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-rw-r--r--thirdparty/assimp/code/PostProcessing/RemoveVCProcess.cpp337
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diff --git a/thirdparty/assimp/code/PostProcessing/RemoveVCProcess.cpp b/thirdparty/assimp/code/PostProcessing/RemoveVCProcess.cpp
deleted file mode 100644
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--- a/thirdparty/assimp/code/PostProcessing/RemoveVCProcess.cpp
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-/*
----------------------------------------------------------------------------
-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.
----------------------------------------------------------------------------
-*/
-/** @file Implementation of the post processing step to remove
- * any parts of the mesh structure from the imported data.
-*/
-
-
-#include "RemoveVCProcess.h"
-#include <assimp/postprocess.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/scene.h>
-
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-RemoveVCProcess::RemoveVCProcess() :
- configDeleteFlags()
- , mScene()
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-RemoveVCProcess::~RemoveVCProcess()
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the processing step is present in the given flag field.
-bool RemoveVCProcess::IsActive( unsigned int pFlags) const
-{
- return (pFlags & aiProcess_RemoveComponent) != 0;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Small helper function to delete all elements in a T** aray using delete
-template <typename T>
-inline void ArrayDelete(T**& in, unsigned int& num)
-{
- for (unsigned int i = 0; i < num; ++i)
- delete in[i];
-
- delete[] in;
- in = NULL;
- num = 0;
-}
-
-#if 0
-// ------------------------------------------------------------------------------------------------
-// Updates the node graph - removes all nodes which have the "remove" flag set and the
-// "don't remove" flag not set. Nodes with meshes are never deleted.
-bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
-{
- bool b = false;
-
- std::list<aiNode*> mine;
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- {
- if(UpdateNodeGraph(node->mChildren[i],mine,false))
- b = true;
- }
-
- // somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
- // so we can do a simple comparison against MSB here
- if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
- {
- // this node needs to be removed
- if(node->mNumChildren)
- {
- childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
-
- // set all children to NULL to make sure they are not deleted when we delete ourself
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- node->mChildren[i] = NULL;
- }
- b = true;
- delete node;
- }
- else
- {
- AI_RC_UNMASK(node->mNumMeshes);
- childsOfParent.push_back(node);
-
- if (b)
- {
- // reallocate the array of our children here
- node->mNumChildren = (unsigned int)mine.size();
- aiNode** const children = new aiNode*[mine.size()];
- aiNode** ptr = children;
-
- for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
- it != end; ++it)
- {
- *ptr++ = *it;
- }
- delete[] node->mChildren;
- node->mChildren = children;
- return false;
- }
- }
- return b;
-}
-#endif
-
-// ------------------------------------------------------------------------------------------------
-// Executes the post processing step on the given imported data.
-void RemoveVCProcess::Execute( aiScene* pScene)
-{
- ASSIMP_LOG_DEBUG("RemoveVCProcess begin");
- bool bHas = false; //,bMasked = false;
-
- mScene = pScene;
-
- // handle animations
- if ( configDeleteFlags & aiComponent_ANIMATIONS)
- {
-
- bHas = true;
- ArrayDelete(pScene->mAnimations,pScene->mNumAnimations);
- }
-
- // handle textures
- if ( configDeleteFlags & aiComponent_TEXTURES)
- {
- bHas = true;
- ArrayDelete(pScene->mTextures,pScene->mNumTextures);
- }
-
- // handle materials
- if ( configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials)
- {
- bHas = true;
- for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
- delete pScene->mMaterials[i];
-
- pScene->mNumMaterials = 1;
- aiMaterial* helper = (aiMaterial*) pScene->mMaterials[0];
- ai_assert(NULL != helper);
- helper->Clear();
-
- // gray
- aiColor3D clr(0.6f,0.6f,0.6f);
- helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
-
- // add a small ambient color value
- clr = aiColor3D(0.05f,0.05f,0.05f);
- helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
-
- aiString s;
- s.Set("Dummy_MaterialsRemoved");
- helper->AddProperty(&s,AI_MATKEY_NAME);
- }
-
- // handle light sources
- if ( configDeleteFlags & aiComponent_LIGHTS)
- {
- bHas = true;
- ArrayDelete(pScene->mLights,pScene->mNumLights);
- }
-
- // handle camneras
- if ( configDeleteFlags & aiComponent_CAMERAS)
- {
- bHas = true;
- ArrayDelete(pScene->mCameras,pScene->mNumCameras);
- }
-
- // handle meshes
- if (configDeleteFlags & aiComponent_MESHES)
- {
- bHas = true;
- ArrayDelete(pScene->mMeshes,pScene->mNumMeshes);
- }
- else
- {
- for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- {
- if( ProcessMesh( pScene->mMeshes[a]))
- bHas = true;
- }
- }
-
-
- // now check whether the result is still a full scene
- if (!pScene->mNumMeshes || !pScene->mNumMaterials)
- {
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- ASSIMP_LOG_DEBUG("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
-
- // If we have no meshes anymore we should also clear another flag ...
- if (!pScene->mNumMeshes)
- pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
- }
-
- if (bHas) {
- ASSIMP_LOG_INFO("RemoveVCProcess finished. Data structure cleanup has been done.");
- } else {
- ASSIMP_LOG_DEBUG("RemoveVCProcess finished. Nothing to be done ...");
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup configuration properties for the step
-void RemoveVCProcess::SetupProperties(const Importer* pImp)
-{
- configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,0x0);
- if (!configDeleteFlags)
- {
- ASSIMP_LOG_WARN("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Executes the post processing step on the given imported data.
-bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
-{
- bool ret = false;
-
- // if all materials have been deleted let the material
- // index of the mesh point to the created default material
- if ( configDeleteFlags & aiComponent_MATERIALS)
- pMesh->mMaterialIndex = 0;
-
- // handle normals
- if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals)
- {
- delete[] pMesh->mNormals;
- pMesh->mNormals = NULL;
- ret = true;
- }
-
- // handle tangents and bitangents
- if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents)
- {
- delete[] pMesh->mTangents;
- pMesh->mTangents = NULL;
-
- delete[] pMesh->mBitangents;
- pMesh->mBitangents = NULL;
- ret = true;
- }
-
- // handle texture coordinates
- bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
- for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real)
- {
- if (!pMesh->mTextureCoords[i])break;
- if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b)
- {
- delete [] pMesh->mTextureCoords[i];
- pMesh->mTextureCoords[i] = NULL;
- ret = true;
-
- if (!b)
- {
- // collapse the rest of the array
- for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
- pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
-
- pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
- continue;
- }
- }
- ++i;
- }
-
- // handle vertex colors
- b = (0 != (configDeleteFlags & aiComponent_COLORS));
- for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real)
- {
- if (!pMesh->mColors[i])break;
- if (configDeleteFlags & aiComponent_COLORSn(i) || b)
- {
- delete [] pMesh->mColors[i];
- pMesh->mColors[i] = NULL;
- ret = true;
-
- if (!b)
- {
- // collapse the rest of the array
- for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
- pMesh->mColors[a-1] = pMesh->mColors[a];
-
- pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
- continue;
- }
- }
- ++i;
- }
-
- // handle bones
- if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones)
- {
- ArrayDelete(pMesh->mBones,pMesh->mNumBones);
- ret = true;
- }
- return ret;
-}