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Diffstat (limited to 'thirdparty/assimp/code/ProcessHelper.cpp')
-rw-r--r-- | thirdparty/assimp/code/ProcessHelper.cpp | 443 |
1 files changed, 443 insertions, 0 deletions
diff --git a/thirdparty/assimp/code/ProcessHelper.cpp b/thirdparty/assimp/code/ProcessHelper.cpp new file mode 100644 index 0000000000..59869fdff7 --- /dev/null +++ b/thirdparty/assimp/code/ProcessHelper.cpp @@ -0,0 +1,443 @@ +/* +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 ProcessHelper.cpp +/** Implement shared utility functions for postprocessing steps */ + + +#include "ProcessHelper.h" + + +#include <limits> + +namespace Assimp { + +// ------------------------------------------------------------------------------- +void ConvertListToStrings(const std::string& in, std::list<std::string>& out) +{ + const char* s = in.c_str(); + while (*s) { + SkipSpacesAndLineEnd(&s); + if (*s == '\'') { + const char* base = ++s; + while (*s != '\'') { + ++s; + if (*s == '\0') { + ASSIMP_LOG_ERROR("ConvertListToString: String list is ill-formatted"); + return; + } + } + out.push_back(std::string(base,(size_t)(s-base))); + ++s; + } + else { + out.push_back(GetNextToken(s)); + } + } +} + +// ------------------------------------------------------------------------------- +void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, + const aiMatrix4x4& m) +{ + min = aiVector3D ( ai_real( 10e10 ), ai_real( 10e10 ), ai_real( 10e10 ) ); + max = aiVector3D ( ai_real( -10e10 ), ai_real( -10e10 ), ai_real( -10e10 ) ); + for (unsigned int i = 0;i < mesh->mNumVertices;++i) + { + const aiVector3D v = m * mesh->mVertices[i]; + min = std::min(v,min); + max = std::max(v,max); + } +} + +// ------------------------------------------------------------------------------- +void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max) +{ + ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max); + out = min + (max-min)*(ai_real)0.5; +} + +// ------------------------------------------------------------------------------- +void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max) { + if ( NULL == scene ) { + return; + } + + if ( 0 == scene->mNumMeshes ) { + return; + } + FindMeshCenter(scene->mMeshes[0], out, min, max); + for (unsigned int i = 1; i < scene->mNumMeshes; ++i) { + aiVector3D tout, tmin, tmax; + FindMeshCenter(scene->mMeshes[i], tout, tmin, tmax); + if (min[0] > tmin[0]) min[0] = tmin[0]; + if (min[1] > tmin[1]) min[1] = tmin[1]; + if (min[2] > tmin[2]) min[2] = tmin[2]; + if (max[0] < tmax[0]) max[0] = tmax[0]; + if (max[1] < tmax[1]) max[1] = tmax[1]; + if (max[2] < tmax[2]) max[2] = tmax[2]; + } + out = min + (max-min)*(ai_real)0.5; +} + + +// ------------------------------------------------------------------------------- +void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min, + aiVector3D& max, const aiMatrix4x4& m) +{ + FindAABBTransformed(mesh,min,max,m); + out = min + (max-min)*(ai_real)0.5; +} + +// ------------------------------------------------------------------------------- +void FindMeshCenter (aiMesh* mesh, aiVector3D& out) +{ + aiVector3D min,max; + FindMeshCenter(mesh,out,min,max); +} + +// ------------------------------------------------------------------------------- +void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, + const aiMatrix4x4& m) +{ + aiVector3D min,max; + FindMeshCenterTransformed(mesh,out,min,max,m); +} + +// ------------------------------------------------------------------------------- +ai_real ComputePositionEpsilon(const aiMesh* pMesh) +{ + const ai_real epsilon = ai_real( 1e-4 ); + + // calculate the position bounds so we have a reliable epsilon to check position differences against + aiVector3D minVec, maxVec; + ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec); + return (maxVec - minVec).Length() * epsilon; +} + +// ------------------------------------------------------------------------------- +ai_real ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num) +{ + ai_assert( NULL != pMeshes ); + + const ai_real epsilon = ai_real( 1e-4 ); + + // calculate the position bounds so we have a reliable epsilon to check position differences against + aiVector3D minVec, maxVec, mi, ma; + MinMaxChooser<aiVector3D>()(minVec,maxVec); + + for (size_t a = 0; a < num; ++a) { + const aiMesh* pMesh = pMeshes[a]; + ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma); + + minVec = std::min(minVec,mi); + maxVec = std::max(maxVec,ma); + } + return (maxVec - minVec).Length() * epsilon; +} + + +// ------------------------------------------------------------------------------- +unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh) +{ + ai_assert(NULL != pcMesh); + + // FIX: the hash may never be 0. Otherwise a comparison against + // nullptr could be successful + unsigned int iRet = 1; + + // normals + if (pcMesh->HasNormals())iRet |= 0x2; + // tangents and bitangents + if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4; + +#ifdef BOOST_STATIC_ASSERT + BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS); + BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS); +#endif + + // texture coordinates + unsigned int p = 0; + while (pcMesh->HasTextureCoords(p)) + { + iRet |= (0x100 << p); + if (3 == pcMesh->mNumUVComponents[p]) + iRet |= (0x10000 << p); + + ++p; + } + // vertex colors + p = 0; + while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++); + return iRet; +} + +// ------------------------------------------------------------------------------- +VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh) +{ + if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) { + return NULL; + } + + VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices]; + for (unsigned int i = 0; i < pMesh->mNumBones;++i) { + + aiBone* bone = pMesh->mBones[i]; + for (unsigned int a = 0; a < bone->mNumWeights;++a) { + const aiVertexWeight& weight = bone->mWeights[a]; + avPerVertexWeights[weight.mVertexId].push_back( std::pair<unsigned int,float>(i,weight.mWeight) ); + } + } + return avPerVertexWeights; +} + + +// ------------------------------------------------------------------------------- +const char* TextureTypeToString(aiTextureType in) +{ + switch (in) + { + case aiTextureType_NONE: + return "n/a"; + case aiTextureType_DIFFUSE: + return "Diffuse"; + case aiTextureType_SPECULAR: + return "Specular"; + case aiTextureType_AMBIENT: + return "Ambient"; + case aiTextureType_EMISSIVE: + return "Emissive"; + case aiTextureType_OPACITY: + return "Opacity"; + case aiTextureType_NORMALS: + return "Normals"; + case aiTextureType_HEIGHT: + return "Height"; + case aiTextureType_SHININESS: + return "Shininess"; + case aiTextureType_DISPLACEMENT: + return "Displacement"; + case aiTextureType_LIGHTMAP: + return "Lightmap"; + case aiTextureType_REFLECTION: + return "Reflection"; + case aiTextureType_UNKNOWN: + return "Unknown"; + default: + break; + } + + ai_assert(false); + return "BUG"; +} + +// ------------------------------------------------------------------------------- +const char* MappingTypeToString(aiTextureMapping in) +{ + switch (in) + { + case aiTextureMapping_UV: + return "UV"; + case aiTextureMapping_BOX: + return "Box"; + case aiTextureMapping_SPHERE: + return "Sphere"; + case aiTextureMapping_CYLINDER: + return "Cylinder"; + case aiTextureMapping_PLANE: + return "Plane"; + case aiTextureMapping_OTHER: + return "Other"; + default: + break; + } + + ai_assert(false); + return "BUG"; +} + + +// ------------------------------------------------------------------------------- +aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags) +{ + aiMesh *oMesh = new aiMesh(); + std::vector<unsigned int> vMap(pMesh->mNumVertices,UINT_MAX); + + size_t numSubVerts = 0; + size_t numSubFaces = subMeshFaces.size(); + + for(unsigned int i=0;i<numSubFaces;i++) { + const aiFace &f = pMesh->mFaces[subMeshFaces[i]]; + + for(unsigned int j=0;j<f.mNumIndices;j++) { + if(vMap[f.mIndices[j]]==UINT_MAX) { + vMap[f.mIndices[j]] = static_cast<unsigned int>(numSubVerts++); + } + } + } + + oMesh->mName = pMesh->mName; + + oMesh->mMaterialIndex = pMesh->mMaterialIndex; + oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes; + + // create all the arrays for this mesh if the old mesh contained them + + oMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size()); + oMesh->mNumVertices = static_cast<unsigned int>(numSubVerts); + oMesh->mVertices = new aiVector3D[numSubVerts]; + if( pMesh->HasNormals() ) { + oMesh->mNormals = new aiVector3D[numSubVerts]; + } + + if( pMesh->HasTangentsAndBitangents() ) { + oMesh->mTangents = new aiVector3D[numSubVerts]; + oMesh->mBitangents = new aiVector3D[numSubVerts]; + } + + for( size_t a = 0; pMesh->HasTextureCoords(static_cast<unsigned int>(a)) ; ++a ) { + oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts]; + oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a]; + } + + for( size_t a = 0; pMesh->HasVertexColors( static_cast<unsigned int>(a)); ++a ) { + oMesh->mColors[a] = new aiColor4D[numSubVerts]; + } + + // and copy over the data, generating faces with linear indices along the way + oMesh->mFaces = new aiFace[numSubFaces]; + + for(unsigned int a = 0; a < numSubFaces; ++a ) { + + const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]]; + aiFace& dstFace = oMesh->mFaces[a]; + dstFace.mNumIndices = srcFace.mNumIndices; + dstFace.mIndices = new unsigned int[dstFace.mNumIndices]; + + // accumulate linearly all the vertices of the source face + for( size_t b = 0; b < dstFace.mNumIndices; ++b ) { + dstFace.mIndices[b] = vMap[srcFace.mIndices[b]]; + } + } + + for(unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex ) { + unsigned int nvi = vMap[srcIndex]; + if(nvi==UINT_MAX) { + continue; + } + + oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex]; + if( pMesh->HasNormals() ) { + oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex]; + } + + if( pMesh->HasTangentsAndBitangents() ) { + oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex]; + oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex]; + } + for( size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c ) { + oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex]; + } + for( size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c ) { + oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex]; + } + } + + if(~subFlags&AI_SUBMESH_FLAGS_SANS_BONES) { + std::vector<unsigned int> subBones(pMesh->mNumBones,0); + + for(unsigned int a=0;a<pMesh->mNumBones;++a) { + const aiBone* bone = pMesh->mBones[a]; + + for(unsigned int b=0;b<bone->mNumWeights;b++) { + unsigned int v = vMap[bone->mWeights[b].mVertexId]; + + if(v!=UINT_MAX) { + subBones[a]++; + } + } + } + + for(unsigned int a=0;a<pMesh->mNumBones;++a) { + if(subBones[a]>0) { + oMesh->mNumBones++; + } + } + + 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 |