2019-04-03 07:54:58 +02:00
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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2020-03-06 14:42:31 +01:00
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Copyright (c) 2006-2020, assimp team
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2019-04-03 07:54:58 +02:00
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/// @file ProcessHelper.cpp
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/** Implement shared utility functions for postprocessing steps */
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#include "ProcessHelper.h"
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#include <limits>
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namespace Assimp {
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// -------------------------------------------------------------------------------
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void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
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{
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const char* s = in.c_str();
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while (*s) {
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SkipSpacesAndLineEnd(&s);
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if (*s == '\'') {
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const char* base = ++s;
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while (*s != '\'') {
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++s;
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if (*s == '\0') {
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ASSIMP_LOG_ERROR("ConvertListToString: String list is ill-formatted");
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return;
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}
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}
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out.push_back(std::string(base,(size_t)(s-base)));
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++s;
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}
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else {
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out.push_back(GetNextToken(s));
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}
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}
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}
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// -------------------------------------------------------------------------------
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void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
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const aiMatrix4x4& m)
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{
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min = aiVector3D ( ai_real( 10e10 ), ai_real( 10e10 ), ai_real( 10e10 ) );
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max = aiVector3D ( ai_real( -10e10 ), ai_real( -10e10 ), ai_real( -10e10 ) );
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for (unsigned int i = 0;i < mesh->mNumVertices;++i)
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{
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const aiVector3D v = m * mesh->mVertices[i];
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min = std::min(v,min);
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max = std::max(v,max);
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}
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
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{
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ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);
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out = min + (max-min)*(ai_real)0.5;
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}
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// -------------------------------------------------------------------------------
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void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max) {
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if ( NULL == scene ) {
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return;
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}
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if ( 0 == scene->mNumMeshes ) {
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return;
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}
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FindMeshCenter(scene->mMeshes[0], out, min, max);
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for (unsigned int i = 1; i < scene->mNumMeshes; ++i) {
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aiVector3D tout, tmin, tmax;
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FindMeshCenter(scene->mMeshes[i], tout, tmin, tmax);
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if (min[0] > tmin[0]) min[0] = tmin[0];
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if (min[1] > tmin[1]) min[1] = tmin[1];
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if (min[2] > tmin[2]) min[2] = tmin[2];
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if (max[0] < tmax[0]) max[0] = tmax[0];
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if (max[1] < tmax[1]) max[1] = tmax[1];
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if (max[2] < tmax[2]) max[2] = tmax[2];
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}
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out = min + (max-min)*(ai_real)0.5;
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
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aiVector3D& max, const aiMatrix4x4& m)
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{
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FindAABBTransformed(mesh,min,max,m);
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out = min + (max-min)*(ai_real)0.5;
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenter (aiMesh* mesh, aiVector3D& out)
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{
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aiVector3D min,max;
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FindMeshCenter(mesh,out,min,max);
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
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const aiMatrix4x4& m)
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{
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aiVector3D min,max;
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FindMeshCenterTransformed(mesh,out,min,max,m);
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}
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// -------------------------------------------------------------------------------
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ai_real ComputePositionEpsilon(const aiMesh* pMesh)
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{
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const ai_real epsilon = ai_real( 1e-4 );
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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aiVector3D minVec, maxVec;
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ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec);
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return (maxVec - minVec).Length() * epsilon;
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}
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// -------------------------------------------------------------------------------
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ai_real ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
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{
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ai_assert( NULL != pMeshes );
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const ai_real epsilon = ai_real( 1e-4 );
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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aiVector3D minVec, maxVec, mi, ma;
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MinMaxChooser<aiVector3D>()(minVec,maxVec);
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for (size_t a = 0; a < num; ++a) {
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const aiMesh* pMesh = pMeshes[a];
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ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma);
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minVec = std::min(minVec,mi);
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maxVec = std::max(maxVec,ma);
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}
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return (maxVec - minVec).Length() * epsilon;
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}
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// -------------------------------------------------------------------------------
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unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh)
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{
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ai_assert(NULL != pcMesh);
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// FIX: the hash may never be 0. Otherwise a comparison against
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// nullptr could be successful
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unsigned int iRet = 1;
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// normals
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if (pcMesh->HasNormals())iRet |= 0x2;
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// tangents and bitangents
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if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
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#ifdef BOOST_STATIC_ASSERT
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BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
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BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
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#endif
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// texture coordinates
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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{
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iRet |= (0x100 << p);
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if (3 == pcMesh->mNumUVComponents[p])
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iRet |= (0x10000 << p);
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++p;
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}
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// vertex colors
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p = 0;
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while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
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return iRet;
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}
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// -------------------------------------------------------------------------------
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VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
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{
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if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
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return NULL;
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}
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VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
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for (unsigned int i = 0; i < pMesh->mNumBones;++i) {
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aiBone* bone = pMesh->mBones[i];
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for (unsigned int a = 0; a < bone->mNumWeights;++a) {
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const aiVertexWeight& weight = bone->mWeights[a];
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avPerVertexWeights[weight.mVertexId].push_back( std::pair<unsigned int,float>(i,weight.mWeight) );
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}
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}
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return avPerVertexWeights;
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}
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// -------------------------------------------------------------------------------
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const char* MappingTypeToString(aiTextureMapping in)
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{
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switch (in)
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{
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case aiTextureMapping_UV:
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return "UV";
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case aiTextureMapping_BOX:
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return "Box";
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case aiTextureMapping_SPHERE:
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return "Sphere";
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case aiTextureMapping_CYLINDER:
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return "Cylinder";
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case aiTextureMapping_PLANE:
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return "Plane";
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case aiTextureMapping_OTHER:
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return "Other";
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default:
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break;
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}
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ai_assert(false);
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return "BUG";
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}
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// -------------------------------------------------------------------------------
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aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags)
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{
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aiMesh *oMesh = new aiMesh();
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std::vector<unsigned int> vMap(pMesh->mNumVertices,UINT_MAX);
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size_t numSubVerts = 0;
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size_t numSubFaces = subMeshFaces.size();
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for(unsigned int i=0;i<numSubFaces;i++) {
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const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
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for(unsigned int j=0;j<f.mNumIndices;j++) {
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if(vMap[f.mIndices[j]]==UINT_MAX) {
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vMap[f.mIndices[j]] = static_cast<unsigned int>(numSubVerts++);
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}
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}
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}
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oMesh->mName = pMesh->mName;
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oMesh->mMaterialIndex = pMesh->mMaterialIndex;
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oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
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// create all the arrays for this mesh if the old mesh contained them
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oMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
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oMesh->mNumVertices = static_cast<unsigned int>(numSubVerts);
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oMesh->mVertices = new aiVector3D[numSubVerts];
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if( pMesh->HasNormals() ) {
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oMesh->mNormals = new aiVector3D[numSubVerts];
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}
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if( pMesh->HasTangentsAndBitangents() ) {
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oMesh->mTangents = new aiVector3D[numSubVerts];
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oMesh->mBitangents = new aiVector3D[numSubVerts];
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}
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for( size_t a = 0; pMesh->HasTextureCoords(static_cast<unsigned int>(a)) ; ++a ) {
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oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
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oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
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}
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for( size_t a = 0; pMesh->HasVertexColors( static_cast<unsigned int>(a)); ++a ) {
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oMesh->mColors[a] = new aiColor4D[numSubVerts];
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}
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// and copy over the data, generating faces with linear indices along the way
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oMesh->mFaces = new aiFace[numSubFaces];
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for(unsigned int a = 0; a < numSubFaces; ++a ) {
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const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
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aiFace& dstFace = oMesh->mFaces[a];
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dstFace.mNumIndices = srcFace.mNumIndices;
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dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
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// accumulate linearly all the vertices of the source face
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for( size_t b = 0; b < dstFace.mNumIndices; ++b ) {
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dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
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}
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}
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for(unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex ) {
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unsigned int nvi = vMap[srcIndex];
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if(nvi==UINT_MAX) {
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continue;
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}
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oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
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if( pMesh->HasNormals() ) {
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oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
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}
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if( pMesh->HasTangentsAndBitangents() ) {
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oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
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oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
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}
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for( size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c ) {
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oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
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}
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for( size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c ) {
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oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
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}
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}
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if(~subFlags&AI_SUBMESH_FLAGS_SANS_BONES) {
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std::vector<unsigned int> subBones(pMesh->mNumBones,0);
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for(unsigned int a=0;a<pMesh->mNumBones;++a) {
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const aiBone* bone = pMesh->mBones[a];
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for(unsigned int b=0;b<bone->mNumWeights;b++) {
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unsigned int v = vMap[bone->mWeights[b].mVertexId];
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if(v!=UINT_MAX) {
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subBones[a]++;
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}
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}
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}
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for(unsigned int a=0;a<pMesh->mNumBones;++a) {
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if(subBones[a]>0) {
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oMesh->mNumBones++;
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|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(oMesh->mNumBones) {
|
|
|
|
oMesh->mBones = new aiBone*[oMesh->mNumBones]();
|
|
|
|
unsigned int nbParanoia = oMesh->mNumBones;
|
|
|
|
|
|
|
|
oMesh->mNumBones = 0; //rewind
|
|
|
|
|
|
|
|
for(unsigned int a=0;a<pMesh->mNumBones;++a) {
|
|
|
|
if(subBones[a]==0) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
aiBone *newBone = new aiBone;
|
|
|
|
oMesh->mBones[oMesh->mNumBones++] = newBone;
|
|
|
|
|
|
|
|
const aiBone* bone = pMesh->mBones[a];
|
|
|
|
|
|
|
|
newBone->mName = bone->mName;
|
|
|
|
newBone->mOffsetMatrix = bone->mOffsetMatrix;
|
|
|
|
newBone->mWeights = new aiVertexWeight[subBones[a]];
|
|
|
|
|
|
|
|
for(unsigned int b=0;b<bone->mNumWeights;b++) {
|
|
|
|
const unsigned int v = vMap[bone->mWeights[b].mVertexId];
|
|
|
|
|
|
|
|
if(v!=UINT_MAX) {
|
|
|
|
aiVertexWeight w(v,bone->mWeights[b].mWeight);
|
|
|
|
newBone->mWeights[newBone->mNumWeights++] = w;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ai_assert(nbParanoia==oMesh->mNumBones);
|
|
|
|
(void)nbParanoia; // remove compiler warning on release build
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return oMesh;
|
|
|
|
}
|
|
|
|
|
|
|
|
} // namespace Assimp
|