243f400ee2
Signed-off-by: RevoluPowered <gordon@gordonite.tech> Signed-off-by: K. S. Ernest (iFIre) Lee <ernest.lee@chibifire.com>
728 lines
29 KiB
C++
728 lines
29 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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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 PretransformVertices.cpp
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* @brief Implementation of the "PretransformVertices" post processing step
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*/
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#include "PretransformVertices.h"
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#include "ProcessHelper.h"
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#include <assimp/SceneCombiner.h>
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#include <assimp/Exceptional.h>
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using namespace Assimp;
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// some array offsets
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#define AI_PTVS_VERTEX 0x0
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#define AI_PTVS_FACE 0x1
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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PretransformVertices::PretransformVertices()
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: configKeepHierarchy (false)
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, configNormalize(false)
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, configTransform(false)
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, configTransformation()
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, mConfigPointCloud( false ) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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PretransformVertices::~PretransformVertices() {
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// nothing to do here
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}
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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 PretransformVertices::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_PreTransformVertices) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import configuration
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void PretransformVertices::SetupProperties(const Importer* pImp)
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{
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// Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY, AI_CONFIG_PP_PTV_NORMALIZE,
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// AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION and AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
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configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0));
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configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE,0));
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configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,0));
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configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
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mConfigPointCloud = pImp->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
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}
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// ------------------------------------------------------------------------------------------------
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// Count the number of nodes
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unsigned int PretransformVertices::CountNodes( aiNode* pcNode )
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{
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unsigned int iRet = 1;
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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{
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iRet += CountNodes(pcNode->mChildren[i]);
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}
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return iRet;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a bitwise combination identifying the vertex format of a mesh
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unsigned int PretransformVertices::GetMeshVFormat( aiMesh* pcMesh )
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{
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// the vertex format is stored in aiMesh::mBones for later retrieval.
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// there isn't a good reason to compute it a few hundred times
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// from scratch. The pointer is unused as animations are lost
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// during PretransformVertices.
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if (pcMesh->mBones)
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return (unsigned int)(uint64_t)pcMesh->mBones;
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const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
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// store the value for later use
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pcMesh->mBones = (aiBone**)(uint64_t)iRet;
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return iRet;
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}
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// ------------------------------------------------------------------------------------------------
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// Count the number of vertices in the whole scene and a given
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// material index
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void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices)
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{
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for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
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if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
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{
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*piVertices += pcMesh->mNumVertices;
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*piFaces += pcMesh->mNumFaces;
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}
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}
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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{
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CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat,
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iVFormat,piFaces,piVertices);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Collect vertex/face data
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void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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unsigned int iVFormat, aiMesh* pcMeshOut,
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unsigned int aiCurrent[2], unsigned int* num_refs)
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{
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// No need to multiply if there's no transformation
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const bool identity = pcNode->mTransformation.IsIdentity();
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for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
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if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
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{
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// Decrement mesh reference counter
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unsigned int& num_ref = num_refs[pcNode->mMeshes[i]];
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ai_assert(0 != num_ref);
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--num_ref;
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// Save the name of the last mesh
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if (num_ref==0)
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{
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pcMeshOut->mName = pcMesh->mName;
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}
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if (identity) {
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// copy positions without modifying them
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::memcpy(pcMeshOut->mVertices + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mVertices,
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pcMesh->mNumVertices * sizeof(aiVector3D));
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if (iVFormat & 0x2) {
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// copy normals without modifying them
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::memcpy(pcMeshOut->mNormals + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mNormals,
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pcMesh->mNumVertices * sizeof(aiVector3D));
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}
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if (iVFormat & 0x4)
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{
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// copy tangents without modifying them
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::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mTangents,
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pcMesh->mNumVertices * sizeof(aiVector3D));
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// copy bitangents without modifying them
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::memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mBitangents,
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pcMesh->mNumVertices * sizeof(aiVector3D));
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}
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}
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else
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{
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// copy positions, transform them to worldspace
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
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pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n];
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}
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aiMatrix4x4 mWorldIT = pcNode->mTransformation;
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mWorldIT.Inverse().Transpose();
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// TODO: implement Inverse() for aiMatrix3x3
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aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
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if (iVFormat & 0x2)
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{
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// copy normals, transform them to worldspace
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
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pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
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(m * pcMesh->mNormals[n]).Normalize();
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}
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}
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if (iVFormat & 0x4)
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{
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// copy tangents and bitangents, transform them to worldspace
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
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pcMeshOut->mTangents [aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mTangents[n]).Normalize();
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pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mBitangents[n]).Normalize();
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}
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}
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}
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unsigned int p = 0;
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while (iVFormat & (0x100 << p))
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{
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// copy texture coordinates
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memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mTextureCoords[p],
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pcMesh->mNumVertices * sizeof(aiVector3D));
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++p;
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}
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p = 0;
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while (iVFormat & (0x1000000 << p))
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{
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// copy vertex colors
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memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mColors[p],
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pcMesh->mNumVertices * sizeof(aiColor4D));
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++p;
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}
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// now we need to copy all faces. since we will delete the source mesh afterwards,
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// we don't need to reallocate the array of indices except if this mesh is
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// referenced multiple times.
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for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck)
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{
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aiFace& f_src = pcMesh->mFaces[planck];
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aiFace& f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck];
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const unsigned int num_idx = f_src.mNumIndices;
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f_dst.mNumIndices = num_idx;
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unsigned int* pi;
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if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
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pi = f_dst.mIndices = f_src.mIndices;
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// offset all vertex indices
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for (unsigned int hahn = 0; hahn < num_idx;++hahn){
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pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
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}
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}
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else {
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pi = f_dst.mIndices = new unsigned int[num_idx];
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// copy and offset all vertex indices
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for (unsigned int hahn = 0; hahn < num_idx;++hahn){
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pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
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}
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}
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// Update the mPrimitiveTypes member of the mesh
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switch (pcMesh->mFaces[planck].mNumIndices)
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{
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case 0x1:
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pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case 0x2:
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pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case 0x3:
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pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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default:
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pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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break;
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};
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}
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aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices;
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aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces;
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}
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}
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// append all children of us
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
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CollectData(pcScene,pcNode->mChildren[i],iMat,
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iVFormat,pcMeshOut,aiCurrent,num_refs);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all vertex formats that occur for a given material index
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// The output list contains duplicate elements
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void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat,
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std::list<unsigned int>& aiOut)
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{
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pcScene->mMeshes[ i ];
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if (iMat == pcMesh->mMaterialIndex) {
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aiOut.push_back(GetMeshVFormat(pcMesh));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Compute the absolute transformation matrices of each node
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void PretransformVertices::ComputeAbsoluteTransform( aiNode* pcNode )
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{
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if (pcNode->mParent) {
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pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation;
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}
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
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ComputeAbsoluteTransform(pcNode->mChildren[i]);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Apply the node transformation to a mesh
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void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)
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{
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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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if (mesh->HasPositions()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mVertices[i] = mat * mesh->mVertices[i];
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}
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}
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if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
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aiMatrix4x4 mWorldIT = mat;
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mWorldIT.Inverse().Transpose();
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// TODO: implement Inverse() for aiMatrix3x3
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aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
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if (mesh->HasNormals()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
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}
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}
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if (mesh->HasTangentsAndBitangents()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
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mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
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}
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Simple routine to build meshes in worldspace, no further optimization
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void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
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unsigned int numIn, aiNode* node)
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{
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// NOTE:
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// aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy
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// aiMesh::mBones store reference to abs. transform we multiplied with
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// process meshes
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for (unsigned int i = 0; i < node->mNumMeshes;++i) {
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aiMesh* mesh = in[node->mMeshes[i]];
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// check whether we can operate on this mesh
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if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4*>(mesh->mBones) == node->mTransformation) {
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// yes, we can.
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mesh->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
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mesh->mNumBones = UINT_MAX;
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}
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else {
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// try to find us in the list of newly created meshes
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for (unsigned int n = 0; n < out.size(); ++n) {
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aiMesh* ctz = out[n];
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if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4*>(ctz->mBones) == node->mTransformation) {
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// ok, use this one. Update node mesh index
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node->mMeshes[i] = numIn + n;
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}
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}
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if (node->mMeshes[i] < numIn) {
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// Worst case. Need to operate on a full copy of the mesh
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ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms");
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aiMesh* ntz;
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const unsigned int tmp = mesh->mNumBones; //
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mesh->mNumBones = 0;
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SceneCombiner::Copy(&ntz,mesh);
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mesh->mNumBones = tmp;
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ntz->mNumBones = node->mMeshes[i];
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ntz->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
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out.push_back(ntz);
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node->mMeshes[i] = static_cast<unsigned int>(numIn + out.size() - 1);
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}
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}
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}
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// call children
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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BuildWCSMeshes(out,in,numIn,node->mChildren[i]);
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}
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// ------------------------------------------------------------------------------------------------
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// Reset transformation matrices to identity
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void PretransformVertices::MakeIdentityTransform(aiNode* nd)
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{
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nd->mTransformation = aiMatrix4x4();
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// call children
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for (unsigned int i = 0; i < nd->mNumChildren;++i)
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MakeIdentityTransform(nd->mChildren[i]);
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}
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// ------------------------------------------------------------------------------------------------
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// Build reference counters for all meshes
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void PretransformVertices::BuildMeshRefCountArray(aiNode* nd, unsigned int * refs)
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{
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for (unsigned int i = 0; i< nd->mNumMeshes;++i)
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refs[nd->mMeshes[i]]++;
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// call children
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for (unsigned int i = 0; i < nd->mNumChildren;++i)
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BuildMeshRefCountArray(nd->mChildren[i],refs);
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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 PretransformVertices::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("PretransformVerticesProcess begin");
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// Return immediately if we have no meshes
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if (!pScene->mNumMeshes)
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return;
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const unsigned int iOldMeshes = pScene->mNumMeshes;
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const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
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const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
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if(configTransform) {
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pScene->mRootNode->mTransformation = configTransformation;
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}
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// first compute absolute transformation matrices for all nodes
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ComputeAbsoluteTransform(pScene->mRootNode);
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// Delete aiMesh::mBones for all meshes. The bones are
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// removed during this step and we need the pointer as
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// temporary storage
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
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aiMesh* mesh = pScene->mMeshes[i];
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for (unsigned int a = 0; a < mesh->mNumBones;++a)
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delete mesh->mBones[a];
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delete[] mesh->mBones;
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mesh->mBones = NULL;
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}
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// now build a list of output meshes
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std::vector<aiMesh*> apcOutMeshes;
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// Keep scene hierarchy? It's an easy job in this case ...
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// we go on and transform all meshes, if one is referenced by nodes
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// with different absolute transformations a depth copy of the mesh
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|
// is required.
|
|
if( configKeepHierarchy ) {
|
|
|
|
// Hack: store the matrix we're transforming a mesh with in aiMesh::mBones
|
|
BuildWCSMeshes(apcOutMeshes,pScene->mMeshes,pScene->mNumMeshes, pScene->mRootNode);
|
|
|
|
// ... if new meshes have been generated, append them to the end of the scene
|
|
if (apcOutMeshes.size() > 0) {
|
|
aiMesh** npp = new aiMesh*[pScene->mNumMeshes + apcOutMeshes.size()];
|
|
|
|
memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes);
|
|
memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size());
|
|
|
|
pScene->mNumMeshes += static_cast<unsigned int>(apcOutMeshes.size());
|
|
delete[] pScene->mMeshes; pScene->mMeshes = npp;
|
|
}
|
|
|
|
// now iterate through all meshes and transform them to worldspace
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
ApplyTransform(pScene->mMeshes[i],*reinterpret_cast<aiMatrix4x4*>( pScene->mMeshes[i]->mBones ));
|
|
|
|
// prevent improper destruction
|
|
pScene->mMeshes[i]->mBones = NULL;
|
|
pScene->mMeshes[i]->mNumBones = 0;
|
|
}
|
|
} else {
|
|
apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
|
|
std::list<unsigned int> aiVFormats;
|
|
|
|
std::vector<unsigned int> s(pScene->mNumMeshes,0);
|
|
BuildMeshRefCountArray(pScene->mRootNode,&s[0]);
|
|
|
|
for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
|
|
// get the list of all vertex formats for this material
|
|
aiVFormats.clear();
|
|
GetVFormatList(pScene,i,aiVFormats);
|
|
aiVFormats.sort();
|
|
aiVFormats.unique();
|
|
for (std::list<unsigned int>::const_iterator j = aiVFormats.begin();j != aiVFormats.end();++j) {
|
|
unsigned int iVertices = 0;
|
|
unsigned int iFaces = 0;
|
|
CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
|
|
if (0 != iFaces && 0 != iVertices)
|
|
{
|
|
apcOutMeshes.push_back(new aiMesh());
|
|
aiMesh* pcMesh = apcOutMeshes.back();
|
|
pcMesh->mNumFaces = iFaces;
|
|
pcMesh->mNumVertices = iVertices;
|
|
pcMesh->mFaces = new aiFace[iFaces];
|
|
pcMesh->mVertices = new aiVector3D[iVertices];
|
|
pcMesh->mMaterialIndex = i;
|
|
if ((*j) & 0x2)pcMesh->mNormals = new aiVector3D[iVertices];
|
|
if ((*j) & 0x4)
|
|
{
|
|
pcMesh->mTangents = new aiVector3D[iVertices];
|
|
pcMesh->mBitangents = new aiVector3D[iVertices];
|
|
}
|
|
iFaces = 0;
|
|
while ((*j) & (0x100 << iFaces))
|
|
{
|
|
pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
|
|
if ((*j) & (0x10000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3;
|
|
else pcMesh->mNumUVComponents[iFaces] = 2;
|
|
iFaces++;
|
|
}
|
|
iFaces = 0;
|
|
while ((*j) & (0x1000000 << iFaces))
|
|
pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];
|
|
|
|
// fill the mesh ...
|
|
unsigned int aiTemp[2] = {0,0};
|
|
CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp,&s[0]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If no meshes are referenced in the node graph it is possible that we get no output meshes.
|
|
if (apcOutMeshes.empty()) {
|
|
|
|
throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes");
|
|
}
|
|
else
|
|
{
|
|
// now delete all meshes in the scene and build a new mesh list
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
|
{
|
|
aiMesh* mesh = pScene->mMeshes[i];
|
|
mesh->mNumBones = 0;
|
|
mesh->mBones = NULL;
|
|
|
|
// we're reusing the face index arrays. avoid destruction
|
|
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
|
|
mesh->mFaces[a].mNumIndices = 0;
|
|
mesh->mFaces[a].mIndices = NULL;
|
|
}
|
|
|
|
delete mesh;
|
|
|
|
// Invalidate the contents of the old mesh array. We will most
|
|
// likely have less output meshes now, so the last entries of
|
|
// the mesh array are not overridden. We set them to NULL to
|
|
// make sure the developer gets notified when his application
|
|
// attempts to access these fields ...
|
|
mesh = NULL;
|
|
}
|
|
|
|
// It is impossible that we have more output meshes than
|
|
// input meshes, so we can easily reuse the old mesh array
|
|
pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
|
|
pScene->mMeshes[i] = apcOutMeshes[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
// remove all animations from the scene
|
|
for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
|
|
delete pScene->mAnimations[i];
|
|
delete[] pScene->mAnimations;
|
|
|
|
pScene->mAnimations = NULL;
|
|
pScene->mNumAnimations = 0;
|
|
|
|
// --- we need to keep all cameras and lights
|
|
for (unsigned int i = 0; i < pScene->mNumCameras;++i)
|
|
{
|
|
aiCamera* cam = pScene->mCameras[i];
|
|
const aiNode* nd = pScene->mRootNode->FindNode(cam->mName);
|
|
ai_assert(NULL != nd);
|
|
|
|
// multiply all properties of the camera with the absolute
|
|
// transformation of the corresponding node
|
|
cam->mPosition = nd->mTransformation * cam->mPosition;
|
|
cam->mLookAt = aiMatrix3x3( nd->mTransformation ) * cam->mLookAt;
|
|
cam->mUp = aiMatrix3x3( nd->mTransformation ) * cam->mUp;
|
|
}
|
|
|
|
for (unsigned int i = 0; i < pScene->mNumLights;++i)
|
|
{
|
|
aiLight* l = pScene->mLights[i];
|
|
const aiNode* nd = pScene->mRootNode->FindNode(l->mName);
|
|
ai_assert(NULL != nd);
|
|
|
|
// multiply all properties of the camera with the absolute
|
|
// transformation of the corresponding node
|
|
l->mPosition = nd->mTransformation * l->mPosition;
|
|
l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
|
|
l->mUp = aiMatrix3x3( nd->mTransformation ) * l->mUp;
|
|
}
|
|
|
|
if( !configKeepHierarchy ) {
|
|
|
|
// now delete all nodes in the scene and build a new
|
|
// flat node graph with a root node and some level 1 children
|
|
aiNode* newRoot = new aiNode();
|
|
newRoot->mName = pScene->mRootNode->mName;
|
|
delete pScene->mRootNode;
|
|
pScene->mRootNode = newRoot;
|
|
|
|
if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras)
|
|
{
|
|
pScene->mRootNode->mNumMeshes = 1;
|
|
pScene->mRootNode->mMeshes = new unsigned int[1];
|
|
pScene->mRootNode->mMeshes[0] = 0;
|
|
}
|
|
else
|
|
{
|
|
pScene->mRootNode->mNumChildren = pScene->mNumMeshes+pScene->mNumLights+pScene->mNumCameras;
|
|
aiNode** nodes = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
|
|
|
|
// generate mesh nodes
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes)
|
|
{
|
|
aiNode* pcNode = new aiNode();
|
|
*nodes = pcNode;
|
|
pcNode->mParent = pScene->mRootNode;
|
|
pcNode->mName = pScene->mMeshes[i]->mName;
|
|
|
|
// setup mesh indices
|
|
pcNode->mNumMeshes = 1;
|
|
pcNode->mMeshes = new unsigned int[1];
|
|
pcNode->mMeshes[0] = i;
|
|
}
|
|
// generate light nodes
|
|
for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes)
|
|
{
|
|
aiNode* pcNode = new aiNode();
|
|
*nodes = pcNode;
|
|
pcNode->mParent = pScene->mRootNode;
|
|
pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "light_%u",i);
|
|
pScene->mLights[i]->mName = pcNode->mName;
|
|
}
|
|
// generate camera nodes
|
|
for (unsigned int i = 0; i < pScene->mNumCameras;++i,++nodes)
|
|
{
|
|
aiNode* pcNode = new aiNode();
|
|
*nodes = pcNode;
|
|
pcNode->mParent = pScene->mRootNode;
|
|
pcNode->mName.length = ::ai_snprintf(pcNode->mName.data,MAXLEN,"cam_%u",i);
|
|
pScene->mCameras[i]->mName = pcNode->mName;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
// ... and finally set the transformation matrix of all nodes to identity
|
|
MakeIdentityTransform(pScene->mRootNode);
|
|
}
|
|
|
|
if (configNormalize) {
|
|
// compute the boundary of all meshes
|
|
aiVector3D min,max;
|
|
MinMaxChooser<aiVector3D> ()(min,max);
|
|
|
|
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
|
aiMesh* m = pScene->mMeshes[a];
|
|
for (unsigned int i = 0; i < m->mNumVertices;++i) {
|
|
min = std::min(m->mVertices[i],min);
|
|
max = std::max(m->mVertices[i],max);
|
|
}
|
|
}
|
|
|
|
// find the dominant axis
|
|
aiVector3D d = max-min;
|
|
const ai_real div = std::max(d.x,std::max(d.y,d.z))*ai_real( 0.5);
|
|
|
|
d = min + d * (ai_real)0.5;
|
|
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
|
aiMesh* m = pScene->mMeshes[a];
|
|
for (unsigned int i = 0; i < m->mNumVertices;++i) {
|
|
m->mVertices[i] = (m->mVertices[i]-d)/div;
|
|
}
|
|
}
|
|
}
|
|
|
|
// print statistics
|
|
if (!DefaultLogger::isNullLogger()) {
|
|
ASSIMP_LOG_DEBUG("PretransformVerticesProcess finished");
|
|
|
|
ASSIMP_LOG_INFO_F("Removed ", iOldNodes, " nodes and ", iOldAnimationChannels, " animation channels (",
|
|
CountNodes(pScene->mRootNode) ," output nodes)" );
|
|
ASSIMP_LOG_INFO_F("Kept ", pScene->mNumLights, " lights and ", pScene->mNumCameras, " cameras." );
|
|
ASSIMP_LOG_INFO_F("Moved ", iOldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")");
|
|
}
|
|
}
|