. Currently
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* these utilities are used by the IRR and LWS loaders and the
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* OptimizeGraph step.
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*/
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// ----------------------------------------------------------------------------
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#include "AssimpPCH.h"
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#include "SceneCombiner.h"
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#include "fast_atof.h"
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#include "Hash.h"
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#include "time.h"
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Add a prefix to a string
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inline void PrefixString(aiString& string,const char* prefix, unsigned int len)
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{
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// If the string is already prefixed, we won't prefix it a second time
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if (string.length >= 1 && string.data[0] == '$')
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return;
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if (len+string.length>=MAXLEN-1) {
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DefaultLogger::get()->debug("Can't add an unique prefix because the string is too long");
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ai_assert(false);
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return;
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}
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// Add the prefix
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::memmove(string.data+len,string.data,string.length+1);
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::memcpy (string.data, prefix, len);
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// And update the string's length
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string.length += len;
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}
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// ------------------------------------------------------------------------------------------------
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// Add node identifiers to a hashing set
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void SceneCombiner::AddNodeHashes(aiNode* node, std::set<unsigned int>& hashes)
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{
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// Add node name to hashing set if it is non-empty - empty nodes are allowed
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// and they can't have any anims assigned so its absolutely safe to duplicate them.
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if (node->mName.length) {
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hashes.insert( SuperFastHash(node->mName.data,node->mName.length) );
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}
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// Process all children recursively
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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AddNodeHashes(node->mChildren[i],hashes);
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}
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// ------------------------------------------------------------------------------------------------
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// Add a name prefix to all nodes in a hierarchy
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void SceneCombiner::AddNodePrefixes(aiNode* node, const char* prefix, unsigned int len)
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{
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ai_assert(NULL != prefix);
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PrefixString(node->mName,prefix,len);
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// Process all children recursively
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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AddNodePrefixes(node->mChildren[i],prefix,len);
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}
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// ------------------------------------------------------------------------------------------------
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// Search for matching names
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bool SceneCombiner::FindNameMatch(const aiString& name, std::vector<SceneHelper>& input, unsigned int cur)
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{
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const unsigned int hash = SuperFastHash(name.data, name.length);
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// Check whether we find a positive match in one of the given sets
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for (unsigned int i = 0; i < input.size(); ++i) {
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if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
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return true;
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}
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Add a name prefix to all nodes in a hierarchy if a hash match is found
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void SceneCombiner::AddNodePrefixesChecked(aiNode* node, const char* prefix, unsigned int len,
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std::vector<SceneHelper>& input, unsigned int cur)
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{
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ai_assert(NULL != prefix);
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const unsigned int hash = SuperFastHash(node->mName.data,node->mName.length);
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// Check whether we find a positive match in one of the given sets
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for (unsigned int i = 0; i < input.size(); ++i) {
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if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
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PrefixString(node->mName,prefix,len);
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break;
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}
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}
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// Process all children recursively
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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AddNodePrefixesChecked(node->mChildren[i],prefix,len,input,cur);
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}
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// ------------------------------------------------------------------------------------------------
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// Add an offset to all mesh indices in a node graph
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void SceneCombiner::OffsetNodeMeshIndices (aiNode* node, unsigned int offset)
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{
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for (unsigned int i = 0; i < node->mNumMeshes;++i)
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node->mMeshes[i] += offset;
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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OffsetNodeMeshIndices(node->mChildren[i],offset);
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}
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// ------------------------------------------------------------------------------------------------
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// Merges two scenes. Currently only used by the LWS loader.
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void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
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unsigned int flags)
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{
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ai_assert(NULL != _dest);
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// if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
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if (src.empty())
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{
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if (*_dest)
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{
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(*_dest)->~aiScene();
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SceneCombiner::CopySceneFlat(_dest,src[0]);
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}
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else *_dest = src[0];
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return;
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}
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if (*_dest)(*_dest)->~aiScene();
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else *_dest = new aiScene();
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// Create a dummy scene to serve as master for the others
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aiScene* master = new aiScene();
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master->mRootNode = new aiNode();
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master->mRootNode->mName.Set("<MergeRoot>");
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std::vector<AttachmentInfo> srcList (src.size());
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for (unsigned int i = 0; i < srcList.size();++i) {
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srcList[i] = AttachmentInfo(src[i],master->mRootNode);
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}
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// 'master' will be deleted afterwards
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MergeScenes (_dest, master, srcList, flags);
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}
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// ------------------------------------------------------------------------------------------------
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void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInfo>& srcList)
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{
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unsigned int cnt;
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for (cnt = 0; cnt < attach->mNumChildren;++cnt)
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AttachToGraph(attach->mChildren[cnt],srcList);
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cnt = 0;
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for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
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it != srcList.end(); ++it)
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{
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if ((*it).attachToNode == attach && !(*it).resolved)
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++cnt;
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}
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if (cnt) {
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aiNode** n = new aiNode*[cnt+attach->mNumChildren];
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if (attach->mNumChildren) {
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::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren);
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delete[] attach->mChildren;
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}
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attach->mChildren = n;
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n += attach->mNumChildren;
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attach->mNumChildren += cnt;
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for (unsigned int i = 0; i < srcList.size();++i) {
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NodeAttachmentInfo& att = srcList[i];
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if (att.attachToNode == attach && !att.resolved) {
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*n = att.node;
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(**n).mParent = attach;
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++n;
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// mark this attachment as resolved
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att.resolved = true;
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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 SceneCombiner::AttachToGraph ( aiScene* master,
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std::vector<NodeAttachmentInfo>& src)
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{
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ai_assert(NULL != master);
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AttachToGraph(master->mRootNode,src);
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}
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// ------------------------------------------------------------------------------------------------
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void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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std::vector<AttachmentInfo>& srcList,
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unsigned int flags)
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{
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ai_assert(NULL != _dest);
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// if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
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if (srcList.empty()) {
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if (*_dest) {
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SceneCombiner::CopySceneFlat(_dest,master);
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}
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else *_dest = master;
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return;
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}
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if (*_dest) {
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(*_dest)->~aiScene();
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new (*_dest) aiScene();
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}
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else *_dest = new aiScene();
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aiScene* dest = *_dest;
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std::vector<SceneHelper> src (srcList.size()+1);
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src[0].scene = master;
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for (unsigned int i = 0; i < srcList.size();++i) {
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src[i+1] = SceneHelper( srcList[i].scene );
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}
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// this helper array specifies which scenes are duplicates of others
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std::vector<unsigned int> duplicates(src.size(),UINT_MAX);
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// this helper array is used as lookup table several times
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std::vector<unsigned int> offset(src.size());
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// Find duplicate scenes
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for (unsigned int i = 0; i < src.size();++i) {
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if (duplicates[i] != i && duplicates[i] != UINT_MAX) {
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continue;
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}
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duplicates[i] = i;
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for ( unsigned int a = i+1; a < src.size(); ++a) {
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if (src[i].scene == src[a].scene) {
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duplicates[a] = i;
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}
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}
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}
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// Generate unique names for all named stuff?
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if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES)
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{
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#if 0
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// Construct a proper random number generator
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boost::mt19937 rng( );
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boost::uniform_int<> dist(1u,1 << 24u);
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boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
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#endif
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for (unsigned int i = 1; i < src.size();++i)
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{
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//if (i != duplicates[i])
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//{
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// // duplicate scenes share the same UID
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// ::strcpy( src[i].id, src[duplicates[i]].id );
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// src[i].idlen = src[duplicates[i]].idlen;
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// continue;
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//}
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src[i].idlen = ::sprintf(src[i].id,"$%.6X$_",i);
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if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
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// Compute hashes for all identifiers in this scene and store them
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// in a sorted table (for convenience I'm using std::set). We hash
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// just the node and animation channel names, all identifiers except
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// the material names should be caught by doing this.
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AddNodeHashes(src[i]->mRootNode,src[i].hashes);
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for (unsigned int a = 0; a < src[i]->mNumAnimations;++a) {
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aiAnimation* anim = src[i]->mAnimations[a];
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src[i].hashes.insert(SuperFastHash(anim->mName.data,anim->mName.length));
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}
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}
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}
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}
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unsigned int cnt;
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// First find out how large the respective output arrays must be
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for ( unsigned int n = 0; n < src.size();++n )
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{
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SceneHelper* cur = &src[n];
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if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
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dest->mNumTextures += (*cur)->mNumTextures;
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dest->mNumMaterials += (*cur)->mNumMaterials;
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dest->mNumMeshes += (*cur)->mNumMeshes;
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}
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dest->mNumLights += (*cur)->mNumLights;
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dest->mNumCameras += (*cur)->mNumCameras;
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dest->mNumAnimations += (*cur)->mNumAnimations;
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// Combine the flags of all scenes
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// We need to process them flag-by-flag here to get correct results
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// dest->mFlags ; //|= (*cur)->mFlags;
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if ((*cur)->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
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dest->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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}
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}
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// generate the output texture list + an offset table for all texture indices
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if (dest->mNumTextures)
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{
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aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials];
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cnt = 0;
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for ( unsigned int n = 0; n < src.size();++n )
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{
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SceneHelper* cur = &src[n];
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for (unsigned int i = 0; i < (*cur)->mNumTextures;++i)
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{
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if (n != duplicates[n])
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{
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if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
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Copy(pip,(*cur)->mTextures[i]);
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else continue;
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}
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else *pip = (*cur)->mTextures[i];
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++pip;
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}
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offset[n] = cnt;
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cnt = (unsigned int)(pip - dest->mTextures);
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}
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}
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// generate the output material list + an offset table for all material indices
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if (dest->mNumMaterials)
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{
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aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
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cnt = 0;
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for ( unsigned int n = 0; n < src.size();++n ) {
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SceneHelper* cur = &src[n];
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for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i)
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{
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if (n != duplicates[n])
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{
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if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
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Copy(pip,(*cur)->mMaterials[i]);
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else continue;
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}
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else *pip = (*cur)->mMaterials[i];
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if ((*cur)->mNumTextures != dest->mNumTextures) {
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// We need to update all texture indices of the mesh. So we need to search for
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// a material property called '$tex.file'
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for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
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{
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aiMaterialProperty* prop = (*pip)->mProperties[a];
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if (!strncmp(prop->mKey.data,"$tex.file",9))
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{
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// Check whether this texture is an embedded texture.
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// In this case the property looks like this: *<n>,
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// where n is the index of the texture.
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aiString& s = *((aiString*)prop->mData);
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if ('*' == s.data[0]) {
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// Offset the index and write it back ..
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const unsigned int idx = strtoul10(&s.data[1]) + offset[n];
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ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx);
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}
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}
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// Need to generate new, unique material names?
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else if (!::strcmp( prop->mKey.data,"$mat.name" ) && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES)
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{
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aiString* pcSrc = (aiString*) prop->mData;
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PrefixString(*pcSrc, (*cur).id, (*cur).idlen);
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}
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}
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}
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++pip;
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}
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offset[n] = cnt;
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cnt = (unsigned int)(pip - dest->mMaterials);
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}
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}
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// generate the output mesh list + again an offset table for all mesh indices
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if (dest->mNumMeshes)
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{
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aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes];
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cnt = 0;
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for ( unsigned int n = 0; n < src.size();++n )
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{
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SceneHelper* cur = &src[n];
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for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i)
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{
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if (n != duplicates[n]) {
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if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
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Copy(pip, (*cur)->mMeshes[i]);
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else continue;
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}
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else *pip = (*cur)->mMeshes[i];
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// update the material index of the mesh
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(*pip)->mMaterialIndex += offset[n];
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++pip;
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}
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// reuse the offset array - store now the mesh offset in it
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offset[n] = cnt;
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cnt = (unsigned int)(pip - dest->mMeshes);
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}
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}
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std::vector <NodeAttachmentInfo> nodes;
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nodes.reserve(srcList.size());
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// ----------------------------------------------------------------------------
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// Now generate the output node graph. We need to make those
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// names in the graph that are referenced by anims or lights
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// or cameras unique. So we add a prefix to them ... $<rand>_
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// We could also use a counter, but using a random value allows us to
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// use just one prefix if we are joining multiple scene hierarchies recursively.
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// Chances are quite good we don't collide, so we try that ...
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// ----------------------------------------------------------------------------
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// Allocate space for light sources, cameras and animations
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aiLight** ppLights = dest->mLights = (dest->mNumLights
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? new aiLight*[dest->mNumLights] : NULL);
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aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras
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? new aiCamera*[dest->mNumCameras] : NULL);
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aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
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? new aiAnimation*[dest->mNumAnimations] : NULL);
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for ( int n = src.size()-1; n >= 0 ;--n ) /* !!! important !!! */
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{
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SceneHelper* cur = &src[n];
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aiNode* node;
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// To offset or not to offset, this is the question
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if (n != (int)duplicates[n])
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{
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// Get full scenegraph copy
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Copy( &node, (*cur)->mRootNode );
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OffsetNodeMeshIndices(node,offset[duplicates[n]]);
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if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
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// (note:) they are already 'offseted' by offset[duplicates[n]]
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OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
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}
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}
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else // if (n == duplicates[n])
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{
|
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node = (*cur)->mRootNode;
|
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OffsetNodeMeshIndices(node,offset[n]);
|
|
}
|
|
if (n) // src[0] is the master node
|
|
nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode,n ));
|
|
|
|
// add name prefixes?
|
|
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
|
|
|
|
// or the whole scenegraph
|
|
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
|
|
AddNodePrefixesChecked(node,(*cur).id,(*cur).idlen,src,n);
|
|
}
|
|
else AddNodePrefixes(node,(*cur).id,(*cur).idlen);
|
|
|
|
// meshes
|
|
for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i) {
|
|
aiMesh* mesh = (*cur)->mMeshes[i];
|
|
|
|
// rename all bones
|
|
for (unsigned int a = 0; a < mesh->mNumBones;++a) {
|
|
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
|
|
if (!FindNameMatch(mesh->mBones[a]->mName,src,n))
|
|
continue;
|
|
}
|
|
PrefixString(mesh->mBones[a]->mName,(*cur).id,(*cur).idlen);
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------
|
|
// Copy light sources
|
|
for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights)
|
|
{
|
|
if (n != (int)duplicates[n]) // duplicate scene?
|
|
{
|
|
Copy(ppLights, (*cur)->mLights[i]);
|
|
}
|
|
else *ppLights = (*cur)->mLights[i];
|
|
|
|
|
|
// Add name prefixes?
|
|
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
|
|
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
|
|
if (!FindNameMatch((*ppLights)->mName,src,n))
|
|
continue;
|
|
}
|
|
|
|
PrefixString((*ppLights)->mName,(*cur).id,(*cur).idlen);
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------
|
|
// Copy cameras
|
|
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) {
|
|
if (n != (int)duplicates[n]) // duplicate scene?
|
|
{
|
|
Copy(ppCameras, (*cur)->mCameras[i]);
|
|
}
|
|
else *ppCameras = (*cur)->mCameras[i];
|
|
|
|
// Add name prefixes?
|
|
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
|
|
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
|
|
if (!FindNameMatch((*ppCameras)->mName,src,n))
|
|
continue;
|
|
}
|
|
|
|
PrefixString((*ppCameras)->mName,(*cur).id,(*cur).idlen);
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------
|
|
// Copy animations
|
|
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) {
|
|
if (n != (int)duplicates[n]) // duplicate scene?
|
|
{
|
|
Copy(ppAnims, (*cur)->mAnimations[i]);
|
|
}
|
|
else *ppAnims = (*cur)->mAnimations[i];
|
|
|
|
// Add name prefixes?
|
|
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
|
|
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
|
|
if (!FindNameMatch((*ppAnims)->mName,src,n))
|
|
continue;
|
|
}
|
|
|
|
PrefixString((*ppAnims)->mName,(*cur).id,(*cur).idlen);
|
|
|
|
// don't forget to update all node animation channels
|
|
for (unsigned int a = 0; a < (*ppAnims)->mNumChannels;++a) {
|
|
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
|
|
if (!FindNameMatch((*ppAnims)->mChannels[a]->mNodeName,src,n))
|
|
continue;
|
|
}
|
|
|
|
PrefixString((*ppAnims)->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now build the output graph
|
|
AttachToGraph ( master, nodes);
|
|
dest->mRootNode = master->mRootNode;
|
|
|
|
// Check whether we succeeded at building the output graph
|
|
for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
|
|
it != nodes.end(); ++it)
|
|
{
|
|
if (!(*it).resolved) {
|
|
if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
|
|
// search for this attachment point in all other imported scenes, too.
|
|
for ( unsigned int n = 0; n < src.size();++n ) {
|
|
if (n != (*it).src_idx) {
|
|
AttachToGraph(src[n].scene,nodes);
|
|
if ((*it).resolved)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!(*it).resolved) {
|
|
DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
|
|
+ (*it).node->mName.data + " " + (*it).attachToNode->mName.data);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Check flags
|
|
if (!dest->mNumMeshes || !dest->mNumMaterials) {
|
|
dest->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
}
|
|
|
|
// 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->mNumBones = 0;
|
|
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 ));
|
|
|
|
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");
|
|
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) {
|
|
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)->mVertices) {
|
|
::memcpy(pv2,(*it)->mVertices,(*it)->mNumVertices*sizeof(aiVector3D));
|
|
}
|
|
else DefaultLogger::get()->warn("JoinMeshes: Positions expected but input 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 input 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 input 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 input 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 input 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;
|
|
}
|
|
face.mIndices = NULL;
|
|
}
|
|
ofs += (*it)->mNumVertices;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void SceneCombiner::MergeMaterials(aiMaterial** dest,
|
|
std::vector<aiMaterial*>::const_iterator begin,
|
|
std::vector<aiMaterial*>::const_iterator end)
|
|
{
|
|
ai_assert(NULL != dest);
|
|
|
|
if (begin == end) {
|
|
*dest = NULL; // no materials ...
|
|
return;
|
|
}
|
|
|
|
// Allocate the output material
|
|
aiMaterial* out = *dest = new aiMaterial();
|
|
|
|
// Get the maximal number of properties
|
|
unsigned int size = 0;
|
|
for (std::vector<aiMaterial*>::const_iterator it = begin; it != end; ++it) {
|
|
size += (*it)->mNumProperties;
|
|
}
|
|
|
|
out->Clear();
|
|
delete[] out->mProperties;
|
|
|
|
out->mNumAllocated = size;
|
|
out->mNumProperties = 0;
|
|
out->mProperties = new aiMaterialProperty*[out->mNumAllocated];
|
|
|
|
for (std::vector<aiMaterial*>::const_iterator it = begin; it != end; ++it) {
|
|
for(unsigned int i = 0; i < (*it)->mNumProperties; ++i) {
|
|
aiMaterialProperty* sprop = (*it)->mProperties[i];
|
|
|
|
// Test if we already have a matching property
|
|
const aiMaterialProperty* prop_exist;
|
|
if(aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mType, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
|
|
// If not, we add it to the new material
|
|
aiMaterialProperty* prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty();
|
|
|
|
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;
|
|
|
|
out->mNumProperties++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
template <typename Type>
|
|
inline void CopyPtrArray (Type**& dest, const Type* const * 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,const aiScene* src)
|
|
{
|
|
// reuse the old scene or allocate a new?
|
|
if (*_dest) {
|
|
(*_dest)->~aiScene();
|
|
new (*_dest) aiScene();
|
|
}
|
|
else *_dest = new aiScene();
|
|
|
|
::memcpy(*_dest,src,sizeof(aiScene));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void SceneCombiner::CopyScene(aiScene** _dest,const aiScene* src,bool allocate)
|
|
{
|
|
ai_assert(NULL != _dest && NULL != src);
|
|
|
|
if (allocate) {
|
|
*_dest = new aiScene();
|
|
}
|
|
aiScene* dest = *_dest;
|
|
ai_assert(dest);
|
|
|
|
// 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;
|
|
|
|
// source private data might be NULL if the scene is user-allocated (i.e. for use with the export API)
|
|
if (dest->mPrivate != NULL) {
|
|
ScenePriv(dest)->mPPStepsApplied = ScenePriv(src) ? ScenePriv(src)->mPPStepsApplied : 0;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
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);
|
|
|
|
aiMaterial* dest = (aiMaterial*) ( *_dest = new aiMaterial() );
|
|
|
|
dest->Clear();
|
|
delete[] dest->mProperties;
|
|
|
|
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
|
|
CopyPtrArray( dest->mChannels, src->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));
|
|
|
|
if (src->mMetaData) {
|
|
Copy(&dest->mMetaData, src->mMetaData);
|
|
}
|
|
|
|
// and reallocate all arrays
|
|
GetArrayCopy( dest->mMeshes, dest->mNumMeshes );
|
|
CopyPtrArray( dest->mChildren, src->mChildren,dest->mNumChildren);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void SceneCombiner::Copy (aiMetadata** _dest, const aiMetadata* src)
|
|
{
|
|
ai_assert(NULL != _dest && NULL != src);
|
|
|
|
aiMetadata* dest = *_dest = new aiMetadata();
|
|
dest->mNumProperties = src->mNumProperties;
|
|
dest->mKeys = new aiString[src->mNumProperties];
|
|
std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys);
|
|
|
|
dest->mValues = new aiMetadataEntry[src->mNumProperties];
|
|
for (unsigned int i = 0; i < src->mNumProperties; ++i) {
|
|
aiMetadataEntry& in = src->mValues[i];
|
|
aiMetadataEntry& out = dest->mValues[i];
|
|
out.mType = in.mType;
|
|
switch (dest->mValues[i].mType) {
|
|
case AI_BOOL:
|
|
out.mData = new bool(*static_cast<bool*>(in.mData));
|
|
break;
|
|
case AI_INT:
|
|
out.mData = new int(*static_cast<int*>(in.mData));
|
|
break;
|
|
case AI_UINT64:
|
|
out.mData = new uint64_t(*static_cast<uint64_t*>(in.mData));
|
|
break;
|
|
case AI_FLOAT:
|
|
out.mData = new float(*static_cast<float*>(in.mData));
|
|
break;
|
|
case AI_AISTRING:
|
|
out.mData = new aiString(*static_cast<aiString*>(in.mData));
|
|
break;
|
|
case AI_AIVECTOR3D:
|
|
out.mData = new aiVector3D(*static_cast<aiVector3D*>(in.mData));
|
|
break;
|
|
default:
|
|
ai_assert(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|