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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp lib
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parent
03a348deb7
commit
d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions
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@ -2,8 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -43,42 +42,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/// @file DeboneProcess.cpp
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/** Implementation of the DeboneProcess post processing step */
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// internal headers of the post-processing framework
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#include "ProcessHelper.h"
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#include "DeboneProcess.h"
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#include <stdio.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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DeboneProcess::DeboneProcess()
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{
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mNumBones = 0;
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mNumBonesCanDoWithout = 0;
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mThreshold = AI_DEBONE_THRESHOLD;
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mAllOrNone = false;
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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DeboneProcess::~DeboneProcess() = default;
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DeboneProcess::DeboneProcess() : mNumBones(0), mNumBonesCanDoWithout(0), mThreshold(AI_DEBONE_THRESHOLD), mAllOrNone(false) {}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool DeboneProcess::IsActive( unsigned int pFlags) const
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{
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bool DeboneProcess::IsActive( unsigned int pFlags) const {
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return (pFlags & aiProcess_Debone) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void DeboneProcess::SetupProperties(const Importer* pImp)
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{
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void DeboneProcess::SetupProperties(const Importer* pImp) {
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// get the current value of the property
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mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
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mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
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@ -86,8 +69,7 @@ void DeboneProcess::SetupProperties(const Importer* pImp)
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void DeboneProcess::Execute( aiScene* pScene)
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{
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void DeboneProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("DeboneProcess begin");
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if(!pScene->mNumMeshes) {
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@ -104,7 +86,7 @@ void DeboneProcess::Execute( aiScene* pScene)
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if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) {
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for(unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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if(splitList[a]) {
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numSplits++;
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++numSplits;
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}
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}
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}
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@ -117,10 +99,8 @@ void DeboneProcess::Execute( aiScene* pScene)
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// build a new array of meshes for the scene
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std::vector<aiMesh*> meshes;
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for(unsigned int a=0;a<pScene->mNumMeshes;a++)
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{
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for (unsigned int a=0;a<pScene->mNumMeshes; ++a) {
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aiMesh* srcMesh = pScene->mMeshes[a];
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std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
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if(splitList[a]) {
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@ -133,13 +113,13 @@ void DeboneProcess::Execute( aiScene* pScene)
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// store new meshes and indices of the new meshes
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for(unsigned int b=0;b<newMeshes.size();b++) {
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const aiString *find = newMeshes[b].second?&newMeshes[b].second->mName:0;
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const aiString *find = newMeshes[b].second ? &newMeshes[b].second->mName : nullptr;
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aiNode *theNode = find?pScene->mRootNode->FindNode(*find):0;
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aiNode *theNode = find ? pScene->mRootNode->FindNode(*find) : nullptr;
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std::pair<unsigned int,aiNode*> push_pair(static_cast<unsigned int>(meshes.size()),theNode);
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mSubMeshIndices[a].push_back(push_pair);
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meshes.push_back(newMeshes[b].first);
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mSubMeshIndices[a].emplace_back(push_pair);
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meshes.emplace_back(newMeshes[b].first);
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out+=newMeshes[b].first->mNumBones;
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}
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@ -150,10 +130,9 @@ void DeboneProcess::Execute( aiScene* pScene)
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// and destroy the source mesh. It should be completely contained inside the new submeshes
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delete srcMesh;
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}
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else {
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} else {
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// Mesh is kept unchanged - store it's new place in the mesh array
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mSubMeshIndices[a].emplace_back(static_cast<unsigned int>(meshes.size()), (aiNode *)0);
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mSubMeshIndices[a].emplace_back(static_cast<unsigned int>(meshes.size()), (aiNode *)nullptr);
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meshes.push_back(srcMesh);
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}
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}
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@ -173,8 +152,7 @@ void DeboneProcess::Execute( aiScene* pScene)
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// ------------------------------------------------------------------------------------------------
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// Counts bones total/removable in a given mesh.
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bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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{
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bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh) {
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if(!pMesh->HasBones()) {
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return false;
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}
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@ -193,25 +171,23 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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for(unsigned int i=0;i<pMesh->mNumBones;i++) {
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for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
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float w = pMesh->mBones[i]->mWeights[j].mWeight;
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if(w==0.0f) {
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if (w == 0.0f) {
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continue;
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}
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unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
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if(w>=mThreshold) {
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if(vertexBones[vid]!=cUnowned) {
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if(vertexBones[vid]==i) //double entry
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{
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if (w >= mThreshold) {
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if (vertexBones[vid] != cUnowned) {
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//double entry
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if(vertexBones[vid]==i) {
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ASSIMP_LOG_WARN("Encountered double entry in bone weights");
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}
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else //TODO: track attraction in order to break tie
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{
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} else {
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//TODO: track attraction in order to break tie
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vertexBones[vid] = cCoowned;
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}
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}
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else vertexBones[vid] = i;
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} else {
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vertexBones[vid] = i;
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}
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}
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if(!isBoneNecessary[i]) {
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@ -227,13 +203,16 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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if(isInterstitialRequired) {
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for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
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unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
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for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
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for (unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
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unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
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if(v!=w) {
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if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
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if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
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if (v != w) {
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if(v<pMesh->mNumBones) {
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isBoneNecessary[v] = true;
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}
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if (w<pMesh->mNumBones) {
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isBoneNecessary[w] = true;
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}
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}
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}
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}
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@ -252,8 +231,7 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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// ------------------------------------------------------------------------------------------------
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// Splits the given mesh by bone count.
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void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const
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{
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void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const {
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// same deal here as ConsiderMesh basically
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std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
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@ -341,7 +319,7 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
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}
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aiMesh *baseMesh = MakeSubmesh(pMesh,subFaces,0);
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std::pair<aiMesh*,const aiBone*> push_pair(baseMesh,(const aiBone*)0);
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std::pair<aiMesh *, const aiBone *> push_pair(baseMesh, (const aiBone *)nullptr);
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poNewMeshes.push_back(push_pair);
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}
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@ -371,8 +349,7 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
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// ------------------------------------------------------------------------------------------------
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// Recursively updates the node's mesh list to account for the changed mesh list
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void DeboneProcess::UpdateNode(aiNode* pNode) const
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{
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void DeboneProcess::UpdateNode(aiNode* pNode) const {
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// rebuild the node's mesh index list
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std::vector<unsigned int> newMeshList;
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@ -382,9 +359,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const
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unsigned int m = static_cast<unsigned int>(pNode->mNumMeshes), n = static_cast<unsigned int>(mSubMeshIndices.size());
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// first pass, look for meshes which have not moved
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for(unsigned int a=0;a<m;a++) {
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unsigned int srcIndex = pNode->mMeshes[a];
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const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex];
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unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
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@ -398,8 +373,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const
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// second pass, collect deboned meshes
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for(unsigned int a=0;a<n;a++)
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{
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for(unsigned int a=0;a<n;a++) {
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const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[a];
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unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
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@ -430,8 +404,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const
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// ------------------------------------------------------------------------------------------------
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// Apply the node transformation to a mesh
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void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
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{
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void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const {
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// Check whether we need to transform the coordinates at all
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if (!mat.IsIdentity()) {
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