243 lines
8.0 KiB
C++
243 lines
8.0 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.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
#ifndef AI_PROCESS_HELPER_H_INCLUDED
|
|
#define AI_PROCESS_HELPER_H_INCLUDED
|
|
|
|
#include "../include/aiPostProcess.h"
|
|
|
|
#include "SpatialSort.h"
|
|
#include "BaseProcess.h"
|
|
|
|
namespace Assimp {
|
|
|
|
// some aliases to make the whole stuff easier to read
|
|
typedef std::pair < unsigned int,float > PerVertexWeight;
|
|
typedef std::vector < PerVertexWeight > VertexWeightTable;
|
|
|
|
// -------------------------------------------------------------------------------
|
|
/** Little helper function to calculate the quadratic difference
|
|
* of two colours.
|
|
* @param pColor1 First color
|
|
* @param pColor2 second color
|
|
* @return Quadratic color difference
|
|
*/
|
|
inline float GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2)
|
|
{
|
|
const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g,
|
|
pColor1.b - pColor2.b, pColor1.a - pColor2.a);
|
|
|
|
return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Compute a good epsilon value for position comparisons on a mesh
|
|
inline float ComputePositionEpsilon(const aiMesh* pMesh)
|
|
{
|
|
const float epsilon = 1e-5f;
|
|
|
|
// calculate the position bounds so we have a reliable epsilon to check position differences against
|
|
aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
|
|
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
|
{
|
|
minVec.x = std::min( minVec.x, pMesh->mVertices[a].x);
|
|
minVec.y = std::min( minVec.y, pMesh->mVertices[a].y);
|
|
minVec.z = std::min( minVec.z, pMesh->mVertices[a].z);
|
|
maxVec.x = std::max( maxVec.x, pMesh->mVertices[a].x);
|
|
maxVec.y = std::max( maxVec.y, pMesh->mVertices[a].y);
|
|
maxVec.z = std::max( maxVec.z, pMesh->mVertices[a].z);
|
|
}
|
|
return (maxVec - minVec).Length() * epsilon;
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Compute an unique value for the vertex format of a mesh
|
|
inline unsigned int GetMeshVFormatUnique(aiMesh* pcMesh)
|
|
{
|
|
ai_assert(NULL != pcMesh);
|
|
|
|
// FIX: the hash may never be 0. Otherwise a comparison against
|
|
// nullptr could be successful
|
|
unsigned int iRet = 1;
|
|
|
|
// normals
|
|
if (pcMesh->HasNormals())iRet |= 0x2;
|
|
// tangents and bitangents
|
|
if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
|
|
|
|
BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
|
|
BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
|
|
|
|
// texture coordinates
|
|
unsigned int p = 0;
|
|
while (pcMesh->HasTextureCoords(p))
|
|
{
|
|
iRet |= (0x100 << p);
|
|
if (3 == pcMesh->mNumUVComponents[p])
|
|
iRet |= (0x10000 << p);
|
|
|
|
++p;
|
|
}
|
|
// vertex colors
|
|
p = 0;
|
|
while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
|
|
return iRet;
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Compute a per-vertex bone weight table
|
|
// please .... delete result with operator delete[] ...
|
|
inline VertexWeightTable* ComputeVertexBoneWeightTable(aiMesh* pMesh)
|
|
{
|
|
if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones)
|
|
return NULL;
|
|
|
|
VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
|
|
for (unsigned int i = 0; i < pMesh->mNumBones;++i)
|
|
{
|
|
aiBone* bone = pMesh->mBones[i];
|
|
for (unsigned int a = 0; a < bone->mNumWeights;++a) {
|
|
const aiVertexWeight& weight = bone->mWeights[a];
|
|
avPerVertexWeights[weight.mVertexId].push_back(
|
|
std::pair<unsigned int,float>(i,weight.mWeight));
|
|
}
|
|
}
|
|
return avPerVertexWeights;
|
|
}
|
|
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Get a string for a given aiTextureType
|
|
inline const char* TextureTypeToString(aiTextureType in)
|
|
{
|
|
switch (in)
|
|
{
|
|
case aiTextureType_DIFFUSE:
|
|
return "Diffuse";
|
|
case aiTextureType_SPECULAR:
|
|
return "Specular";
|
|
case aiTextureType_AMBIENT:
|
|
return "Ambient";
|
|
case aiTextureType_EMISSIVE:
|
|
return "Emissive";
|
|
case aiTextureType_OPACITY:
|
|
return "Opacity";
|
|
case aiTextureType_NORMALS:
|
|
return "Normals";
|
|
case aiTextureType_HEIGHT:
|
|
return "Height";
|
|
case aiTextureType_SHININESS:
|
|
return "Shininess";
|
|
default:
|
|
return "HUGE ERROR, please leave the room immediately and call the police";
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Get a string for a given aiTextureMapping
|
|
inline const char* MappingTypeToString(aiTextureMapping in)
|
|
{
|
|
switch (in)
|
|
{
|
|
case aiTextureMapping_UV:
|
|
return "UV";
|
|
case aiTextureMapping_BOX:
|
|
return "Box";
|
|
case aiTextureMapping_SPHERE:
|
|
return "Sphere";
|
|
case aiTextureMapping_CYLINDER:
|
|
return "Cylinder";
|
|
case aiTextureMapping_PLANE:
|
|
return "Plane";
|
|
case aiTextureMapping_OTHER:
|
|
return "Other";
|
|
default:
|
|
return "HUGE ERROR, please leave the room immediately and call the police";
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Utility postprocess step to share the spatial sort tree between
|
|
// all steps which use it to speedup its computations.
|
|
class ComputeSpatialSortProcess : public BaseProcess
|
|
{
|
|
bool IsActive( unsigned int pFlags) const
|
|
{
|
|
return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
|
|
aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
|
|
}
|
|
|
|
void Execute( aiScene* pScene)
|
|
{
|
|
typedef std::pair<SpatialSort, float> _Type;
|
|
|
|
std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes);
|
|
std::vector<_Type>::iterator it = p->begin();
|
|
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) {
|
|
aiMesh* mesh = pScene->mMeshes[i];
|
|
_Type& blubb = *it;
|
|
blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D));
|
|
blubb.second = ComputePositionEpsilon(mesh);
|
|
}
|
|
|
|
shared->AddProperty(AI_SPP_SPATIAL_SORT,p);
|
|
}
|
|
};
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// ... and the same again to cleanup the whole stuff
|
|
class DestroySpatialSortProcess : public BaseProcess
|
|
{
|
|
bool IsActive( unsigned int pFlags) const
|
|
{
|
|
return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
|
|
aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
|
|
}
|
|
|
|
void Execute( aiScene* pScene)
|
|
{
|
|
shared->RemoveProperty(AI_SPP_SPATIAL_SORT);
|
|
}
|
|
};
|
|
|
|
} // ! namespace Assimp
|
|
#endif // !! AI_PROCESS_HELPER_H_INCLUDED
|