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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 Definition of a helper step that processes texture transformations */
+#ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED
+#define AI_TEXTURE_TRANSFORM_H_INCLUDED
+
+#include <assimp/BaseImporter.h>
+#include "BaseProcess.h"
+
+#include <assimp/material.h>
+#include <list>
+
+struct aiNode;
+struct aiMaterial;
+
+namespace Assimp {
+
+#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff
+#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee
+
+
+#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5))
+
+// ---------------------------------------------------------------------------
+/** Small helper structure representing a shortcut into the material list
+ * to be able to update some values quickly.
+*/
+struct TTUpdateInfo {
+ TTUpdateInfo() AI_NO_EXCEPT
+ : directShortcut(nullptr)
+ , mat(nullptr)
+ , semantic(0)
+ , index(0) {
+ // empty
+ }
+
+ //! Direct shortcut, if available
+ unsigned int* directShortcut;
+
+ //! Material
+ aiMaterial *mat;
+
+ //! Texture type and index
+ unsigned int semantic, index;
+};
+
+
+// ---------------------------------------------------------------------------
+/** Helper class representing texture coordinate transformations
+*/
+struct STransformVecInfo : public aiUVTransform {
+ STransformVecInfo() AI_NO_EXCEPT
+ : uvIndex(0)
+ , mapU(aiTextureMapMode_Wrap)
+ , mapV(aiTextureMapMode_Wrap)
+ , lockedPos(AI_TT_UV_IDX_LOCK_NONE) {
+ // empty
+ }
+
+ //! Source texture coordinate index
+ unsigned int uvIndex;
+
+ //! Texture mapping mode in the u, v direction
+ aiTextureMapMode mapU,mapV;
+
+ //! Locked destination UV index
+ //! AI_TT_UV_IDX_LOCK_TBD - to be determined
+ //! AI_TT_UV_IDX_LOCK_NONE - none (default)
+ unsigned int lockedPos;
+
+ //! Update info - shortcuts into all materials
+ //! that are referencing this transform setup
+ std::list<TTUpdateInfo> updateList;
+
+
+ // -------------------------------------------------------------------
+ /** Compare two transform setups
+ */
+ inline bool operator== (const STransformVecInfo& other) const
+ {
+ // We use a small epsilon here
+ const static float epsilon = 0.05f;
+
+ if (std::fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
+ std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon)
+ {
+ return false;
+ }
+
+ if (std::fabs( mScaling.x - other.mScaling.x ) > epsilon ||
+ std::fabs( mScaling.y - other.mScaling.y ) > epsilon)
+ {
+ return false;
+ }
+
+ if (std::fabs( mRotation - other.mRotation) > epsilon)
+ {
+ return false;
+ }
+ return true;
+ }
+
+ inline bool operator!= (const STransformVecInfo& other) const
+ {
+ return !(*this == other);
+ }
+
+
+ // -------------------------------------------------------------------
+ /** Returns whether this is an untransformed texture coordinate set
+ */
+ inline bool IsUntransformed() const
+ {
+ return (1.0f == mScaling.x && 1.f == mScaling.y &&
+ !mTranslation.x && !mTranslation.y &&
+ mRotation < AI_TT_ROTATION_EPSILON);
+ }
+
+ // -------------------------------------------------------------------
+ /** Build a 3x3 matrix from the transformations
+ */
+ inline void GetMatrix(aiMatrix3x3& mOut)
+ {
+ mOut = aiMatrix3x3();
+
+ if (1.0f != mScaling.x || 1.0f != mScaling.y)
+ {
+ aiMatrix3x3 mScale;
+ mScale.a1 = mScaling.x;
+ mScale.b2 = mScaling.y;
+ mOut = mScale;
+ }
+ if (mRotation)
+ {
+ aiMatrix3x3 mRot;
+ mRot.a1 = mRot.b2 = std::cos(mRotation);
+ mRot.a2 = mRot.b1 = std::sin(mRotation);
+ mRot.a2 = -mRot.a2;
+ mOut *= mRot;
+ }
+ if (mTranslation.x || mTranslation.y)
+ {
+ aiMatrix3x3 mTrans;
+ mTrans.a3 = mTranslation.x;
+ mTrans.b3 = mTranslation.y;
+ mOut *= mTrans;
+ }
+ }
+};
+
+
+// ---------------------------------------------------------------------------
+/** Helper step to compute final UV coordinate sets if there are scalings
+ * or rotations in the original data read from the file.
+*/
+class TextureTransformStep : public BaseProcess
+{
+public:
+
+ TextureTransformStep();
+ ~TextureTransformStep();
+
+public:
+
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ void SetupProperties(const Importer* pImp);
+
+
+protected:
+
+
+ // -------------------------------------------------------------------
+ /** Preprocess a specific UV transformation setup
+ *
+ * @param info Transformation setup to be preprocessed.
+ */
+ void PreProcessUVTransform(STransformVecInfo& info);
+
+private:
+
+ unsigned int configFlags;
+};
+
+}
+
+#endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED