mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 14:44:36 +00:00
* Adjustment: Update Assimp version to 5.0.1.
This commit is contained in:
parent
14ebeaf3eb
commit
4758f7bdaf
679 changed files with 50502 additions and 19698 deletions
|
|
@ -1,262 +0,0 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp 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 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.
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
#include "ArmaturePopulate.h"
|
||||
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <iostream>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
/// The default class constructor.
|
||||
ArmaturePopulate::ArmaturePopulate() :
|
||||
BaseProcess() {
|
||||
// do nothing
|
||||
}
|
||||
|
||||
/// The class destructor.
|
||||
ArmaturePopulate::~ArmaturePopulate() {
|
||||
// do nothing
|
||||
}
|
||||
|
||||
bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_PopulateArmatureData) != 0;
|
||||
}
|
||||
|
||||
void ArmaturePopulate::SetupProperties(const Importer *pImp) {
|
||||
// do nothing
|
||||
}
|
||||
|
||||
void ArmaturePopulate::Execute(aiScene *out) {
|
||||
|
||||
// Now convert all bone positions to the correct mOffsetMatrix
|
||||
std::vector<aiBone *> bones;
|
||||
std::vector<aiNode *> nodes;
|
||||
std::map<aiBone *, aiNode *> bone_stack;
|
||||
BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
|
||||
BuildNodeList(out->mRootNode, nodes);
|
||||
|
||||
BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
|
||||
|
||||
ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
|
||||
|
||||
for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
|
||||
aiBone *bone = kvp.first;
|
||||
aiNode *bone_node = kvp.second;
|
||||
ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
|
||||
// lcl transform grab - done in generate_nodes :)
|
||||
|
||||
// bone->mOffsetMatrix = bone_node->mTransformation;
|
||||
aiNode *armature = GetArmatureRoot(bone_node, bones);
|
||||
|
||||
ai_assert(armature);
|
||||
|
||||
// set up bone armature id
|
||||
bone->mArmature = armature;
|
||||
|
||||
// set this bone node to be referenced properly
|
||||
ai_assert(bone_node);
|
||||
bone->mNode = bone_node;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Reprocess all nodes to calculate bone transforms properly based on the REAL
|
||||
// mOffsetMatrix not the local.
|
||||
// Before this would use mesh transforms which is wrong for bone transforms
|
||||
// Before this would work for simple character skeletons but not complex meshes
|
||||
// with multiple origins
|
||||
// Source: sketch fab log cutter fbx
|
||||
void ArmaturePopulate::BuildBoneList(aiNode *current_node,
|
||||
const aiNode *root_node,
|
||||
const aiScene *scene,
|
||||
std::vector<aiBone *> &bones) {
|
||||
ai_assert(scene);
|
||||
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
|
||||
aiNode *child = current_node->mChildren[nodeId];
|
||||
ai_assert(child);
|
||||
|
||||
// check for bones
|
||||
for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
|
||||
ai_assert(child->mMeshes);
|
||||
unsigned int mesh_index = child->mMeshes[meshId];
|
||||
aiMesh *mesh = scene->mMeshes[mesh_index];
|
||||
ai_assert(mesh);
|
||||
|
||||
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
|
||||
aiBone *bone = mesh->mBones[boneId];
|
||||
ai_assert(bone);
|
||||
|
||||
// duplicate mehes exist with the same bones sometimes :)
|
||||
// so this must be detected
|
||||
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
|
||||
// add the element once
|
||||
bones.push_back(bone);
|
||||
}
|
||||
}
|
||||
|
||||
// find mesh and get bones
|
||||
// then do recursive lookup for bones in root node hierarchy
|
||||
}
|
||||
|
||||
BuildBoneList(child, root_node, scene, bones);
|
||||
}
|
||||
}
|
||||
|
||||
// Prepare flat node list which can be used for non recursive lookups later
|
||||
void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
|
||||
std::vector<aiNode *> &nodes) {
|
||||
ai_assert(current_node);
|
||||
|
||||
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
|
||||
aiNode *child = current_node->mChildren[nodeId];
|
||||
ai_assert(child);
|
||||
|
||||
if (child->mNumMeshes == 0) {
|
||||
nodes.push_back(child);
|
||||
}
|
||||
|
||||
BuildNodeList(child, nodes);
|
||||
}
|
||||
}
|
||||
|
||||
// A bone stack allows us to have multiple armatures, with the same bone names
|
||||
// A bone stack allows us also to retrieve bones true transform even with
|
||||
// duplicate names :)
|
||||
void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
|
||||
const aiNode *root_node,
|
||||
const aiScene *scene,
|
||||
const std::vector<aiBone *> &bones,
|
||||
std::map<aiBone *, aiNode *> &bone_stack,
|
||||
std::vector<aiNode *> &node_stack) {
|
||||
ai_assert(scene);
|
||||
ai_assert(root_node);
|
||||
ai_assert(!node_stack.empty());
|
||||
|
||||
for (aiBone *bone : bones) {
|
||||
ai_assert(bone);
|
||||
aiNode *node = GetNodeFromStack(bone->mName, node_stack);
|
||||
if (node == nullptr) {
|
||||
node_stack.clear();
|
||||
BuildNodeList(root_node, node_stack);
|
||||
ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
|
||||
|
||||
node = GetNodeFromStack(bone->mName, node_stack);
|
||||
|
||||
if (!node) {
|
||||
ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
|
||||
|
||||
bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
|
||||
}
|
||||
}
|
||||
|
||||
// Returns the armature root node
|
||||
// This is required to be detected for a bone initially, it will recurse up
|
||||
// until it cannot find another bone and return the node No known failure
|
||||
// points. (yet)
|
||||
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
|
||||
std::vector<aiBone *> &bone_list) {
|
||||
while (bone_node) {
|
||||
if (!IsBoneNode(bone_node->mName, bone_list)) {
|
||||
ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
|
||||
return bone_node;
|
||||
}
|
||||
|
||||
bone_node = bone_node->mParent;
|
||||
}
|
||||
|
||||
ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Simple IsBoneNode check if this could be a bone
|
||||
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
|
||||
std::vector<aiBone *> &bones) {
|
||||
for (aiBone *bone : bones) {
|
||||
if (bone->mName == bone_name) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Pop this node by name from the stack if found
|
||||
// Used in multiple armature situations with duplicate node / bone names
|
||||
// Known flaw: cannot have nodes with bone names, will be fixed in later release
|
||||
// (serious to be fixed) Known flaw: nodes which have more than one bone could
|
||||
// be prematurely dropped from stack
|
||||
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
|
||||
std::vector<aiNode *> &nodes) {
|
||||
std::vector<aiNode *>::iterator iter;
|
||||
aiNode *found = nullptr;
|
||||
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
|
||||
aiNode *element = *iter;
|
||||
ai_assert(element);
|
||||
// node valid and node name matches
|
||||
if (element->mName == node_name) {
|
||||
found = element;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (found != nullptr) {
|
||||
ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
|
||||
// now pop the element from the node list
|
||||
nodes.erase(iter);
|
||||
|
||||
return found;
|
||||
}
|
||||
|
||||
// unique names can cause this problem
|
||||
ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
} // Namespace Assimp
|
||||
|
|
@ -1,112 +0,0 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp 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 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 ARMATURE_POPULATE_H_
|
||||
#define ARMATURE_POPULATE_H_
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
|
||||
|
||||
struct aiNode;
|
||||
struct aiBone;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Armature Populate: This is a post process designed
|
||||
* To save you time when importing models into your game engines
|
||||
* This was originally designed only for fbx but will work with other formats
|
||||
* it is intended to auto populate aiBone data with armature and the aiNode
|
||||
* This is very useful when dealing with skinned meshes
|
||||
* or when dealing with many different skeletons
|
||||
* It's off by default but recommend that you try it and use it
|
||||
* It should reduce down any glue code you have in your
|
||||
* importers
|
||||
* You can contact RevoluPowered <gordon@gordonite.tech>
|
||||
* For more info about this
|
||||
*/
|
||||
class ASSIMP_API ArmaturePopulate : public BaseProcess {
|
||||
public:
|
||||
/// The default class constructor.
|
||||
ArmaturePopulate();
|
||||
|
||||
/// The class destructor.
|
||||
virtual ~ArmaturePopulate();
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual bool IsActive( unsigned int pFlags ) const;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void SetupProperties( const Importer* pImp );
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void Execute( aiScene* pScene );
|
||||
|
||||
static aiNode *GetArmatureRoot(aiNode *bone_node,
|
||||
std::vector<aiBone *> &bone_list);
|
||||
|
||||
static bool IsBoneNode(const aiString &bone_name,
|
||||
std::vector<aiBone *> &bones);
|
||||
|
||||
static aiNode *GetNodeFromStack(const aiString &node_name,
|
||||
std::vector<aiNode *> &nodes);
|
||||
|
||||
static void BuildNodeList(const aiNode *current_node,
|
||||
std::vector<aiNode *> &nodes);
|
||||
|
||||
static void BuildBoneList(aiNode *current_node, const aiNode *root_node,
|
||||
const aiScene *scene,
|
||||
std::vector<aiBone *> &bones);
|
||||
|
||||
static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
|
||||
const aiScene *scene,
|
||||
const std::vector<aiBone *> &bones,
|
||||
std::map<aiBone *, aiNode *> &bone_stack,
|
||||
std::vector<aiNode *> &node_stack);
|
||||
};
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
|
||||
#endif // SCALE_PROCESS_H_
|
||||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -137,9 +137,8 @@ public:
|
|||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
public:
|
||||
/** Some other types of post-processing require winding order flips */
|
||||
static void ProcessMesh( aiMesh* pMesh);
|
||||
protected:
|
||||
void ProcessMesh( aiMesh* pMesh);
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -128,8 +128,7 @@ bool EmbedTexturesProcess::addTexture(aiScene* pScene, std::string path) const {
|
|||
auto oldTextures = pScene->mTextures;
|
||||
pScene->mTextures = new aiTexture*[pScene->mNumTextures];
|
||||
::memmove(pScene->mTextures, oldTextures, sizeof(aiTexture*) * (pScene->mNumTextures - 1u));
|
||||
delete [] oldTextures;
|
||||
|
||||
|
||||
// Add the new texture
|
||||
auto pTexture = new aiTexture;
|
||||
pTexture->mHeight = 0; // Means that this is still compressed
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "FindInvalidDataProcess.h"
|
||||
#include "ProcessHelper.h"
|
||||
|
||||
#include <assimp/Macros.h>
|
||||
#include <assimp/Exceptional.h>
|
||||
#include <assimp/qnan.h>
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
@ -43,13 +43,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
* @brief Implementation of the aiProcess_OptimizGraph step
|
||||
*/
|
||||
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
|
||||
|
||||
#include "OptimizeGraph.h"
|
||||
#include "ProcessHelper.h"
|
||||
#include "ConvertToLHProcess.h"
|
||||
#include <assimp/Exceptional.h>
|
||||
#include <assimp/SceneCombiner.h>
|
||||
#include <assimp/Exceptional.h>
|
||||
#include <stdio.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
|
@ -60,299 +60,292 @@ using namespace Assimp;
|
|||
* The unhashed variant should be faster, except for *very* large data sets
|
||||
*/
|
||||
#ifdef AI_OG_USE_HASHING
|
||||
// Use our standard hashing function to compute the hash
|
||||
#define AI_OG_GETKEY(str) SuperFastHash(str.data, str.length)
|
||||
// Use our standard hashing function to compute the hash
|
||||
# define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
|
||||
#else
|
||||
// Otherwise hope that std::string will utilize a static buffer
|
||||
// for shorter node names. This would avoid endless heap copying.
|
||||
#define AI_OG_GETKEY(str) std::string(str.data)
|
||||
// Otherwise hope that std::string will utilize a static buffer
|
||||
// for shorter node names. This would avoid endless heap copying.
|
||||
# define AI_OG_GETKEY(str) std::string(str.data)
|
||||
#endif
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
OptimizeGraphProcess::OptimizeGraphProcess() :
|
||||
mScene(),
|
||||
nodes_in(),
|
||||
nodes_out(),
|
||||
count_merged() {
|
||||
// empty
|
||||
OptimizeGraphProcess::OptimizeGraphProcess()
|
||||
: mScene()
|
||||
, nodes_in()
|
||||
, nodes_out()
|
||||
, count_merged() {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
OptimizeGraphProcess::~OptimizeGraphProcess() {
|
||||
// empty
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool OptimizeGraphProcess::IsActive(unsigned int pFlags) const {
|
||||
return (0 != (pFlags & aiProcess_OptimizeGraph));
|
||||
bool OptimizeGraphProcess::IsActive( unsigned int pFlags) const {
|
||||
return (0 != (pFlags & aiProcess_OptimizeGraph));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup properties for the post-processing step
|
||||
void OptimizeGraphProcess::SetupProperties(const Importer *pImp) {
|
||||
// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
|
||||
std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST, "");
|
||||
AddLockedNodeList(tmp);
|
||||
void OptimizeGraphProcess::SetupProperties(const Importer* pImp) {
|
||||
// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
|
||||
std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
|
||||
AddLockedNodeList(tmp);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Collect new children
|
||||
void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &nodes) {
|
||||
nodes_in += nd->mNumChildren;
|
||||
void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes) {
|
||||
nodes_in += nd->mNumChildren;
|
||||
|
||||
// Process children
|
||||
std::list<aiNode *> child_nodes;
|
||||
for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
|
||||
CollectNewChildren(nd->mChildren[i], child_nodes);
|
||||
nd->mChildren[i] = nullptr;
|
||||
}
|
||||
// Process children
|
||||
std::list<aiNode*> child_nodes;
|
||||
for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
|
||||
CollectNewChildren(nd->mChildren[i],child_nodes);
|
||||
nd->mChildren[i] = nullptr;
|
||||
}
|
||||
|
||||
// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
|
||||
if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end()) {
|
||||
for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
|
||||
// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
|
||||
if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
|
||||
for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
|
||||
|
||||
if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
|
||||
(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
|
||||
nodes.push_back(*it);
|
||||
if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
|
||||
(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
|
||||
nodes.push_back(*it);
|
||||
|
||||
it = child_nodes.erase(it);
|
||||
continue;
|
||||
}
|
||||
++it;
|
||||
}
|
||||
it = child_nodes.erase(it);
|
||||
continue;
|
||||
}
|
||||
++it;
|
||||
}
|
||||
|
||||
if (nd->mNumMeshes || !child_nodes.empty()) {
|
||||
nodes.push_back(nd);
|
||||
} else {
|
||||
delete nd; /* bye, node */
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
if (nd->mNumMeshes || !child_nodes.empty()) {
|
||||
nodes.push_back(nd);
|
||||
} else {
|
||||
delete nd; /* bye, node */
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
|
||||
// Retain our current position in the hierarchy
|
||||
nodes.push_back(nd);
|
||||
// Retain our current position in the hierarchy
|
||||
nodes.push_back(nd);
|
||||
|
||||
// Now check for possible optimizations in our list of child nodes. join as many as possible
|
||||
aiNode *join_master = nullptr;
|
||||
aiMatrix4x4 inv;
|
||||
// Now check for possible optimizations in our list of child nodes. join as many as possible
|
||||
aiNode* join_master = NULL;
|
||||
aiMatrix4x4 inv;
|
||||
|
||||
const LockedSetType::const_iterator end = locked.end();
|
||||
const LockedSetType::const_iterator end = locked.end();
|
||||
|
||||
std::list<aiNode *> join;
|
||||
for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
|
||||
aiNode *child = *it;
|
||||
if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
|
||||
std::list<aiNode*> join;
|
||||
for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
|
||||
aiNode* child = *it;
|
||||
if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
|
||||
|
||||
// There may be no instanced meshes
|
||||
unsigned int n = 0;
|
||||
for (; n < child->mNumMeshes; ++n) {
|
||||
if (meshes[child->mMeshes[n]] > 1) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (n == child->mNumMeshes) {
|
||||
if (!join_master) {
|
||||
join_master = child;
|
||||
inv = join_master->mTransformation;
|
||||
inv.Inverse();
|
||||
} else {
|
||||
child->mTransformation = inv * child->mTransformation;
|
||||
// There may be no instanced meshes
|
||||
unsigned int n = 0;
|
||||
for (; n < child->mNumMeshes;++n) {
|
||||
if (meshes[child->mMeshes[n]] > 1) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (n == child->mNumMeshes) {
|
||||
if (!join_master) {
|
||||
join_master = child;
|
||||
inv = join_master->mTransformation;
|
||||
inv.Inverse();
|
||||
} else {
|
||||
child->mTransformation = inv * child->mTransformation ;
|
||||
|
||||
join.push_back(child);
|
||||
it = child_nodes.erase(it);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
++it;
|
||||
}
|
||||
if (join_master && !join.empty()) {
|
||||
join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i", count_merged++);
|
||||
join.push_back(child);
|
||||
it = child_nodes.erase(it);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
++it;
|
||||
}
|
||||
if (join_master && !join.empty()) {
|
||||
join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i",count_merged++);
|
||||
|
||||
unsigned int out_meshes = 0;
|
||||
for (std::list<aiNode *>::const_iterator it = join.cbegin(); it != join.cend(); ++it) {
|
||||
out_meshes += (*it)->mNumMeshes;
|
||||
}
|
||||
unsigned int out_meshes = 0;
|
||||
for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
|
||||
out_meshes += (*it)->mNumMeshes;
|
||||
}
|
||||
|
||||
// copy all mesh references in one array
|
||||
if (out_meshes) {
|
||||
unsigned int *meshes = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshes;
|
||||
for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) {
|
||||
*tmp++ = join_master->mMeshes[n];
|
||||
}
|
||||
// copy all mesh references in one array
|
||||
if (out_meshes) {
|
||||
unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
|
||||
for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
|
||||
*tmp++ = join_master->mMeshes[n];
|
||||
}
|
||||
|
||||
for (const aiNode *join_node : join) {
|
||||
for (unsigned int n = 0; n < join_node->mNumMeshes; ++n) {
|
||||
for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
|
||||
for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
|
||||
|
||||
*tmp = join_node->mMeshes[n];
|
||||
aiMesh *mesh = mScene->mMeshes[*tmp++];
|
||||
*tmp = (*it)->mMeshes[n];
|
||||
aiMesh* mesh = mScene->mMeshes[*tmp++];
|
||||
|
||||
// Assume the transformation is affine
|
||||
// manually move the mesh into the right coordinate system
|
||||
// manually move the mesh into the right coordinate system
|
||||
const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
|
||||
for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
|
||||
|
||||
// Check for odd negative scale (mirror)
|
||||
if (join_node->mTransformation.Determinant() < 0) {
|
||||
// Reverse the mesh face winding order
|
||||
FlipWindingOrderProcess::ProcessMesh(mesh);
|
||||
}
|
||||
mesh->mVertices[a] *= (*it)->mTransformation;
|
||||
|
||||
// Update positions, normals and tangents
|
||||
const aiMatrix3x3 IT = aiMatrix3x3(join_node->mTransformation).Inverse().Transpose();
|
||||
for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
|
||||
if (mesh->HasNormals())
|
||||
mesh->mNormals[a] *= IT;
|
||||
|
||||
mesh->mVertices[a] *= join_node->mTransformation;
|
||||
if (mesh->HasTangentsAndBitangents()) {
|
||||
mesh->mTangents[a] *= IT;
|
||||
mesh->mBitangents[a] *= IT;
|
||||
}
|
||||
}
|
||||
}
|
||||
delete *it; // bye, node
|
||||
}
|
||||
delete[] join_master->mMeshes;
|
||||
join_master->mMeshes = meshes;
|
||||
join_master->mNumMeshes += out_meshes;
|
||||
}
|
||||
}
|
||||
}
|
||||
// reassign children if something changed
|
||||
if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
|
||||
|
||||
if (mesh->HasNormals())
|
||||
mesh->mNormals[a] *= IT;
|
||||
delete[] nd->mChildren;
|
||||
|
||||
if (mesh->HasTangentsAndBitangents()) {
|
||||
mesh->mTangents[a] *= IT;
|
||||
mesh->mBitangents[a] *= IT;
|
||||
}
|
||||
}
|
||||
}
|
||||
delete join_node; // bye, node
|
||||
}
|
||||
delete[] join_master->mMeshes;
|
||||
join_master->mMeshes = meshes;
|
||||
join_master->mNumMeshes += out_meshes;
|
||||
}
|
||||
}
|
||||
}
|
||||
// reassign children if something changed
|
||||
if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
|
||||
if (!child_nodes.empty()) {
|
||||
nd->mChildren = new aiNode*[child_nodes.size()];
|
||||
}
|
||||
else nd->mChildren = nullptr;
|
||||
}
|
||||
|
||||
delete[] nd->mChildren;
|
||||
nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
|
||||
|
||||
if (!child_nodes.empty()) {
|
||||
nd->mChildren = new aiNode *[child_nodes.size()];
|
||||
} else
|
||||
nd->mChildren = nullptr;
|
||||
}
|
||||
if (nd->mChildren) {
|
||||
aiNode** tmp = nd->mChildren;
|
||||
for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
|
||||
aiNode* node = *tmp++ = *it;
|
||||
node->mParent = nd;
|
||||
}
|
||||
}
|
||||
|
||||
nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
|
||||
|
||||
if (nd->mChildren) {
|
||||
aiNode **tmp = nd->mChildren;
|
||||
for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
|
||||
aiNode *node = *tmp++ = *it;
|
||||
node->mParent = nd;
|
||||
}
|
||||
}
|
||||
|
||||
nodes_out += static_cast<unsigned int>(child_nodes.size());
|
||||
nodes_out += static_cast<unsigned int>(child_nodes.size());
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Execute the post-processing step on the given scene
|
||||
void OptimizeGraphProcess::Execute(aiScene *pScene) {
|
||||
ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
|
||||
nodes_in = nodes_out = count_merged = 0;
|
||||
mScene = pScene;
|
||||
void OptimizeGraphProcess::Execute( aiScene* pScene) {
|
||||
ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
|
||||
nodes_in = nodes_out = count_merged = 0;
|
||||
mScene = pScene;
|
||||
|
||||
meshes.resize(pScene->mNumMeshes, 0);
|
||||
FindInstancedMeshes(pScene->mRootNode);
|
||||
meshes.resize(pScene->mNumMeshes,0);
|
||||
FindInstancedMeshes(pScene->mRootNode);
|
||||
|
||||
// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
|
||||
locked.clear();
|
||||
for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
|
||||
// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
|
||||
locked.clear();
|
||||
for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
|
||||
#ifdef AI_OG_USE_HASHING
|
||||
locked.insert(SuperFastHash((*it).c_str()));
|
||||
locked.insert(SuperFastHash((*it).c_str()));
|
||||
#else
|
||||
locked.insert(*it);
|
||||
locked.insert(*it);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
|
||||
for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
|
||||
aiNodeAnim *anim = pScene->mAnimations[i]->mChannels[a];
|
||||
locked.insert(AI_OG_GETKEY(anim->mNodeName));
|
||||
}
|
||||
}
|
||||
for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
|
||||
for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
|
||||
aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a];
|
||||
locked.insert(AI_OG_GETKEY(anim->mNodeName));
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
|
||||
|
||||
aiBone *bone = pScene->mMeshes[i]->mBones[a];
|
||||
locked.insert(AI_OG_GETKEY(bone->mName));
|
||||
aiBone* bone = pScene->mMeshes[i]->mBones[a];
|
||||
locked.insert(AI_OG_GETKEY(bone->mName));
|
||||
|
||||
// HACK: Meshes referencing bones may not be transformed; we need to look them.
|
||||
// The easiest way to do this is to increase their reference counters ...
|
||||
meshes[i] += 2;
|
||||
}
|
||||
}
|
||||
// HACK: Meshes referencing bones may not be transformed; we need to look them.
|
||||
// The easiest way to do this is to increase their reference counters ...
|
||||
meshes[i] += 2;
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
|
||||
aiCamera *cam = pScene->mCameras[i];
|
||||
locked.insert(AI_OG_GETKEY(cam->mName));
|
||||
}
|
||||
for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
|
||||
aiCamera* cam = pScene->mCameras[i];
|
||||
locked.insert(AI_OG_GETKEY(cam->mName));
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
|
||||
aiLight *lgh = pScene->mLights[i];
|
||||
locked.insert(AI_OG_GETKEY(lgh->mName));
|
||||
}
|
||||
for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
|
||||
aiLight* lgh = pScene->mLights[i];
|
||||
locked.insert(AI_OG_GETKEY(lgh->mName));
|
||||
}
|
||||
|
||||
// Insert a dummy master node and make it read-only
|
||||
aiNode *dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
|
||||
locked.insert(AI_OG_GETKEY(dummy_root->mName));
|
||||
// Insert a dummy master node and make it read-only
|
||||
aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
|
||||
locked.insert(AI_OG_GETKEY(dummy_root->mName));
|
||||
|
||||
const aiString prev = pScene->mRootNode->mName;
|
||||
pScene->mRootNode->mParent = dummy_root;
|
||||
const aiString prev = pScene->mRootNode->mName;
|
||||
pScene->mRootNode->mParent = dummy_root;
|
||||
|
||||
dummy_root->mChildren = new aiNode *[dummy_root->mNumChildren = 1];
|
||||
dummy_root->mChildren[0] = pScene->mRootNode;
|
||||
dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1];
|
||||
dummy_root->mChildren[0] = pScene->mRootNode;
|
||||
|
||||
// Do our recursive processing of scenegraph nodes. For each node collect
|
||||
// a fully new list of children and allow their children to place themselves
|
||||
// on the same hierarchy layer as their parents.
|
||||
std::list<aiNode *> nodes;
|
||||
CollectNewChildren(dummy_root, nodes);
|
||||
// Do our recursive processing of scenegraph nodes. For each node collect
|
||||
// a fully new list of children and allow their children to place themselves
|
||||
// on the same hierarchy layer as their parents.
|
||||
std::list<aiNode*> nodes;
|
||||
CollectNewChildren (dummy_root,nodes);
|
||||
|
||||
ai_assert(nodes.size() == 1);
|
||||
ai_assert(nodes.size() == 1);
|
||||
|
||||
if (dummy_root->mNumChildren == 0) {
|
||||
pScene->mRootNode = nullptr;
|
||||
throw DeadlyImportError("After optimizing the scene graph, no data remains");
|
||||
}
|
||||
if (dummy_root->mNumChildren == 0) {
|
||||
pScene->mRootNode = NULL;
|
||||
throw DeadlyImportError("After optimizing the scene graph, no data remains");
|
||||
}
|
||||
|
||||
if (dummy_root->mNumChildren > 1) {
|
||||
pScene->mRootNode = dummy_root;
|
||||
if (dummy_root->mNumChildren > 1) {
|
||||
pScene->mRootNode = dummy_root;
|
||||
|
||||
// Keep the dummy node but assign the name of the old root node to it
|
||||
pScene->mRootNode->mName = prev;
|
||||
} else {
|
||||
// Keep the dummy node but assign the name of the old root node to it
|
||||
pScene->mRootNode->mName = prev;
|
||||
}
|
||||
else {
|
||||
|
||||
// Remove the dummy root node again.
|
||||
pScene->mRootNode = dummy_root->mChildren[0];
|
||||
// Remove the dummy root node again.
|
||||
pScene->mRootNode = dummy_root->mChildren[0];
|
||||
|
||||
dummy_root->mChildren[0] = nullptr;
|
||||
delete dummy_root;
|
||||
}
|
||||
dummy_root->mChildren[0] = NULL;
|
||||
delete dummy_root;
|
||||
}
|
||||
|
||||
pScene->mRootNode->mParent = nullptr;
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
if (nodes_in != nodes_out) {
|
||||
ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
|
||||
}
|
||||
}
|
||||
meshes.clear();
|
||||
locked.clear();
|
||||
pScene->mRootNode->mParent = NULL;
|
||||
if (!DefaultLogger::isNullLogger()) {
|
||||
if ( nodes_in != nodes_out) {
|
||||
ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
|
||||
}
|
||||
}
|
||||
meshes.clear();
|
||||
locked.clear();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build a LUT of all instanced meshes
|
||||
void OptimizeGraphProcess::FindInstancedMeshes(aiNode *pNode) {
|
||||
for (unsigned int i = 0; i < pNode->mNumMeshes; ++i) {
|
||||
++meshes[pNode->mMeshes[i]];
|
||||
}
|
||||
void OptimizeGraphProcess::FindInstancedMeshes (aiNode* pNode)
|
||||
{
|
||||
for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
|
||||
++meshes[pNode->mMeshes[i]];
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
|
||||
FindInstancedMeshes(pNode->mChildren[i]);
|
||||
for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
|
||||
FindInstancedMeshes(pNode->mChildren[i]);
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -75,13 +75,13 @@ public:
|
|||
~OptimizeGraphProcess();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene) override;
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void SetupProperties(const Importer* pImp) override;
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Add a list of node names to be locked and not modified.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -59,7 +59,7 @@ struct aiNode;
|
|||
|
||||
class PretransformVerticesTest;
|
||||
|
||||
namespace Assimp {
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** The PretransformVertices pre-transforms all vertices in the node tree
|
||||
|
|
@ -68,97 +68,97 @@ namespace Assimp {
|
|||
*/
|
||||
class ASSIMP_API PretransformVertices : public BaseProcess {
|
||||
public:
|
||||
PretransformVertices();
|
||||
~PretransformVertices();
|
||||
PretransformVertices ();
|
||||
~PretransformVertices ();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Check whether step is active
|
||||
bool IsActive(unsigned int pFlags) const override;
|
||||
// -------------------------------------------------------------------
|
||||
// Check whether step is active
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Execute step on a given scene
|
||||
void Execute(aiScene *pScene) override;
|
||||
// -------------------------------------------------------------------
|
||||
// Execute step on a given scene
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Setup import settings
|
||||
void SetupProperties(const Importer *pImp) override;
|
||||
// -------------------------------------------------------------------
|
||||
// Setup import settings
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Toggle the 'keep hierarchy' option
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Toggle the 'keep hierarchy' option
|
||||
* @param keep true for keep configuration.
|
||||
*/
|
||||
void KeepHierarchy(bool keep) {
|
||||
configKeepHierarchy = keep;
|
||||
}
|
||||
void KeepHierarchy(bool keep) {
|
||||
configKeepHierarchy = keep;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Check whether 'keep hierarchy' is currently enabled.
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Check whether 'keep hierarchy' is currently enabled.
|
||||
* @return ...
|
||||
*/
|
||||
bool IsHierarchyKept() const {
|
||||
return configKeepHierarchy;
|
||||
}
|
||||
bool IsHierarchyKept() const {
|
||||
return configKeepHierarchy;
|
||||
}
|
||||
|
||||
private:
|
||||
// -------------------------------------------------------------------
|
||||
// Count the number of nodes
|
||||
unsigned int CountNodes(const aiNode *pcNode) const;
|
||||
// -------------------------------------------------------------------
|
||||
// Count the number of nodes
|
||||
unsigned int CountNodes( aiNode* pcNode );
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Get a bitwise combination identifying the vertex format of a mesh
|
||||
unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
|
||||
// -------------------------------------------------------------------
|
||||
// Get a bitwise combination identifying the vertex format of a mesh
|
||||
unsigned int GetMeshVFormat(aiMesh* pcMesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Count the number of vertices in the whole scene and a given
|
||||
// material index
|
||||
void CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode,
|
||||
unsigned int iMat,
|
||||
unsigned int iVFormat,
|
||||
unsigned int *piFaces,
|
||||
unsigned int *piVertices) const;
|
||||
// -------------------------------------------------------------------
|
||||
// Count the number of vertices in the whole scene and a given
|
||||
// material index
|
||||
void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
|
||||
unsigned int iMat,
|
||||
unsigned int iVFormat,
|
||||
unsigned int* piFaces,
|
||||
unsigned int* piVertices);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Collect vertex/face data
|
||||
void CollectData(const aiScene *pcScene, const aiNode *pcNode,
|
||||
unsigned int iMat,
|
||||
unsigned int iVFormat,
|
||||
aiMesh *pcMeshOut,
|
||||
unsigned int aiCurrent[2],
|
||||
unsigned int *num_refs) const;
|
||||
// -------------------------------------------------------------------
|
||||
// Collect vertex/face data
|
||||
void CollectData( aiScene* pcScene, aiNode* pcNode,
|
||||
unsigned int iMat,
|
||||
unsigned int iVFormat,
|
||||
aiMesh* pcMeshOut,
|
||||
unsigned int aiCurrent[2],
|
||||
unsigned int* num_refs);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Get a list of all vertex formats that occur for a given material
|
||||
// The output list contains duplicate elements
|
||||
void GetVFormatList(const aiScene *pcScene, unsigned int iMat,
|
||||
std::list<unsigned int> &aiOut) const;
|
||||
// -------------------------------------------------------------------
|
||||
// Get a list of all vertex formats that occur for a given material
|
||||
// The output list contains duplicate elements
|
||||
void GetVFormatList( aiScene* pcScene, unsigned int iMat,
|
||||
std::list<unsigned int>& aiOut);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Compute the absolute transformation matrices of each node
|
||||
void ComputeAbsoluteTransform(aiNode *pcNode);
|
||||
// -------------------------------------------------------------------
|
||||
// Compute the absolute transformation matrices of each node
|
||||
void ComputeAbsoluteTransform( aiNode* pcNode );
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Simple routine to build meshes in worldspace, no further optimization
|
||||
void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
|
||||
unsigned int numIn, aiNode *node) const;
|
||||
// -------------------------------------------------------------------
|
||||
// Simple routine to build meshes in worldspace, no further optimization
|
||||
void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
|
||||
unsigned int numIn, aiNode* node);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Apply the node transformation to a mesh
|
||||
void ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const;
|
||||
// -------------------------------------------------------------------
|
||||
// Apply the node transformation to a mesh
|
||||
void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Reset transformation matrices to identity
|
||||
void MakeIdentityTransform(aiNode *nd) const;
|
||||
// -------------------------------------------------------------------
|
||||
// Reset transformation matrices to identity
|
||||
void MakeIdentityTransform(aiNode* nd);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Build reference counters for all meshes
|
||||
void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const;
|
||||
// -------------------------------------------------------------------
|
||||
// Build reference counters for all meshes
|
||||
void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
|
||||
|
||||
//! Configuration option: keep scene hierarchy as long as possible
|
||||
bool configKeepHierarchy;
|
||||
bool configNormalize;
|
||||
bool configTransform;
|
||||
aiMatrix4x4 configTransformation;
|
||||
bool mConfigPointCloud;
|
||||
//! Configuration option: keep scene hierarchy as long as possible
|
||||
bool configKeepHierarchy;
|
||||
bool configNormalize;
|
||||
bool configTransform;
|
||||
aiMatrix4x4 configTransformation;
|
||||
bool mConfigPointCloud;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -230,6 +230,46 @@ VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
|
|||
return avPerVertexWeights;
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
const char* TextureTypeToString(aiTextureType in)
|
||||
{
|
||||
switch (in)
|
||||
{
|
||||
case aiTextureType_NONE:
|
||||
return "n/a";
|
||||
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";
|
||||
case aiTextureType_DISPLACEMENT:
|
||||
return "Displacement";
|
||||
case aiTextureType_LIGHTMAP:
|
||||
return "Lightmap";
|
||||
case aiTextureType_REFLECTION:
|
||||
return "Reflection";
|
||||
case aiTextureType_UNKNOWN:
|
||||
return "Unknown";
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
ai_assert(false);
|
||||
return "BUG";
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
const char* MappingTypeToString(aiTextureMapping in)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -316,6 +316,12 @@ typedef std::vector <PerVertexWeight> VertexWeightTable;
|
|||
// Compute a per-vertex bone weight table
|
||||
VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Get a string for a given aiTextureType
|
||||
const char* TextureTypeToString(aiTextureType in);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
// Get a string for a given aiTextureMapping
|
||||
const char* MappingTypeToString(aiTextureMapping in);
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -1,447 +0,0 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp 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 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 SplitByBoneCountProcess.cpp
|
||||
/// Implementation of the SplitByBoneCount postprocessing step
|
||||
|
||||
// internal headers of the post-processing framework
|
||||
#include "SplitByBoneCountProcess.h"
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
|
||||
#include <limits>
|
||||
#include <assimp/TinyFormatter.h>
|
||||
#include <assimp/Exceptional.h>
|
||||
|
||||
using namespace Assimp;
|
||||
using namespace Assimp::Formatter;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor
|
||||
SplitByBoneCountProcess::SplitByBoneCountProcess()
|
||||
{
|
||||
// set default, might be overridden by importer config
|
||||
mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor
|
||||
SplitByBoneCountProcess::~SplitByBoneCountProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag.
|
||||
bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
return !!(pFlags & aiProcess_SplitByBoneCount);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Updates internal properties
|
||||
void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void SplitByBoneCountProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("SplitByBoneCountProcess begin");
|
||||
|
||||
// early out
|
||||
bool isNecessary = false;
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
|
||||
if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
|
||||
{
|
||||
isNecessary = true;
|
||||
break;
|
||||
}
|
||||
|
||||
if( !isNecessary )
|
||||
{
|
||||
ASSIMP_LOG_DEBUG( format() << "SplitByBoneCountProcess early-out: no meshes with more than " << mMaxBoneCount << " bones." );
|
||||
return;
|
||||
}
|
||||
|
||||
// we need to do something. Let's go.
|
||||
mSubMeshIndices.clear();
|
||||
mSubMeshIndices.resize( pScene->mNumMeshes);
|
||||
|
||||
// build a new array of meshes for the scene
|
||||
std::vector<aiMesh*> meshes;
|
||||
|
||||
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
|
||||
{
|
||||
aiMesh* srcMesh = pScene->mMeshes[a];
|
||||
|
||||
std::vector<aiMesh*> newMeshes;
|
||||
SplitMesh( pScene->mMeshes[a], newMeshes);
|
||||
|
||||
// mesh was split
|
||||
if( !newMeshes.empty() )
|
||||
{
|
||||
// store new meshes and indices of the new meshes
|
||||
for( unsigned int b = 0; b < newMeshes.size(); ++b)
|
||||
{
|
||||
mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
|
||||
meshes.push_back( newMeshes[b]);
|
||||
}
|
||||
|
||||
// and destroy the source mesh. It should be completely contained inside the new submeshes
|
||||
delete srcMesh;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Mesh is kept unchanged - store it's new place in the mesh array
|
||||
mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
|
||||
meshes.push_back( srcMesh);
|
||||
}
|
||||
}
|
||||
|
||||
// rebuild the scene's mesh array
|
||||
pScene->mNumMeshes = static_cast<unsigned int>(meshes.size());
|
||||
delete [] pScene->mMeshes;
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||
std::copy( meshes.begin(), meshes.end(), pScene->mMeshes);
|
||||
|
||||
// recurse through all nodes and translate the node's mesh indices to fit the new mesh array
|
||||
UpdateNode( pScene->mRootNode);
|
||||
|
||||
ASSIMP_LOG_DEBUG( format() << "SplitByBoneCountProcess end: split " << mSubMeshIndices.size() << " meshes into " << meshes.size() << " submeshes." );
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Splits the given mesh by bone count.
|
||||
void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const
|
||||
{
|
||||
// skip if not necessary
|
||||
if( pMesh->mNumBones <= mMaxBoneCount )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// necessary optimisation: build a list of all affecting bones for each vertex
|
||||
// TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
|
||||
typedef std::pair<unsigned int, float> BoneWeight;
|
||||
std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
|
||||
for( unsigned int a = 0; a < pMesh->mNumBones; ++a)
|
||||
{
|
||||
const aiBone* bone = pMesh->mBones[a];
|
||||
for( unsigned int b = 0; b < bone->mNumWeights; ++b)
|
||||
{
|
||||
vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int numFacesHandled = 0;
|
||||
std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
|
||||
while( numFacesHandled < pMesh->mNumFaces )
|
||||
{
|
||||
// which bones are used in the current submesh
|
||||
unsigned int numBones = 0;
|
||||
std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
|
||||
// indices of the faces which are going to go into this submesh
|
||||
std::vector<unsigned int> subMeshFaces;
|
||||
subMeshFaces.reserve( pMesh->mNumFaces);
|
||||
// accumulated vertex count of all the faces in this submesh
|
||||
unsigned int numSubMeshVertices = 0;
|
||||
// a small local array of new bones for the current face. State of all used bones for that face
|
||||
// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
|
||||
std::vector<unsigned int> newBonesAtCurrentFace;
|
||||
|
||||
// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; ++a)
|
||||
{
|
||||
// skip if the face is already stored in a submesh
|
||||
if( isFaceHandled[a] )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const aiFace& face = pMesh->mFaces[a];
|
||||
// check every vertex if its bones would still fit into the current submesh
|
||||
for( unsigned int b = 0; b < face.mNumIndices; ++b )
|
||||
{
|
||||
const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
|
||||
for( unsigned int c = 0; c < vb.size(); ++c)
|
||||
{
|
||||
unsigned int boneIndex = vb[c].first;
|
||||
// if the bone is already used in this submesh, it's ok
|
||||
if( isBoneUsed[boneIndex] )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// if it's not used, yet, we would need to add it. Store its bone index
|
||||
if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
|
||||
{
|
||||
newBonesAtCurrentFace.push_back( boneIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (newBonesAtCurrentFace.size() > mMaxBoneCount)
|
||||
{
|
||||
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
|
||||
}
|
||||
// leave out the face if the new bones required for this face don't fit the bone count limit anymore
|
||||
if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// mark all new bones as necessary
|
||||
while( !newBonesAtCurrentFace.empty() )
|
||||
{
|
||||
unsigned int newIndex = newBonesAtCurrentFace.back();
|
||||
newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
|
||||
if( isBoneUsed[newIndex] )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
isBoneUsed[newIndex] = true;
|
||||
numBones++;
|
||||
}
|
||||
|
||||
// store the face index and the vertex count
|
||||
subMeshFaces.push_back( a);
|
||||
numSubMeshVertices += face.mNumIndices;
|
||||
|
||||
// remember that this face is handled
|
||||
isFaceHandled[a] = true;
|
||||
numFacesHandled++;
|
||||
}
|
||||
|
||||
// create a new mesh to hold this subset of the source mesh
|
||||
aiMesh* newMesh = new aiMesh;
|
||||
if( pMesh->mName.length > 0 )
|
||||
{
|
||||
newMesh->mName.Set( format() << pMesh->mName.data << "_sub" << poNewMeshes.size());
|
||||
}
|
||||
newMesh->mMaterialIndex = pMesh->mMaterialIndex;
|
||||
newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
|
||||
poNewMeshes.push_back( newMesh);
|
||||
|
||||
// create all the arrays for this mesh if the old mesh contained them
|
||||
newMesh->mNumVertices = numSubMeshVertices;
|
||||
newMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
|
||||
newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
|
||||
if( pMesh->HasNormals() )
|
||||
{
|
||||
newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
|
||||
}
|
||||
if( pMesh->HasTangentsAndBitangents() )
|
||||
{
|
||||
newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
|
||||
newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
|
||||
}
|
||||
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
|
||||
{
|
||||
if( pMesh->HasTextureCoords( a) )
|
||||
{
|
||||
newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
|
||||
}
|
||||
newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
|
||||
}
|
||||
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
|
||||
{
|
||||
if( pMesh->HasVertexColors( a) )
|
||||
{
|
||||
newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
|
||||
}
|
||||
}
|
||||
|
||||
// and copy over the data, generating faces with linear indices along the way
|
||||
newMesh->mFaces = new aiFace[subMeshFaces.size()];
|
||||
unsigned int nvi = 0; // next vertex index
|
||||
std::vector<unsigned int> previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
|
||||
for( unsigned int a = 0; a < subMeshFaces.size(); ++a )
|
||||
{
|
||||
const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
|
||||
aiFace& dstFace = newMesh->mFaces[a];
|
||||
dstFace.mNumIndices = srcFace.mNumIndices;
|
||||
dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
|
||||
|
||||
// accumulate linearly all the vertices of the source face
|
||||
for( unsigned int b = 0; b < dstFace.mNumIndices; ++b )
|
||||
{
|
||||
unsigned int srcIndex = srcFace.mIndices[b];
|
||||
dstFace.mIndices[b] = nvi;
|
||||
previousVertexIndices[nvi] = srcIndex;
|
||||
|
||||
newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
|
||||
if( pMesh->HasNormals() )
|
||||
{
|
||||
newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
|
||||
}
|
||||
if( pMesh->HasTangentsAndBitangents() )
|
||||
{
|
||||
newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
|
||||
newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
|
||||
}
|
||||
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c )
|
||||
{
|
||||
if( pMesh->HasTextureCoords( c) )
|
||||
{
|
||||
newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
|
||||
}
|
||||
}
|
||||
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c )
|
||||
{
|
||||
if( pMesh->HasVertexColors( c) )
|
||||
{
|
||||
newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
|
||||
}
|
||||
}
|
||||
|
||||
nvi++;
|
||||
}
|
||||
}
|
||||
|
||||
ai_assert( nvi == numSubMeshVertices );
|
||||
|
||||
// Create the bones for the new submesh: first create the bone array
|
||||
newMesh->mNumBones = 0;
|
||||
newMesh->mBones = new aiBone*[numBones];
|
||||
|
||||
std::vector<unsigned int> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<unsigned int>::max());
|
||||
for( unsigned int a = 0; a < pMesh->mNumBones; ++a )
|
||||
{
|
||||
if( !isBoneUsed[a] )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// create the new bone
|
||||
const aiBone* srcBone = pMesh->mBones[a];
|
||||
aiBone* dstBone = new aiBone;
|
||||
mappedBoneIndex[a] = newMesh->mNumBones;
|
||||
newMesh->mBones[newMesh->mNumBones++] = dstBone;
|
||||
dstBone->mName = srcBone->mName;
|
||||
dstBone->mOffsetMatrix = srcBone->mOffsetMatrix;
|
||||
dstBone->mNumWeights = 0;
|
||||
}
|
||||
|
||||
ai_assert( newMesh->mNumBones == numBones );
|
||||
|
||||
// iterate over all new vertices and count which bones affected its old vertex in the source mesh
|
||||
for( unsigned int a = 0; a < numSubMeshVertices; ++a )
|
||||
{
|
||||
unsigned int oldIndex = previousVertexIndices[a];
|
||||
const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];
|
||||
|
||||
for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b )
|
||||
{
|
||||
unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
|
||||
if( newBoneIndex != std::numeric_limits<unsigned int>::max() )
|
||||
{
|
||||
newMesh->mBones[newBoneIndex]->mNumWeights++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// allocate all bone weight arrays accordingly
|
||||
for( unsigned int a = 0; a < newMesh->mNumBones; ++a )
|
||||
{
|
||||
aiBone* bone = newMesh->mBones[a];
|
||||
ai_assert( bone->mNumWeights > 0 );
|
||||
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
||||
bone->mNumWeights = 0; // for counting up in the next step
|
||||
}
|
||||
|
||||
// now copy all the bone vertex weights for all the vertices which made it into the new submesh
|
||||
for( unsigned int a = 0; a < numSubMeshVertices; ++a)
|
||||
{
|
||||
// find the source vertex for it in the source mesh
|
||||
unsigned int previousIndex = previousVertexIndices[a];
|
||||
// these bones were affecting it
|
||||
const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
|
||||
// all of the bones affecting it should be present in the new submesh, or else
|
||||
// the face it comprises shouldn't be present
|
||||
for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b)
|
||||
{
|
||||
unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
|
||||
ai_assert( newBoneIndex != std::numeric_limits<unsigned int>::max() );
|
||||
aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
|
||||
newMesh->mBones[newBoneIndex]->mNumWeights++;
|
||||
|
||||
dstWeight->mVertexId = a;
|
||||
dstWeight->mWeight = bonesOnThisVertex[b].second;
|
||||
}
|
||||
}
|
||||
|
||||
// I have the strange feeling that this will break apart at some point in time...
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Recursively updates the node's mesh list to account for the changed mesh list
|
||||
void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
|
||||
{
|
||||
// rebuild the node's mesh index list
|
||||
if( pNode->mNumMeshes > 0 )
|
||||
{
|
||||
std::vector<unsigned int> newMeshList;
|
||||
for( unsigned int a = 0; a < pNode->mNumMeshes; ++a)
|
||||
{
|
||||
unsigned int srcIndex = pNode->mMeshes[a];
|
||||
const std::vector<unsigned int>& replaceMeshes = mSubMeshIndices[srcIndex];
|
||||
newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
|
||||
}
|
||||
|
||||
delete [] pNode->mMeshes;
|
||||
pNode->mNumMeshes = static_cast<unsigned int>(newMeshList.size());
|
||||
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
|
||||
std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
|
||||
}
|
||||
|
||||
// do that also recursively for all children
|
||||
for( unsigned int a = 0; a < pNode->mNumChildren; ++a )
|
||||
{
|
||||
UpdateNode( pNode->mChildren[a]);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,111 +0,0 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp 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 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 SplitByBoneCountProcess.h
|
||||
/// Defines a post processing step to split meshes with many bones into submeshes
|
||||
#ifndef AI_SPLITBYBONECOUNTPROCESS_H_INC
|
||||
#define AI_SPLITBYBONECOUNTPROCESS_H_INC
|
||||
|
||||
#include <vector>
|
||||
#include "Common/BaseProcess.h"
|
||||
|
||||
#include <assimp/mesh.h>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
|
||||
|
||||
/** Postprocessing filter to split meshes with many bones into submeshes
|
||||
* so that each submesh has a certain max bone count.
|
||||
*
|
||||
* Applied BEFORE the JoinVertices-Step occurs.
|
||||
* Returns NON-UNIQUE vertices, splits by bone count.
|
||||
*/
|
||||
class SplitByBoneCountProcess : public BaseProcess
|
||||
{
|
||||
public:
|
||||
|
||||
SplitByBoneCountProcess();
|
||||
~SplitByBoneCountProcess();
|
||||
|
||||
public:
|
||||
/** Returns whether the processing step is present in the given flag.
|
||||
* @param pFlags The processing flags the importer was called with. A
|
||||
* bitwise combination of #aiPostProcessSteps.
|
||||
* @return true if the process is present in this flag fields,
|
||||
* false if not.
|
||||
*/
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
/** Called prior to ExecuteOnScene().
|
||||
* The function is a request to the process to update its configuration
|
||||
* basing on the Importer's configuration property list.
|
||||
*/
|
||||
virtual void SetupProperties(const Importer* pImp);
|
||||
|
||||
protected:
|
||||
/** Executes the post processing step on the given imported data.
|
||||
* At the moment a process is not supposed to fail.
|
||||
* @param pScene The imported data to work at.
|
||||
*/
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
/// Splits the given mesh by bone count.
|
||||
/// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
|
||||
/// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
|
||||
void SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const;
|
||||
|
||||
/// Recursively updates the node's mesh list to account for the changed mesh list
|
||||
void UpdateNode( aiNode* pNode) const;
|
||||
|
||||
public:
|
||||
/// Max bone count. Splitting occurs if a mesh has more than that number of bones.
|
||||
size_t mMaxBoneCount;
|
||||
|
||||
/// Per mesh index: Array of indices of the new submeshes.
|
||||
std::vector< std::vector<unsigned int> > mSubMeshIndices;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC
|
||||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -92,8 +92,9 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
|
|||
* are applied is - as always - scaling, rotation, translation.
|
||||
*/
|
||||
|
||||
int rounded;
|
||||
char szTemp[512];
|
||||
char szTemp[512];
|
||||
int rounded = 0;
|
||||
|
||||
|
||||
/* Optimize the rotation angle. That's slightly difficult as
|
||||
* we have an inprecise floating-point number (when comparing
|
||||
|
|
@ -184,6 +185,7 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
|
|||
info.mTranslation.y = out;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
@ -426,7 +428,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
|
|||
// at the end of the list
|
||||
bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
|
||||
ref[n] = !mesh->mTextureCoords[n];
|
||||
ref[n] = (!mesh->mTextureCoords[n] ? true : false);
|
||||
|
||||
for (it = trafo.begin();it != trafo.end(); ++it)
|
||||
ref[(*it).uvIndex] = true;
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
|
|
@ -538,17 +538,13 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
|
|||
{
|
||||
Validate(&pAnimation->mName);
|
||||
|
||||
// validate all animations
|
||||
if (pAnimation->mNumChannels || pAnimation->mNumMorphMeshChannels)
|
||||
// validate all materials
|
||||
if (pAnimation->mNumChannels)
|
||||
{
|
||||
if (!pAnimation->mChannels && pAnimation->mNumChannels) {
|
||||
if (!pAnimation->mChannels) {
|
||||
ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)",
|
||||
pAnimation->mNumChannels);
|
||||
}
|
||||
if (!pAnimation->mMorphMeshChannels && pAnimation->mNumMorphMeshChannels) {
|
||||
ReportError("aiAnimation::mMorphMeshChannels is NULL (aiAnimation::mNumMorphMeshChannels is %i)",
|
||||
pAnimation->mNumMorphMeshChannels);
|
||||
}
|
||||
for (unsigned int i = 0; i < pAnimation->mNumChannels;++i)
|
||||
{
|
||||
if (!pAnimation->mChannels[i])
|
||||
|
|
@ -558,15 +554,6 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
|
|||
}
|
||||
Validate(pAnimation, pAnimation->mChannels[i]);
|
||||
}
|
||||
for (unsigned int i = 0; i < pAnimation->mNumMorphMeshChannels;++i)
|
||||
{
|
||||
if (!pAnimation->mMorphMeshChannels[i])
|
||||
{
|
||||
ReportError("aiAnimation::mMorphMeshChannels[%i] is NULL (aiAnimation::mNumMorphMeshChannels is %i)",
|
||||
i, pAnimation->mNumMorphMeshChannels);
|
||||
}
|
||||
Validate(pAnimation, pAnimation->mMorphMeshChannels[i]);
|
||||
}
|
||||
}
|
||||
else {
|
||||
ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
|
||||
|
|
@ -603,18 +590,15 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
|
|||
ReportError("%s #%i is set, but there are only %i %s textures",
|
||||
szType,iIndex,iNumIndices,szType);
|
||||
}
|
||||
if (!iNumIndices) {
|
||||
return;
|
||||
}
|
||||
if (!iNumIndices)return;
|
||||
std::vector<aiTextureMapping> mappings(iNumIndices);
|
||||
|
||||
// Now check whether all UV indices are valid ...
|
||||
bool bNoSpecified = true;
|
||||
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
|
||||
for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
|
||||
{
|
||||
aiMaterialProperty* prop = pMaterial->mProperties[i];
|
||||
if (prop->mSemantic != type) {
|
||||
continue;
|
||||
}
|
||||
if (prop->mSemantic != type)continue;
|
||||
|
||||
if ((int)prop->mIndex >= iNumIndices)
|
||||
{
|
||||
|
|
@ -637,7 +621,7 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
|
|||
ReportError("Material property %s%i is expected to be 5 floats large (size is %i)",
|
||||
prop->mKey.data,prop->mIndex, prop->mDataLength);
|
||||
}
|
||||
//mappings[prop->mIndex] = ((aiUVTransform*)prop->mData);
|
||||
mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
|
||||
}
|
||||
else if (!::strcmp(prop->mKey.data,"$tex.uvwsrc")) {
|
||||
if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength)
|
||||
|
|
@ -777,12 +761,6 @@ void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
|
|||
SearchForInvalidTextures(pMaterial,aiTextureType_DISPLACEMENT);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_LIGHTMAP);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_REFLECTION);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_BASE_COLOR);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_NORMAL_CAMERA);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_EMISSION_COLOR);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_METALNESS);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_DIFFUSE_ROUGHNESS);
|
||||
SearchForInvalidTextures(pMaterial,aiTextureType_AMBIENT_OCCLUSION);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
@ -804,7 +782,7 @@ void ValidateDSProcess::Validate( const aiTexture* pTexture)
|
|||
if (!pTexture->mWidth) {
|
||||
ReportError("aiTexture::mWidth is zero (compressed texture)");
|
||||
}
|
||||
if ('\0' != pTexture->achFormatHint[HINTMAXTEXTURELEN - 1]) {
|
||||
if ('\0' != pTexture->achFormatHint[3]) {
|
||||
ReportWarning("aiTexture::achFormatHint must be zero-terminated");
|
||||
}
|
||||
else if ('.' == pTexture->achFormatHint[0]) {
|
||||
|
|
@ -925,48 +903,6 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
|
|||
}
|
||||
}
|
||||
|
||||
void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
|
||||
const aiMeshMorphAnim* pMeshMorphAnim)
|
||||
{
|
||||
Validate(&pMeshMorphAnim->mName);
|
||||
|
||||
if (!pMeshMorphAnim->mNumKeys) {
|
||||
ReportError("Empty mesh morph animation channel");
|
||||
}
|
||||
|
||||
// otherwise check whether one of the keys exceeds the total duration of the animation
|
||||
if (pMeshMorphAnim->mNumKeys)
|
||||
{
|
||||
if (!pMeshMorphAnim->mKeys)
|
||||
{
|
||||
ReportError("aiMeshMorphAnim::mKeys is NULL (aiMeshMorphAnim::mNumKeys is %i)",
|
||||
pMeshMorphAnim->mNumKeys);
|
||||
}
|
||||
double dLast = -10e10;
|
||||
for (unsigned int i = 0; i < pMeshMorphAnim->mNumKeys;++i)
|
||||
{
|
||||
// ScenePreprocessor will compute the duration if still the default value
|
||||
// (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
|
||||
// seems to be due the compilers register usage/width.
|
||||
if (pAnimation->mDuration > 0. && pMeshMorphAnim->mKeys[i].mTime > pAnimation->mDuration+0.001)
|
||||
{
|
||||
ReportError("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is larger "
|
||||
"than aiAnimation::mDuration (which is %.5f)",i,
|
||||
(float)pMeshMorphAnim->mKeys[i].mTime,
|
||||
(float)pAnimation->mDuration);
|
||||
}
|
||||
if (i && pMeshMorphAnim->mKeys[i].mTime <= dLast)
|
||||
{
|
||||
ReportWarning("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is smaller "
|
||||
"than aiMeshMorphAnim::mKeys[%i] (which is %.5f)",i,
|
||||
(float)pMeshMorphAnim->mKeys[i].mTime,
|
||||
i-1, (float)dLast);
|
||||
}
|
||||
dLast = pMeshMorphAnim->mKeys[i].mTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ValidateDSProcess::Validate( const aiNode* pNode)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -55,7 +55,6 @@ struct aiBone;
|
|||
struct aiMesh;
|
||||
struct aiAnimation;
|
||||
struct aiNodeAnim;
|
||||
struct aiMeshMorphAnim;
|
||||
struct aiTexture;
|
||||
struct aiMaterial;
|
||||
struct aiNode;
|
||||
|
|
@ -151,13 +150,6 @@ protected:
|
|||
void Validate( const aiAnimation* pAnimation,
|
||||
const aiNodeAnim* pBoneAnim);
|
||||
|
||||
/** Validates a mesh morph animation channel.
|
||||
* @param pAnimation Input animation.
|
||||
* @param pMeshMorphAnim Mesh morph animation channel.
|
||||
* */
|
||||
void Validate( const aiAnimation* pAnimation,
|
||||
const aiMeshMorphAnim* pMeshMorphAnim);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validates a node and all of its subnodes
|
||||
* @param Node Input node*/
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue