From 5b5fdb0adf99baab0ebcc872bb3c26bdff707a2a Mon Sep 17 00:00:00 2001 From: Gordon MacPherson Date: Tue, 22 Dec 2020 21:31:06 +0000 Subject: remove assimp pending fbx upgrade --- .../assimp/code/Common/SkeletonMeshBuilder.cpp | 270 --------------------- 1 file changed, 270 deletions(-) delete mode 100644 thirdparty/assimp/code/Common/SkeletonMeshBuilder.cpp (limited to 'thirdparty/assimp/code/Common/SkeletonMeshBuilder.cpp') diff --git a/thirdparty/assimp/code/Common/SkeletonMeshBuilder.cpp b/thirdparty/assimp/code/Common/SkeletonMeshBuilder.cpp deleted file mode 100644 index 06cfe034e9..0000000000 --- a/thirdparty/assimp/code/Common/SkeletonMeshBuilder.cpp +++ /dev/null @@ -1,270 +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. - ----------------------------------------------------------------------- -*/ - -/** @file SkeletonMeshBuilder.cpp - * @brief Implementation of a little class to construct a dummy mesh for a skeleton - */ - -#include -#include - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// The constructor processes the given scene and adds a mesh there. -SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bKnobsOnly) -{ - // nothing to do if there's mesh data already present at the scene - if( pScene->mNumMeshes > 0 || pScene->mRootNode == NULL) - return; - - if (!root) - root = pScene->mRootNode; - - mKnobsOnly = bKnobsOnly; - - // build some faces around each node - CreateGeometry( root ); - - // create a mesh to hold all the generated faces - pScene->mNumMeshes = 1; - pScene->mMeshes = new aiMesh*[1]; - pScene->mMeshes[0] = CreateMesh(); - // and install it at the root node - root->mNumMeshes = 1; - root->mMeshes = new unsigned int[1]; - root->mMeshes[0] = 0; - - // create a dummy material for the mesh - if(pScene->mNumMaterials==0){ - pScene->mNumMaterials = 1; - pScene->mMaterials = new aiMaterial*[1]; - pScene->mMaterials[0] = CreateMaterial(); - } -} - -// ------------------------------------------------------------------------------------------------ -// Recursively builds a simple mesh representation for the given node -void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode) -{ - // add a joint entry for the node. - const unsigned int vertexStartIndex = static_cast(mVertices.size()); - - // now build the geometry. - if( pNode->mNumChildren > 0 && !mKnobsOnly) - { - // If the node has children, we build little pointers to each of them - for( unsigned int a = 0; a < pNode->mNumChildren; a++) - { - // find a suitable coordinate system - const aiMatrix4x4& childTransform = pNode->mChildren[a]->mTransformation; - aiVector3D childpos( childTransform.a4, childTransform.b4, childTransform.c4); - ai_real distanceToChild = childpos.Length(); - if( distanceToChild < 0.0001) - continue; - aiVector3D up = aiVector3D( childpos).Normalize(); - - aiVector3D orth( 1.0, 0.0, 0.0); - if( std::fabs( orth * up) > 0.99) - orth.Set( 0.0, 1.0, 0.0); - - aiVector3D front = (up ^ orth).Normalize(); - aiVector3D side = (front ^ up).Normalize(); - - unsigned int localVertexStart = static_cast(mVertices.size()); - mVertices.push_back( -front * distanceToChild * (ai_real)0.1); - mVertices.push_back( childpos); - mVertices.push_back( -side * distanceToChild * (ai_real)0.1); - mVertices.push_back( -side * distanceToChild * (ai_real)0.1); - mVertices.push_back( childpos); - mVertices.push_back( front * distanceToChild * (ai_real)0.1); - mVertices.push_back( front * distanceToChild * (ai_real)0.1); - mVertices.push_back( childpos); - mVertices.push_back( side * distanceToChild * (ai_real)0.1); - mVertices.push_back( side * distanceToChild * (ai_real)0.1); - mVertices.push_back( childpos); - mVertices.push_back( -front * distanceToChild * (ai_real)0.1); - - mFaces.push_back( Face( localVertexStart + 0, localVertexStart + 1, localVertexStart + 2)); - mFaces.push_back( Face( localVertexStart + 3, localVertexStart + 4, localVertexStart + 5)); - mFaces.push_back( Face( localVertexStart + 6, localVertexStart + 7, localVertexStart + 8)); - mFaces.push_back( Face( localVertexStart + 9, localVertexStart + 10, localVertexStart + 11)); - } - } - else - { - // if the node has no children, it's an end node. Put a little knob there instead - aiVector3D ownpos( pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4); - ai_real sizeEstimate = ownpos.Length() * ai_real( 0.18 ); - - mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0)); - mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0)); - mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate)); - mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0)); - mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0)); - mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate)); - mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0)); - mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0)); - mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate)); - mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0)); - mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0)); - mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate)); - - mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0)); - mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate)); - mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0)); - mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0)); - mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate)); - mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0)); - mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0)); - mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate)); - mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0)); - mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0)); - mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate)); - mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0)); - - mFaces.push_back( Face( vertexStartIndex + 0, vertexStartIndex + 1, vertexStartIndex + 2)); - mFaces.push_back( Face( vertexStartIndex + 3, vertexStartIndex + 4, vertexStartIndex + 5)); - mFaces.push_back( Face( vertexStartIndex + 6, vertexStartIndex + 7, vertexStartIndex + 8)); - mFaces.push_back( Face( vertexStartIndex + 9, vertexStartIndex + 10, vertexStartIndex + 11)); - mFaces.push_back( Face( vertexStartIndex + 12, vertexStartIndex + 13, vertexStartIndex + 14)); - mFaces.push_back( Face( vertexStartIndex + 15, vertexStartIndex + 16, vertexStartIndex + 17)); - mFaces.push_back( Face( vertexStartIndex + 18, vertexStartIndex + 19, vertexStartIndex + 20)); - mFaces.push_back( Face( vertexStartIndex + 21, vertexStartIndex + 22, vertexStartIndex + 23)); - } - - unsigned int numVertices = static_cast(mVertices.size() - vertexStartIndex); - if( numVertices > 0) - { - // create a bone affecting all the newly created vertices - aiBone* bone = new aiBone; - mBones.push_back( bone); - bone->mName = pNode->mName; - - // calculate the bone offset matrix by concatenating the inverse transformations of all parents - bone->mOffsetMatrix = aiMatrix4x4( pNode->mTransformation).Inverse(); - for( aiNode* parent = pNode->mParent; parent != NULL; parent = parent->mParent) - bone->mOffsetMatrix = aiMatrix4x4( parent->mTransformation).Inverse() * bone->mOffsetMatrix; - - // add all the vertices to the bone's influences - bone->mNumWeights = numVertices; - bone->mWeights = new aiVertexWeight[numVertices]; - for( unsigned int a = 0; a < numVertices; a++) - bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0); - - // HACK: (thom) transform all vertices to the bone's local space. Should be done before adding - // them to the array, but I'm tired now and I'm annoyed. - aiMatrix4x4 boneToMeshTransform = aiMatrix4x4( bone->mOffsetMatrix).Inverse(); - for( unsigned int a = vertexStartIndex; a < mVertices.size(); a++) - mVertices[a] = boneToMeshTransform * mVertices[a]; - } - - // and finally recurse into the children list - for( unsigned int a = 0; a < pNode->mNumChildren; a++) - CreateGeometry( pNode->mChildren[a]); -} - -// ------------------------------------------------------------------------------------------------ -// Creates the mesh from the internally accumulated stuff and returns it. -aiMesh* SkeletonMeshBuilder::CreateMesh() -{ - aiMesh* mesh = new aiMesh(); - - // add points - mesh->mNumVertices = static_cast(mVertices.size()); - mesh->mVertices = new aiVector3D[mesh->mNumVertices]; - std::copy( mVertices.begin(), mVertices.end(), mesh->mVertices); - - mesh->mNormals = new aiVector3D[mesh->mNumVertices]; - - // add faces - mesh->mNumFaces = static_cast(mFaces.size()); - mesh->mFaces = new aiFace[mesh->mNumFaces]; - for( unsigned int a = 0; a < mesh->mNumFaces; a++) - { - const Face& inface = mFaces[a]; - aiFace& outface = mesh->mFaces[a]; - outface.mNumIndices = 3; - outface.mIndices = new unsigned int[3]; - outface.mIndices[0] = inface.mIndices[0]; - outface.mIndices[1] = inface.mIndices[1]; - outface.mIndices[2] = inface.mIndices[2]; - - // Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize - // the skeleton, so it's good if there's a visual difference to the rest of the geometry - aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^ - (mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]])); - - if (nor.Length() < 1e-5) /* ensure that FindInvalidData won't remove us ...*/ - nor = aiVector3D(1.0,0.0,0.0); - - for (unsigned int n = 0; n < 3; ++n) - mesh->mNormals[inface.mIndices[n]] = nor; - } - - // add the bones - mesh->mNumBones = static_cast(mBones.size()); - mesh->mBones = new aiBone*[mesh->mNumBones]; - std::copy( mBones.begin(), mBones.end(), mesh->mBones); - - // default - mesh->mMaterialIndex = 0; - - return mesh; -} - -// ------------------------------------------------------------------------------------------------ -// Creates a dummy material and returns it. -aiMaterial* SkeletonMeshBuilder::CreateMaterial() -{ - aiMaterial* matHelper = new aiMaterial; - - // Name - aiString matName( std::string( "SkeletonMaterial")); - matHelper->AddProperty( &matName, AI_MATKEY_NAME); - - // Prevent backface culling - const int no_cull = 1; - matHelper->AddProperty(&no_cull,1,AI_MATKEY_TWOSIDED); - - return matHelper; -} -- cgit v1.2.3