diff options
author | Gordon MacPherson <gordon@gordonite.tech> | 2020-12-22 21:31:06 +0000 |
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committer | Gordon MacPherson <gordon@gordonite.tech> | 2020-12-22 21:31:06 +0000 |
commit | 5b5fdb0adf99baab0ebcc872bb3c26bdff707a2a (patch) | |
tree | 5cacda57a8b34083ac7f454fa908bebcf3222256 /thirdparty/assimp/code/Common/ScenePreprocessor.cpp | |
parent | 30d469a5e0f70860f3c4ce4508d6564ca389320b (diff) |
remove assimp pending fbx upgrade
Diffstat (limited to 'thirdparty/assimp/code/Common/ScenePreprocessor.cpp')
-rw-r--r-- | thirdparty/assimp/code/Common/ScenePreprocessor.cpp | 261 |
1 files changed, 0 insertions, 261 deletions
diff --git a/thirdparty/assimp/code/Common/ScenePreprocessor.cpp b/thirdparty/assimp/code/Common/ScenePreprocessor.cpp deleted file mode 100644 index 432a3d7666..0000000000 --- a/thirdparty/assimp/code/Common/ScenePreprocessor.cpp +++ /dev/null @@ -1,261 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2019, assimp team - - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - ----------------------------------------------------------------------- -*/ - -#include "ScenePreprocessor.h" -#include <assimp/ai_assert.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> - - -using namespace Assimp; - -// --------------------------------------------------------------------------------------------- -void ScenePreprocessor::ProcessScene () -{ - ai_assert(scene != NULL); - - // Process all meshes - for (unsigned int i = 0; i < scene->mNumMeshes;++i) - ProcessMesh(scene->mMeshes[i]); - - // - nothing to do for nodes for the moment - // - nothing to do for textures for the moment - // - nothing to do for lights for the moment - // - nothing to do for cameras for the moment - - // Process all animations - for (unsigned int i = 0; i < scene->mNumAnimations;++i) - ProcessAnimation(scene->mAnimations[i]); - - // Generate a default material if none was specified - if (!scene->mNumMaterials && scene->mNumMeshes) { - scene->mMaterials = new aiMaterial*[2]; - aiMaterial* helper; - - aiString name; - - scene->mMaterials[scene->mNumMaterials] = helper = new aiMaterial(); - aiColor3D clr(0.6f,0.6f,0.6f); - helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE); - - // setup the default name to make this material identifiable - name.Set(AI_DEFAULT_MATERIAL_NAME); - helper->AddProperty(&name,AI_MATKEY_NAME); - - ASSIMP_LOG_DEBUG("ScenePreprocessor: Adding default material \'" AI_DEFAULT_MATERIAL_NAME "\'"); - - for (unsigned int i = 0; i < scene->mNumMeshes;++i) { - scene->mMeshes[i]->mMaterialIndex = scene->mNumMaterials; - } - - scene->mNumMaterials++; - } -} - -// --------------------------------------------------------------------------------------------- -void ScenePreprocessor::ProcessMesh (aiMesh* mesh) -{ - // If aiMesh::mNumUVComponents is *not* set assign the default value of 2 - for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { - if (!mesh->mTextureCoords[i]) { - mesh->mNumUVComponents[i] = 0; - } else { - if (!mesh->mNumUVComponents[i]) - mesh->mNumUVComponents[i] = 2; - - aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices; - - // Ensure unused components are zeroed. This will make 1D texture channels work - // as if they were 2D channels .. just in case an application doesn't handle - // this case - if (2 == mesh->mNumUVComponents[i]) { - for (; p != end; ++p) - p->z = 0.f; - } - else if (1 == mesh->mNumUVComponents[i]) { - for (; p != end; ++p) - p->z = p->y = 0.f; - } - else if (3 == mesh->mNumUVComponents[i]) { - // Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element - for (; p != end; ++p) { - if (p->z != 0) - break; - } - if (p == end) { - ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D."); - mesh->mNumUVComponents[i] = 2; - } - } - } - } - - // If the information which primitive types are there in the - // mesh is currently not available, compute it. - if (!mesh->mPrimitiveTypes) { - for (unsigned int a = 0; a < mesh->mNumFaces; ++a) { - aiFace& face = mesh->mFaces[a]; - switch (face.mNumIndices) - { - case 3u: - mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; - break; - - case 2u: - mesh->mPrimitiveTypes |= aiPrimitiveType_LINE; - break; - - case 1u: - mesh->mPrimitiveTypes |= aiPrimitiveType_POINT; - break; - - default: - mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; - break; - } - } - } - - // If tangents and normals are given but no bitangents compute them - if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) { - - mesh->mBitangents = new aiVector3D[mesh->mNumVertices]; - for (unsigned int i = 0; i < mesh->mNumVertices;++i) { - mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i]; - } - } -} - -// --------------------------------------------------------------------------------------------- -void ScenePreprocessor::ProcessAnimation (aiAnimation* anim) -{ - double first = 10e10, last = -10e10; - for (unsigned int i = 0; i < anim->mNumChannels;++i) { - aiNodeAnim* channel = anim->mChannels[i]; - - /* If the exact duration of the animation is not given - * compute it now. - */ - if (anim->mDuration == -1.) { - - // Position keys - for (unsigned int j = 0; j < channel->mNumPositionKeys;++j) { - aiVectorKey& key = channel->mPositionKeys[j]; - first = std::min (first, key.mTime); - last = std::max (last, key.mTime); - } - - // Scaling keys - for (unsigned int j = 0; j < channel->mNumScalingKeys;++j ) { - aiVectorKey& key = channel->mScalingKeys[j]; - first = std::min (first, key.mTime); - last = std::max (last, key.mTime); - } - - // Rotation keys - for (unsigned int j = 0; j < channel->mNumRotationKeys;++j ) { - aiQuatKey& key = channel->mRotationKeys[ j ]; - first = std::min (first, key.mTime); - last = std::max (last, key.mTime); - } - } - - /* Check whether the animation channel has no rotation - * or position tracks. In this case we generate a dummy - * track from the information we have in the transformation - * matrix of the corresponding node. - */ - if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) { - // Find the node that belongs to this animation - aiNode* node = scene->mRootNode->FindNode(channel->mNodeName); - if (node) // ValidateDS will complain later if 'node' is NULL - { - // Decompose the transformation matrix of the node - aiVector3D scaling, position; - aiQuaternion rotation; - - node->mTransformation.Decompose(scaling, rotation,position); - - // No rotation keys? Generate a dummy track - if (!channel->mNumRotationKeys) { - channel->mNumRotationKeys = 1; - channel->mRotationKeys = new aiQuatKey[1]; - aiQuatKey& q = channel->mRotationKeys[0]; - - q.mTime = 0.; - q.mValue = rotation; - - ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy rotation track has been generated"); - } - - // No scaling keys? Generate a dummy track - if (!channel->mNumScalingKeys) { - channel->mNumScalingKeys = 1; - channel->mScalingKeys = new aiVectorKey[1]; - aiVectorKey& q = channel->mScalingKeys[0]; - - q.mTime = 0.; - q.mValue = scaling; - - ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy scaling track has been generated"); - } - - // No position keys? Generate a dummy track - if (!channel->mNumPositionKeys) { - channel->mNumPositionKeys = 1; - channel->mPositionKeys = new aiVectorKey[1]; - aiVectorKey& q = channel->mPositionKeys[0]; - - q.mTime = 0.; - q.mValue = position; - - ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy position track has been generated"); - } - } - } - } - - if (anim->mDuration == -1.) { - ASSIMP_LOG_DEBUG("ScenePreprocessor: Setting animation duration"); - anim->mDuration = last - std::min( first, 0. ); - } -} |