From 243f400ee201aa59f23ec073983b8557d641d01a Mon Sep 17 00:00:00 2001 From: RevoluPowered Date: Mon, 29 Jul 2019 23:54:00 +0100 Subject: Updated assimp to commit 1d565b0 with iFire Signed-off-by: RevoluPowered Signed-off-by: K. S. Ernest (iFIre) Lee --- .../code/PostProcessing/CalcTangentsProcess.cpp | 319 +++++++ .../code/PostProcessing/CalcTangentsProcess.h | 117 +++ .../PostProcessing/ComputeUVMappingProcess.cpp | 506 +++++++++++ .../code/PostProcessing/ComputeUVMappingProcess.h | 149 ++++ .../code/PostProcessing/ConvertToLHProcess.cpp | 414 +++++++++ .../code/PostProcessing/ConvertToLHProcess.h | 171 ++++ .../assimp/code/PostProcessing/DeboneProcess.cpp | 465 ++++++++++ .../assimp/code/PostProcessing/DeboneProcess.h | 131 +++ .../code/PostProcessing/DropFaceNormalsProcess.cpp | 109 +++ .../code/PostProcessing/DropFaceNormalsProcess.h | 83 ++ .../code/PostProcessing/EmbedTexturesProcess.cpp | 152 ++++ .../code/PostProcessing/EmbedTexturesProcess.h | 85 ++ .../assimp/code/PostProcessing/FindDegenerates.cpp | 301 +++++++ .../assimp/code/PostProcessing/FindDegenerates.h | 130 +++ .../code/PostProcessing/FindInstancesProcess.cpp | 277 ++++++ .../code/PostProcessing/FindInstancesProcess.h | 137 +++ .../code/PostProcessing/FindInvalidDataProcess.cpp | 424 +++++++++ .../code/PostProcessing/FindInvalidDataProcess.h | 106 +++ .../assimp/code/PostProcessing/FixNormalsStep.cpp | 184 ++++ .../assimp/code/PostProcessing/FixNormalsStep.h | 91 ++ .../PostProcessing/GenBoundingBoxesProcess.cpp | 115 +++ .../code/PostProcessing/GenBoundingBoxesProcess.h | 76 ++ .../code/PostProcessing/GenFaceNormalsProcess.cpp | 146 +++ .../code/PostProcessing/GenFaceNormalsProcess.h | 87 ++ .../PostProcessing/GenVertexNormalsProcess.cpp | 239 +++++ .../code/PostProcessing/GenVertexNormalsProcess.h | 111 +++ .../code/PostProcessing/ImproveCacheLocality.cpp | 379 ++++++++ .../code/PostProcessing/ImproveCacheLocality.h | 101 +++ .../code/PostProcessing/JoinVerticesProcess.cpp | 463 ++++++++++ .../code/PostProcessing/JoinVerticesProcess.h | 95 ++ .../PostProcessing/LimitBoneWeightsProcess.cpp | 201 +++++ .../code/PostProcessing/LimitBoneWeightsProcess.h | 138 +++ .../code/PostProcessing/MakeVerboseFormat.cpp | 226 +++++ .../assimp/code/PostProcessing/MakeVerboseFormat.h | 106 +++ .../assimp/code/PostProcessing/OptimizeGraph.cpp | 351 ++++++++ .../assimp/code/PostProcessing/OptimizeGraph.h | 140 +++ .../assimp/code/PostProcessing/OptimizeMeshes.cpp | 256 ++++++ .../assimp/code/PostProcessing/OptimizeMeshes.h | 186 ++++ .../code/PostProcessing/PretransformVertices.cpp | 728 +++++++++++++++ .../code/PostProcessing/PretransformVertices.h | 166 ++++ .../assimp/code/PostProcessing/ProcessHelper.cpp | 443 ++++++++++ .../assimp/code/PostProcessing/ProcessHelper.h | 386 ++++++++ .../PostProcessing/RemoveRedundantMaterials.cpp | 221 +++++ .../code/PostProcessing/RemoveRedundantMaterials.h | 103 +++ .../assimp/code/PostProcessing/RemoveVCProcess.cpp | 337 +++++++ .../assimp/code/PostProcessing/RemoveVCProcess.h | 124 +++ .../assimp/code/PostProcessing/ScaleProcess.cpp | 103 +++ .../assimp/code/PostProcessing/ScaleProcess.h | 88 ++ .../code/PostProcessing/SortByPTypeProcess.cpp | 403 +++++++++ .../code/PostProcessing/SortByPTypeProcess.h | 82 ++ .../code/PostProcessing/SplitLargeMeshes.cpp | 623 +++++++++++++ .../assimp/code/PostProcessing/SplitLargeMeshes.h | 209 +++++ .../code/PostProcessing/TextureTransform.cpp | 566 ++++++++++++ .../assimp/code/PostProcessing/TextureTransform.h | 232 +++++ .../code/PostProcessing/TriangulateProcess.cpp | 530 +++++++++++ .../code/PostProcessing/TriangulateProcess.h | 91 ++ .../code/PostProcessing/ValidateDataStructure.cpp | 979 +++++++++++++++++++++ .../code/PostProcessing/ValidateDataStructure.h | 189 ++++ 58 files changed, 14370 insertions(+) create mode 100644 thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/DeboneProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/FindDegenerates.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/FindDegenerates.h create mode 100644 thirdparty/assimp/code/PostProcessing/FindInstancesProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/FindInstancesProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/FixNormalsStep.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/FixNormalsStep.h create mode 100644 thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.h create mode 100644 thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.h create mode 100644 thirdparty/assimp/code/PostProcessing/OptimizeGraph.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/OptimizeGraph.h create mode 100644 thirdparty/assimp/code/PostProcessing/OptimizeMeshes.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/OptimizeMeshes.h create mode 100644 thirdparty/assimp/code/PostProcessing/PretransformVertices.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/PretransformVertices.h create mode 100644 thirdparty/assimp/code/PostProcessing/ProcessHelper.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/ProcessHelper.h create mode 100644 thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.h create mode 100644 thirdparty/assimp/code/PostProcessing/RemoveVCProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/RemoveVCProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/ScaleProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.h create mode 100644 thirdparty/assimp/code/PostProcessing/TextureTransform.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/TextureTransform.h create mode 100644 thirdparty/assimp/code/PostProcessing/TriangulateProcess.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/TriangulateProcess.h create mode 100644 thirdparty/assimp/code/PostProcessing/ValidateDataStructure.cpp create mode 100644 thirdparty/assimp/code/PostProcessing/ValidateDataStructure.h (limited to 'thirdparty/assimp/code/PostProcessing') diff --git a/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp b/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp new file mode 100644 index 0000000000..b30f39c274 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp @@ -0,0 +1,319 @@ +/* +--------------------------------------------------------------------------- +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 calculate + * tangents and bitangents for all imported meshes + */ + +// internal headers +#include "CalcTangentsProcess.h" +#include "ProcessHelper.h" +#include +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +CalcTangentsProcess::CalcTangentsProcess() +: configMaxAngle( AI_DEG_TO_RAD(45.f) ) +, configSourceUV( 0 ) { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +CalcTangentsProcess::~CalcTangentsProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool CalcTangentsProcess::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_CalcTangentSpace) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void CalcTangentsProcess::SetupProperties(const Importer* pImp) +{ + ai_assert( NULL != pImp ); + + // get the current value of the property + configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f); + configMaxAngle = std::max(std::min(configMaxAngle,45.0f),0.0f); + configMaxAngle = AI_DEG_TO_RAD(configMaxAngle); + + configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX,0); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void CalcTangentsProcess::Execute( aiScene* pScene) +{ + ai_assert( NULL != pScene ); + + ASSIMP_LOG_DEBUG("CalcTangentsProcess begin"); + + bool bHas = false; + for ( unsigned int a = 0; a < pScene->mNumMeshes; a++ ) { + if(ProcessMesh( pScene->mMeshes[a],a))bHas = true; + } + + if ( bHas ) { + ASSIMP_LOG_INFO("CalcTangentsProcess finished. Tangents have been calculated"); + } else { + ASSIMP_LOG_DEBUG("CalcTangentsProcess finished"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Calculates tangents and bi-tangents for the given mesh +bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) +{ + // we assume that the mesh is still in the verbose vertex format where each face has its own set + // of vertices and no vertices are shared between faces. Sadly I don't know any quick test to + // assert() it here. + // assert( must be verbose, dammit); + + if (pMesh->mTangents) // this implies that mBitangents is also there + return false; + + // If the mesh consists of lines and/or points but not of + // triangles or higher-order polygons the normal vectors + // are undefined. + if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) + { + ASSIMP_LOG_INFO("Tangents are undefined for line and point meshes"); + return false; + } + + // what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement + if( pMesh->mNormals == NULL) + { + ASSIMP_LOG_ERROR("Failed to compute tangents; need normals"); + return false; + } + if( configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV] ) + { + ASSIMP_LOG_ERROR((Formatter::format("Failed to compute tangents; need UV data in channel"),configSourceUV)); + return false; + } + + const float angleEpsilon = 0.9999f; + + std::vector vertexDone( pMesh->mNumVertices, false); + const float qnan = get_qnan(); + + // create space for the tangents and bitangents + pMesh->mTangents = new aiVector3D[pMesh->mNumVertices]; + pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices]; + + const aiVector3D* meshPos = pMesh->mVertices; + const aiVector3D* meshNorm = pMesh->mNormals; + const aiVector3D* meshTex = pMesh->mTextureCoords[configSourceUV]; + aiVector3D* meshTang = pMesh->mTangents; + aiVector3D* meshBitang = pMesh->mBitangents; + + // calculate the tangent and bitangent for every face + for( unsigned int a = 0; a < pMesh->mNumFaces; a++) + { + const aiFace& face = pMesh->mFaces[a]; + if (face.mNumIndices < 3) + { + // There are less than three indices, thus the tangent vector + // is not defined. We are finished with these vertices now, + // their tangent vectors are set to qnan. + for (unsigned int i = 0; i < face.mNumIndices;++i) + { + unsigned int idx = face.mIndices[i]; + vertexDone [idx] = true; + meshTang [idx] = aiVector3D(qnan); + meshBitang [idx] = aiVector3D(qnan); + } + + continue; + } + + // triangle or polygon... we always use only the first three indices. A polygon + // is supposed to be planar anyways.... + // FIXME: (thom) create correct calculation for multi-vertex polygons maybe? + const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2]; + + // position differences p1->p2 and p1->p3 + aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0]; + + // texture offset p1->p2 and p1->p3 + float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y; + float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y; + float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f; + // when t1, t2, t3 in same position in UV space, just use default UV direction. + if ( sx * ty == sy * tx ) { + sx = 0.0; sy = 1.0; + tx = 1.0; ty = 0.0; + } + + // tangent points in the direction where to positive X axis of the texture coord's would point in model space + // bitangent's points along the positive Y axis of the texture coord's, respectively + aiVector3D tangent, bitangent; + tangent.x = (w.x * sy - v.x * ty) * dirCorrection; + tangent.y = (w.y * sy - v.y * ty) * dirCorrection; + tangent.z = (w.z * sy - v.z * ty) * dirCorrection; + bitangent.x = (w.x * sx - v.x * tx) * dirCorrection; + bitangent.y = (w.y * sx - v.y * tx) * dirCorrection; + bitangent.z = (w.z * sx - v.z * tx) * dirCorrection; + + // store for every vertex of that face + for( unsigned int b = 0; b < face.mNumIndices; ++b ) { + unsigned int p = face.mIndices[b]; + + // project tangent and bitangent into the plane formed by the vertex' normal + aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); + aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]); + localTangent.Normalize(); localBitangent.Normalize(); + + // reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN. + bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z); + bool invalid_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_special_float(localBitangent.z); + if (invalid_tangent != invalid_bitangent) { + if (invalid_tangent) { + localTangent = meshNorm[p] ^ localBitangent; + localTangent.Normalize(); + } else { + localBitangent = localTangent ^ meshNorm[p]; + localBitangent.Normalize(); + } + } + + // and write it into the mesh. + meshTang[ p ] = localTangent; + meshBitang[ p ] = localBitangent; + } + } + + + // create a helper to quickly find locally close vertices among the vertex array + // FIX: check whether we can reuse the SpatialSort of a previous step + SpatialSort* vertexFinder = NULL; + SpatialSort _vertexFinder; + float posEpsilon; + if (shared) + { + std::vector >* avf; + shared->GetProperty(AI_SPP_SPATIAL_SORT,avf); + if (avf) + { + std::pair& blubb = avf->operator [] (meshIndex); + vertexFinder = &blubb.first; + posEpsilon = blubb.second;; + } + } + if (!vertexFinder) + { + _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D)); + vertexFinder = &_vertexFinder; + posEpsilon = ComputePositionEpsilon(pMesh); + } + std::vector verticesFound; + + const float fLimit = std::cos(configMaxAngle); + std::vector closeVertices; + + // in the second pass we now smooth out all tangents and bitangents at the same local position + // if they are not too far off. + for( unsigned int a = 0; a < pMesh->mNumVertices; a++) + { + if( vertexDone[a]) + continue; + + const aiVector3D& origPos = pMesh->mVertices[a]; + const aiVector3D& origNorm = pMesh->mNormals[a]; + const aiVector3D& origTang = pMesh->mTangents[a]; + const aiVector3D& origBitang = pMesh->mBitangents[a]; + closeVertices.resize( 0 ); + + // find all vertices close to that position + vertexFinder->FindPositions( origPos, posEpsilon, verticesFound); + + closeVertices.reserve (verticesFound.size()+5); + closeVertices.push_back( a); + + // look among them for other vertices sharing the same normal and a close-enough tangent/bitangent + for( unsigned int b = 0; b < verticesFound.size(); b++) + { + unsigned int idx = verticesFound[b]; + if( vertexDone[idx]) + continue; + if( meshNorm[idx] * origNorm < angleEpsilon) + continue; + if( meshTang[idx] * origTang < fLimit) + continue; + if( meshBitang[idx] * origBitang < fLimit) + continue; + + // it's similar enough -> add it to the smoothing group + closeVertices.push_back( idx); + vertexDone[idx] = true; + } + + // smooth the tangents and bitangents of all vertices that were found to be close enough + aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0); + for( unsigned int b = 0; b < closeVertices.size(); ++b) + { + smoothTangent += meshTang[ closeVertices[b] ]; + smoothBitangent += meshBitang[ closeVertices[b] ]; + } + smoothTangent.Normalize(); + smoothBitangent.Normalize(); + + // and write it back into all affected tangents + for( unsigned int b = 0; b < closeVertices.size(); ++b) + { + meshTang[ closeVertices[b] ] = smoothTangent; + meshBitang[ closeVertices[b] ] = smoothBitangent; + } + } + return true; +} diff --git a/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.h b/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.h new file mode 100644 index 0000000000..3568a624f8 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.h @@ -0,0 +1,117 @@ +/* +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 Defines a post processing step to calculate tangents and + bi-tangents on all imported meshes.*/ +#ifndef AI_CALCTANGENTSPROCESS_H_INC +#define AI_CALCTANGENTSPROCESS_H_INC + +#include "Common/BaseProcess.h" + +struct aiMesh; + +namespace Assimp +{ + +// --------------------------------------------------------------------------- +/** The CalcTangentsProcess calculates the tangent and bitangent for any vertex + * of all meshes. It is expected to be run before the JoinVerticesProcess runs + * because the joining of vertices also considers tangents and bitangents for + * uniqueness. + */ +class ASSIMP_API_WINONLY CalcTangentsProcess : public BaseProcess +{ +public: + + CalcTangentsProcess(); + ~CalcTangentsProcess(); + +public: + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag. + * @param pFlags The processing flags the importer was called with. + * A bitwise combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, + * false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Called prior to ExecuteOnScene(). + * The function is a request to the process to update its configuration + * basing on the Importer's configuration property list. + */ + void SetupProperties(const Importer* pImp); + + + // setter for configMaxAngle + inline void SetMaxSmoothAngle(float f) + { + configMaxAngle =f; + } + +protected: + + // ------------------------------------------------------------------- + /** Calculates tangents and bitangents for a specific mesh. + * @param pMesh The mesh to process. + * @param meshIndex Index of the mesh + */ + bool ProcessMesh( aiMesh* pMesh, unsigned int meshIndex); + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + +private: + + /** Configuration option: maximum smoothing angle, in radians*/ + float configMaxAngle; + unsigned int configSourceUV; +}; + +} // end of namespace Assimp + +#endif // AI_CALCTANGENTSPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp b/thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp new file mode 100644 index 0000000000..bb571a551b --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp @@ -0,0 +1,506 @@ +/* +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 GenUVCoords step */ + + +#include "ComputeUVMappingProcess.h" +#include "ProcessHelper.h" +#include + +using namespace Assimp; + +namespace { + + const static aiVector3D base_axis_y(0.0,1.0,0.0); + const static aiVector3D base_axis_x(1.0,0.0,0.0); + const static aiVector3D base_axis_z(0.0,0.0,1.0); + const static ai_real angle_epsilon = ai_real( 0.95 ); +} + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +ComputeUVMappingProcess::ComputeUVMappingProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +ComputeUVMappingProcess::~ComputeUVMappingProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_GenUVCoords) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Check whether a ray intersects a plane and find the intersection point +inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos, + const aiVector3D& planeNormal, aiVector3D& pos) +{ + const ai_real b = planeNormal * (planePos - ray.pos); + ai_real h = ray.dir * planeNormal; + if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0) + return false; + + pos = ray.pos + (ray.dir * h); + return true; +} + +// ------------------------------------------------------------------------------------------------ +// Find the first empty UV channel in a mesh +inline unsigned int FindEmptyUVChannel (aiMesh* mesh) +{ + for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m) + if (!mesh->mTextureCoords[m])return m; + + ASSIMP_LOG_ERROR("Unable to compute UV coordinates, no free UV slot found"); + return UINT_MAX; +} + +// ------------------------------------------------------------------------------------------------ +// Try to remove UV seams +void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) +{ + // TODO: just a very rough algorithm. I think it could be done + // much easier, but I don't know how and am currently too tired to + // to think about a better solution. + + const static ai_real LOWER_LIMIT = ai_real( 0.1 ); + const static ai_real UPPER_LIMIT = ai_real( 0.9 ); + + const static ai_real LOWER_EPSILON = ai_real( 10e-3 ); + const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 ); + + for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx) + { + const aiFace& face = mesh->mFaces[fidx]; + if (face.mNumIndices < 3) continue; // triangles and polygons only, please + + unsigned int small = face.mNumIndices, large = small; + bool zero = false, one = false, round_to_zero = false; + + // Check whether this face lies on a UV seam. We can just guess, + // but the assumption that a face with at least one very small + // on the one side and one very large U coord on the other side + // lies on a UV seam should work for most cases. + for (unsigned int n = 0; n < face.mNumIndices;++n) + { + if (out[face.mIndices[n]].x < LOWER_LIMIT) + { + small = n; + + // If we have a U value very close to 0 we can't + // round the others to 0, too. + if (out[face.mIndices[n]].x <= LOWER_EPSILON) + zero = true; + else round_to_zero = true; + } + if (out[face.mIndices[n]].x > UPPER_LIMIT) + { + large = n; + + // If we have a U value very close to 1 we can't + // round the others to 1, too. + if (out[face.mIndices[n]].x >= UPPER_EPSILON) + one = true; + } + } + if (small != face.mNumIndices && large != face.mNumIndices) + { + for (unsigned int n = 0; n < face.mNumIndices;++n) + { + // If the u value is over the upper limit and no other u + // value of that face is 0, round it to 0 + if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero) + out[face.mIndices[n]].x = 0.0; + + // If the u value is below the lower limit and no other u + // value of that face is 1, round it to 1 + else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one) + out[face.mIndices[n]].x = 1.0; + + // The face contains both 0 and 1 as UV coords. This can occur + // for faces which have an edge that lies directly on the seam. + // Due to numerical inaccuracies one U coord becomes 0, the + // other 1. But we do still have a third UV coord to determine + // to which side we must round to. + else if (one && zero) + { + if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON) + out[face.mIndices[n]].x = 0.0; + else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON) + out[face.mIndices[n]].x = 1.0; + } + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out) +{ + aiVector3D center, min, max; + FindMeshCenter(mesh, center, min, max); + + // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ... + // currently the mapping axis will always be one of x,y,z, except if the + // PretransformVertices step is used (it transforms the meshes into worldspace, + // thus changing the mapping axis) + if (axis * base_axis_x >= angle_epsilon) { + + // For each point get a normalized projection vector in the sphere, + // get its longitude and latitude and map them to their respective + // UV axes. Problems occur around the poles ... unsolvable. + // + // The spherical coordinate system looks like this: + // x = cos(lon)*cos(lat) + // y = sin(lon)*cos(lat) + // z = sin(lat) + // + // Thus we can derive: + // lat = arcsin (z) + // lon = arctan (y/x) + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize(); + out[pnt] = aiVector3D((std::atan2(diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F, + (std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0); + } + } + else if (axis * base_axis_y >= angle_epsilon) { + // ... just the same again + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize(); + out[pnt] = aiVector3D((std::atan2(diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F, + (std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0); + } + } + else if (axis * base_axis_z >= angle_epsilon) { + // ... just the same again + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize(); + out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F, + (std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0); + } + } + // slower code path in case the mapping axis is not one of the coordinate system axes + else { + aiMatrix4x4 mTrafo; + aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo); + + // again the same, except we're applying a transformation now + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize(); + out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F, + (std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0); + } + } + + + // Now find and remove UV seams. A seam occurs if a face has a tcoord + // close to zero on the one side, and a tcoord close to one on the + // other side. + RemoveUVSeams(mesh,out); +} + +// ------------------------------------------------------------------------------------------------ +void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out) +{ + aiVector3D center, min, max; + + // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ... + // currently the mapping axis will always be one of x,y,z, except if the + // PretransformVertices step is used (it transforms the meshes into worldspace, + // thus changing the mapping axis) + if (axis * base_axis_x >= angle_epsilon) { + FindMeshCenter(mesh, center, min, max); + const ai_real diff = max.x - min.x; + + // If the main axis is 'z', the z coordinate of a point 'p' is mapped + // directly to the texture V axis. The other axis is derived from + // the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where + // 'c' is the center point of the mesh. + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D& pos = mesh->mVertices[pnt]; + aiVector3D& uv = out[pnt]; + + uv.y = (pos.x - min.x) / diff; + uv.x = (std::atan2( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI; + } + } + else if (axis * base_axis_y >= angle_epsilon) { + FindMeshCenter(mesh, center, min, max); + const ai_real diff = max.y - min.y; + + // just the same ... + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D& pos = mesh->mVertices[pnt]; + aiVector3D& uv = out[pnt]; + + uv.y = (pos.y - min.y) / diff; + uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI; + } + } + else if (axis * base_axis_z >= angle_epsilon) { + FindMeshCenter(mesh, center, min, max); + const ai_real diff = max.z - min.z; + + // just the same ... + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D& pos = mesh->mVertices[pnt]; + aiVector3D& uv = out[pnt]; + + uv.y = (pos.z - min.z) / diff; + uv.x = (std::atan2( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI; + } + } + // slower code path in case the mapping axis is not one of the coordinate system axes + else { + aiMatrix4x4 mTrafo; + aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo); + FindMeshCenterTransformed(mesh, center, min, max,mTrafo); + const ai_real diff = max.y - min.y; + + // again the same, except we're applying a transformation now + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){ + const aiVector3D pos = mTrafo* mesh->mVertices[pnt]; + aiVector3D& uv = out[pnt]; + + uv.y = (pos.y - min.y) / diff; + uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI; + } + } + + // Now find and remove UV seams. A seam occurs if a face has a tcoord + // close to zero on the one side, and a tcoord close to one on the + // other side. + RemoveUVSeams(mesh,out); +} + +// ------------------------------------------------------------------------------------------------ +void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out) +{ + ai_real diffu,diffv; + aiVector3D center, min, max; + + // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ... + // currently the mapping axis will always be one of x,y,z, except if the + // PretransformVertices step is used (it transforms the meshes into worldspace, + // thus changing the mapping axis) + if (axis * base_axis_x >= angle_epsilon) { + FindMeshCenter(mesh, center, min, max); + diffu = max.z - min.z; + diffv = max.y - min.y; + + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D& pos = mesh->mVertices[pnt]; + out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0); + } + } + else if (axis * base_axis_y >= angle_epsilon) { + FindMeshCenter(mesh, center, min, max); + diffu = max.x - min.x; + diffv = max.z - min.z; + + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D& pos = mesh->mVertices[pnt]; + out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0); + } + } + else if (axis * base_axis_z >= angle_epsilon) { + FindMeshCenter(mesh, center, min, max); + diffu = max.y - min.y; + diffv = max.z - min.z; + + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D& pos = mesh->mVertices[pnt]; + out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.0); + } + } + // slower code path in case the mapping axis is not one of the coordinate system axes + else + { + aiMatrix4x4 mTrafo; + aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo); + FindMeshCenterTransformed(mesh, center, min, max,mTrafo); + diffu = max.x - min.x; + diffv = max.z - min.z; + + // again the same, except we're applying a transformation now + for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { + const aiVector3D pos = mTrafo * mesh->mVertices[pnt]; + out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0); + } + } + + // shouldn't be necessary to remove UV seams ... +} + +// ------------------------------------------------------------------------------------------------ +void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* ) +{ + ASSIMP_LOG_ERROR("Mapping type currently not implemented"); +} + +// ------------------------------------------------------------------------------------------------ +void ComputeUVMappingProcess::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("GenUVCoordsProcess begin"); + char buffer[1024]; + + if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) + throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here"); + + std::list mappingStack; + + /* Iterate through all materials and search for non-UV mapped textures + */ + for (unsigned int i = 0; i < pScene->mNumMaterials;++i) + { + mappingStack.clear(); + aiMaterial* mat = pScene->mMaterials[i]; + for (unsigned int a = 0; a < mat->mNumProperties;++a) + { + aiMaterialProperty* prop = mat->mProperties[a]; + if (!::strcmp( prop->mKey.data, "$tex.mapping")) + { + aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData); + if (aiTextureMapping_UV != mapping) + { + if (!DefaultLogger::isNullLogger()) + { + ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s", + TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex, + MappingTypeToString(mapping)); + + ASSIMP_LOG_INFO(buffer); + } + + if (aiTextureMapping_OTHER == mapping) + continue; + + MappingInfo info (mapping); + + // Get further properties - currently only the major axis + for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) + { + aiMaterialProperty* prop2 = mat->mProperties[a2]; + if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) + continue; + + if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis")) { + info.axis = *((aiVector3D*)prop2->mData); + break; + } + } + + unsigned int idx( 99999999 ); + + // Check whether we have this mapping mode already + std::list::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info); + if (mappingStack.end() != it) + { + idx = (*it).uv; + } + else + { + /* We have found a non-UV mapped texture. Now + * we need to find all meshes using this material + * that we can compute UV channels for them. + */ + for (unsigned int m = 0; m < pScene->mNumMeshes;++m) + { + aiMesh* mesh = pScene->mMeshes[m]; + unsigned int outIdx = 0; + if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX || + !mesh->mNumVertices) + { + continue; + } + + // Allocate output storage + aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices]; + + switch (mapping) + { + case aiTextureMapping_SPHERE: + ComputeSphereMapping(mesh,info.axis,p); + break; + case aiTextureMapping_CYLINDER: + ComputeCylinderMapping(mesh,info.axis,p); + break; + case aiTextureMapping_PLANE: + ComputePlaneMapping(mesh,info.axis,p); + break; + case aiTextureMapping_BOX: + ComputeBoxMapping(mesh,p); + break; + default: + ai_assert(false); + } + if (m && idx != outIdx) + { + ASSIMP_LOG_WARN("UV index mismatch. Not all meshes assigned to " + "this material have equal numbers of UV channels. The UV index stored in " + "the material structure does therefore not apply for all meshes. "); + } + idx = outIdx; + } + info.uv = idx; + mappingStack.push_back(info); + } + + // Update the material property list + mapping = aiTextureMapping_UV; + ((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex)); + } + } + } + } + ASSIMP_LOG_DEBUG("GenUVCoordsProcess finished"); +} diff --git a/thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.h b/thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.h new file mode 100644 index 0000000000..a6d36e06ea --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.h @@ -0,0 +1,149 @@ +/* +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 Defines a post processing step to compute UV coordinates + from abstract mappings, such as box or spherical*/ +#ifndef AI_COMPUTEUVMAPPING_H_INC +#define AI_COMPUTEUVMAPPING_H_INC + +#include "Common/BaseProcess.h" + +#include +#include +#include + +class ComputeUVMappingTest; + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** ComputeUVMappingProcess - converts special mappings, such as spherical, + * cylindrical or boxed to proper UV coordinates for rendering. +*/ +class ComputeUVMappingProcess : public BaseProcess +{ +public: + ComputeUVMappingProcess(); + ~ComputeUVMappingProcess(); + +public: + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag field. + * @param pFlags The processing flags the importer was called with. A bitwise + * combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + +protected: + + // ------------------------------------------------------------------- + /** Computes spherical UV coordinates for a mesh + * + * @param mesh Mesh to be processed + * @param axis Main axis + * @param out Receives output UV coordinates + */ + void ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, + aiVector3D* out); + + // ------------------------------------------------------------------- + /** Computes cylindrical UV coordinates for a mesh + * + * @param mesh Mesh to be processed + * @param axis Main axis + * @param out Receives output UV coordinates + */ + void ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, + aiVector3D* out); + + // ------------------------------------------------------------------- + /** Computes planar UV coordinates for a mesh + * + * @param mesh Mesh to be processed + * @param axis Main axis + * @param out Receives output UV coordinates + */ + void ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, + aiVector3D* out); + + // ------------------------------------------------------------------- + /** Computes cubic UV coordinates for a mesh + * + * @param mesh Mesh to be processed + * @param out Receives output UV coordinates + */ + void ComputeBoxMapping(aiMesh* mesh, aiVector3D* out); + +private: + + // temporary structure to describe a mapping + struct MappingInfo + { + explicit MappingInfo(aiTextureMapping _type) + : type (_type) + , axis (0.f,1.f,0.f) + , uv (0u) + {} + + aiTextureMapping type; + aiVector3D axis; + unsigned int uv; + + bool operator== (const MappingInfo& other) + { + return type == other.type && axis == other.axis; + } + }; +}; + +} // end of namespace Assimp + +#endif // AI_COMPUTEUVMAPPING_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.cpp b/thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.cpp new file mode 100644 index 0000000000..b7cd4f0bc6 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.cpp @@ -0,0 +1,414 @@ +/* +--------------------------------------------------------------------------- +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 MakeLeftHandedProcess.cpp + * @brief Implementation of the post processing step to convert all + * imported data to a left-handed coordinate system. + * + * Face order & UV flip are also implemented here, for the sake of a + * better location. + */ + + +#include "ConvertToLHProcess.h" +#include +#include +#include + +using namespace Assimp; + +#ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS + +namespace { + +template +void flipUVs(aiMeshType* pMesh) { + if (pMesh == nullptr) { return; } + // mirror texture y coordinate + for (unsigned int tcIdx = 0; tcIdx < AI_MAX_NUMBER_OF_TEXTURECOORDS; tcIdx++) { + if (!pMesh->HasTextureCoords(tcIdx)) { + break; + } + + for (unsigned int vIdx = 0; vIdx < pMesh->mNumVertices; vIdx++) { + pMesh->mTextureCoords[tcIdx][vIdx].y = 1.0f - pMesh->mTextureCoords[tcIdx][vIdx].y; + } + } +} + +} // namespace + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +MakeLeftHandedProcess::MakeLeftHandedProcess() +: BaseProcess() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +MakeLeftHandedProcess::~MakeLeftHandedProcess() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool MakeLeftHandedProcess::IsActive( unsigned int pFlags) const +{ + return 0 != (pFlags & aiProcess_MakeLeftHanded); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void MakeLeftHandedProcess::Execute( aiScene* pScene) +{ + // Check for an existent root node to proceed + ai_assert(pScene->mRootNode != NULL); + ASSIMP_LOG_DEBUG("MakeLeftHandedProcess begin"); + + // recursively convert all the nodes + ProcessNode( pScene->mRootNode, aiMatrix4x4()); + + // process the meshes accordingly + for ( unsigned int a = 0; a < pScene->mNumMeshes; ++a ) { + ProcessMesh( pScene->mMeshes[ a ] ); + } + + // process the materials accordingly + for ( unsigned int a = 0; a < pScene->mNumMaterials; ++a ) { + ProcessMaterial( pScene->mMaterials[ a ] ); + } + + // transform all animation channels as well + for( unsigned int a = 0; a < pScene->mNumAnimations; a++) + { + aiAnimation* anim = pScene->mAnimations[a]; + for( unsigned int b = 0; b < anim->mNumChannels; b++) + { + aiNodeAnim* nodeAnim = anim->mChannels[b]; + ProcessAnimation( nodeAnim); + } + } + ASSIMP_LOG_DEBUG("MakeLeftHandedProcess finished"); +} + +// ------------------------------------------------------------------------------------------------ +// Recursively converts a node, all of its children and all of its meshes +void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation) +{ + // mirror all base vectors at the local Z axis + pNode->mTransformation.c1 = -pNode->mTransformation.c1; + pNode->mTransformation.c2 = -pNode->mTransformation.c2; + pNode->mTransformation.c3 = -pNode->mTransformation.c3; + pNode->mTransformation.c4 = -pNode->mTransformation.c4; + + // now invert the Z axis again to keep the matrix determinant positive. + // The local meshes will be inverted accordingly so that the result should look just fine again. + pNode->mTransformation.a3 = -pNode->mTransformation.a3; + pNode->mTransformation.b3 = -pNode->mTransformation.b3; + pNode->mTransformation.c3 = -pNode->mTransformation.c3; + pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways... + + // continue for all children + for( size_t a = 0; a < pNode->mNumChildren; ++a ) { + ProcessNode( pNode->mChildren[ a ], pParentGlobalRotation * pNode->mTransformation ); + } +} + +// ------------------------------------------------------------------------------------------------ +// Converts a single mesh to left handed coordinates. +void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh) { + if ( nullptr == pMesh ) { + ASSIMP_LOG_ERROR( "Nullptr to mesh found." ); + return; + } + // mirror positions, normals and stuff along the Z axis + for( size_t a = 0; a < pMesh->mNumVertices; ++a) + { + pMesh->mVertices[a].z *= -1.0f; + if (pMesh->HasNormals()) { + pMesh->mNormals[a].z *= -1.0f; + } + if( pMesh->HasTangentsAndBitangents()) + { + pMesh->mTangents[a].z *= -1.0f; + pMesh->mBitangents[a].z *= -1.0f; + } + } + + // mirror anim meshes positions, normals and stuff along the Z axis + for (size_t m = 0; m < pMesh->mNumAnimMeshes; ++m) + { + for (size_t a = 0; a < pMesh->mAnimMeshes[m]->mNumVertices; ++a) + { + pMesh->mAnimMeshes[m]->mVertices[a].z *= -1.0f; + if (pMesh->mAnimMeshes[m]->HasNormals()) { + pMesh->mAnimMeshes[m]->mNormals[a].z *= -1.0f; + } + if (pMesh->mAnimMeshes[m]->HasTangentsAndBitangents()) + { + pMesh->mAnimMeshes[m]->mTangents[a].z *= -1.0f; + pMesh->mAnimMeshes[m]->mBitangents[a].z *= -1.0f; + } + } + } + + // mirror offset matrices of all bones + for( size_t a = 0; a < pMesh->mNumBones; ++a) + { + aiBone* bone = pMesh->mBones[a]; + bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3; + bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3; + bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3; + bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1; + bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2; + bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4; + } + + // mirror bitangents as well as they're derived from the texture coords + if( pMesh->HasTangentsAndBitangents()) + { + for( unsigned int a = 0; a < pMesh->mNumVertices; a++) + pMesh->mBitangents[a] *= -1.0f; + } +} + +// ------------------------------------------------------------------------------------------------ +// Converts a single material to left handed coordinates. +void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat) { + if ( nullptr == _mat ) { + ASSIMP_LOG_ERROR( "Nullptr to aiMaterial found." ); + return; + } + + aiMaterial* mat = (aiMaterial*)_mat; + for (unsigned int a = 0; a < mat->mNumProperties;++a) { + aiMaterialProperty* prop = mat->mProperties[a]; + + // Mapping axis for UV mappings? + if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) { + ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */ + aiVector3D* pff = (aiVector3D*)prop->mData; + pff->z *= -1.f; + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Converts the given animation to LH coordinates. +void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim) +{ + // position keys + for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++) + pAnim->mPositionKeys[a].mValue.z *= -1.0f; + + // rotation keys + for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++) + { + /* That's the safe version, but the float errors add up. So we try the short version instead + aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix(); + rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3; + rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2; + aiQuaternion rotquat( rotmat); + pAnim->mRotationKeys[a].mValue = rotquat; + */ + pAnim->mRotationKeys[a].mValue.x *= -1.0f; + pAnim->mRotationKeys[a].mValue.y *= -1.0f; + } +} + +#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS +#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS +// # FlipUVsProcess + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +FlipUVsProcess::FlipUVsProcess() +{} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +FlipUVsProcess::~FlipUVsProcess() +{} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool FlipUVsProcess::IsActive( unsigned int pFlags) const +{ + return 0 != (pFlags & aiProcess_FlipUVs); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void FlipUVsProcess::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("FlipUVsProcess begin"); + for (unsigned int i = 0; i < pScene->mNumMeshes;++i) + ProcessMesh(pScene->mMeshes[i]); + + for (unsigned int i = 0; i < pScene->mNumMaterials;++i) + ProcessMaterial(pScene->mMaterials[i]); + ASSIMP_LOG_DEBUG("FlipUVsProcess finished"); +} + +// ------------------------------------------------------------------------------------------------ +// Converts a single material +void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat) +{ + aiMaterial* mat = (aiMaterial*)_mat; + for (unsigned int a = 0; a < mat->mNumProperties;++a) { + aiMaterialProperty* prop = mat->mProperties[a]; + if( !prop ) { + ASSIMP_LOG_DEBUG( "Property is null" ); + continue; + } + + // UV transformation key? + if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) { + ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */ + aiUVTransform* uv = (aiUVTransform*)prop->mData; + + // just flip it, that's everything + uv->mTranslation.y *= -1.f; + uv->mRotation *= -1.f; + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Converts a single mesh +void FlipUVsProcess::ProcessMesh( aiMesh* pMesh) +{ + flipUVs(pMesh); + for (unsigned int idx = 0; idx < pMesh->mNumAnimMeshes; idx++) { + flipUVs(pMesh->mAnimMeshes[idx]); + } +} + +#endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS +#ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS +// # FlipWindingOrderProcess + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +FlipWindingOrderProcess::FlipWindingOrderProcess() +{} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +FlipWindingOrderProcess::~FlipWindingOrderProcess() +{} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool FlipWindingOrderProcess::IsActive( unsigned int pFlags) const +{ + return 0 != (pFlags & aiProcess_FlipWindingOrder); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void FlipWindingOrderProcess::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("FlipWindingOrderProcess begin"); + for (unsigned int i = 0; i < pScene->mNumMeshes;++i) + ProcessMesh(pScene->mMeshes[i]); + ASSIMP_LOG_DEBUG("FlipWindingOrderProcess finished"); +} + +// ------------------------------------------------------------------------------------------------ +// Converts a single mesh +void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh) +{ + // invert the order of all faces in this mesh + for( unsigned int a = 0; a < pMesh->mNumFaces; a++) + { + aiFace& face = pMesh->mFaces[a]; + for (unsigned int b = 0; b < face.mNumIndices / 2; b++) { + std::swap(face.mIndices[b], face.mIndices[face.mNumIndices - 1 - b]); + } + } + + // invert the order of all components in this mesh anim meshes + for (unsigned int m = 0; m < pMesh->mNumAnimMeshes; m++) { + aiAnimMesh* animMesh = pMesh->mAnimMeshes[m]; + unsigned int numVertices = animMesh->mNumVertices; + if (animMesh->HasPositions()) { + for (unsigned int a = 0; a < numVertices; a++) + { + std::swap(animMesh->mVertices[a], animMesh->mVertices[numVertices - 1 - a]); + } + } + if (animMesh->HasNormals()) { + for (unsigned int a = 0; a < numVertices; a++) + { + std::swap(animMesh->mNormals[a], animMesh->mNormals[numVertices - 1 - a]); + } + } + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) { + if (animMesh->HasTextureCoords(i)) { + for (unsigned int a = 0; a < numVertices; a++) + { + std::swap(animMesh->mTextureCoords[i][a], animMesh->mTextureCoords[i][numVertices - 1 - a]); + } + } + } + if (animMesh->HasTangentsAndBitangents()) { + for (unsigned int a = 0; a < numVertices; a++) + { + std::swap(animMesh->mTangents[a], animMesh->mTangents[numVertices - 1 - a]); + std::swap(animMesh->mBitangents[a], animMesh->mBitangents[numVertices - 1 - a]); + } + } + for (unsigned int v = 0; v < AI_MAX_NUMBER_OF_COLOR_SETS; v++) { + if (animMesh->HasVertexColors(v)) { + for (unsigned int a = 0; a < numVertices; a++) + { + std::swap(animMesh->mColors[v][a], animMesh->mColors[v][numVertices - 1 - a]); + } + } + } + } +} + +#endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS diff --git a/thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.h b/thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.h new file mode 100644 index 0000000000..f32b91fc39 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.h @@ -0,0 +1,171 @@ +/* +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 MakeLeftHandedProcess.h + * @brief Defines a bunch of post-processing steps to handle + * coordinate system conversions. + * + * - LH to RH + * - UV origin upper-left to lower-left + * - face order cw to ccw + */ +#ifndef AI_CONVERTTOLHPROCESS_H_INC +#define AI_CONVERTTOLHPROCESS_H_INC + +#include + +#include "Common/BaseProcess.h" + +struct aiMesh; +struct aiNodeAnim; +struct aiNode; +struct aiMaterial; + +namespace Assimp { + +// ----------------------------------------------------------------------------------- +/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed + * coordinate system. + * + * This implies a mirroring of the Z axis of the coordinate system. But to keep + * transformation matrices free from reflections we shift the reflection to other + * places. We mirror the meshes and adapt the rotations. + * + * @note RH-LH and LH-RH is the same, so this class can be used for both + */ +class MakeLeftHandedProcess : public BaseProcess +{ + + +public: + MakeLeftHandedProcess(); + ~MakeLeftHandedProcess(); + + // ------------------------------------------------------------------- + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + void Execute( aiScene* pScene); + +protected: + + // ------------------------------------------------------------------- + /** Recursively converts a node and all of its children + */ + void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation); + + // ------------------------------------------------------------------- + /** Converts a single mesh to left handed coordinates. + * This means that positions, normals and tangents are mirrored at + * the local Z axis and the order of all faces are inverted. + * @param pMesh The mesh to convert. + */ + void ProcessMesh( aiMesh* pMesh); + + // ------------------------------------------------------------------- + /** Converts a single material to left-handed coordinates + * @param pMat Material to convert + */ + void ProcessMaterial( aiMaterial* pMat); + + // ------------------------------------------------------------------- + /** Converts the given animation to LH coordinates. + * The rotation and translation keys are transformed, the scale keys + * work in local space and can therefore be left untouched. + * @param pAnim The bone animation to transform + */ + void ProcessAnimation( aiNodeAnim* pAnim); +}; + + +// --------------------------------------------------------------------------- +/** Postprocessing step to flip the face order of the imported data + */ +class FlipWindingOrderProcess : public BaseProcess +{ + friend class Importer; + +public: + /** Constructor to be privately used by Importer */ + FlipWindingOrderProcess(); + + /** Destructor, private as well */ + ~FlipWindingOrderProcess(); + + // ------------------------------------------------------------------- + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + void Execute( aiScene* pScene); + +protected: + void ProcessMesh( aiMesh* pMesh); +}; + +// --------------------------------------------------------------------------- +/** Postprocessing step to flip the UV coordinate system of the import data + */ +class FlipUVsProcess : public BaseProcess +{ + friend class Importer; + +public: + /** Constructor to be privately used by Importer */ + FlipUVsProcess(); + + /** Destructor, private as well */ + ~FlipUVsProcess(); + + // ------------------------------------------------------------------- + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + void Execute( aiScene* pScene); + +protected: + void ProcessMesh( aiMesh* pMesh); + void ProcessMaterial( aiMaterial* mat); +}; + +} // end of namespace Assimp + +#endif // AI_CONVERTTOLHPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp b/thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp new file mode 100644 index 0000000000..83b8336bc9 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp @@ -0,0 +1,465 @@ +/* +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 DeboneProcess.cpp +/** Implementation of the DeboneProcess post processing step */ + + + +// internal headers of the post-processing framework +#include "ProcessHelper.h" +#include "DeboneProcess.h" +#include + + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +DeboneProcess::DeboneProcess() +{ + mNumBones = 0; + mNumBonesCanDoWithout = 0; + + mThreshold = AI_DEBONE_THRESHOLD; + mAllOrNone = false; +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +DeboneProcess::~DeboneProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool DeboneProcess::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_Debone) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void DeboneProcess::SetupProperties(const Importer* pImp) +{ + // get the current value of the property + mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false; + mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void DeboneProcess::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("DeboneProcess begin"); + + if(!pScene->mNumMeshes) { + return; + } + + std::vector splitList(pScene->mNumMeshes); + for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { + splitList[a] = ConsiderMesh( pScene->mMeshes[a] ); + } + + int numSplits = 0; + + if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) { + for(unsigned int a = 0; a < pScene->mNumMeshes; a++) { + if(splitList[a]) { + numSplits++; + } + } + } + + if(numSplits) { + // we need to do something. Let's go. + //mSubMeshIndices.clear(); // really needed? + mSubMeshIndices.resize(pScene->mNumMeshes); // because we're doing it here anyway + + // build a new array of meshes for the scene + std::vector meshes; + + for(unsigned int a=0;amNumMeshes;a++) + { + aiMesh* srcMesh = pScene->mMeshes[a]; + + std::vector > newMeshes; + + if(splitList[a]) { + SplitMesh(srcMesh,newMeshes); + } + + // mesh was split + if(!newMeshes.empty()) { + unsigned int out = 0, in = srcMesh->mNumBones; + + // store new meshes and indices of the new meshes + for(unsigned int b=0;bmName:0; + + aiNode *theNode = find?pScene->mRootNode->FindNode(*find):0; + std::pair push_pair(static_cast(meshes.size()),theNode); + + mSubMeshIndices[a].push_back(push_pair); + meshes.push_back(newMeshes[b].first); + + out+=newMeshes[b].first->mNumBones; + } + + if(!DefaultLogger::isNullLogger()) { + ASSIMP_LOG_INFO_F("Removed %u bones. Input bones:", in - out, ". Output bones: ", out); + } + + // and destroy the source mesh. It should be completely contained inside the new submeshes + delete srcMesh; + } + else { + // Mesh is kept unchanged - store it's new place in the mesh array + mSubMeshIndices[a].push_back(std::pair(static_cast(meshes.size()),(aiNode*)0)); + meshes.push_back(srcMesh); + } + } + + // rebuild the scene's mesh array + pScene->mNumMeshes = static_cast(meshes.size()); + delete [] pScene->mMeshes; + pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; + std::copy( meshes.begin(), meshes.end(), pScene->mMeshes); + + // recurse through all nodes and translate the node's mesh indices to fit the new mesh array + UpdateNode( pScene->mRootNode); + } + + ASSIMP_LOG_DEBUG("DeboneProcess end"); +} + +// ------------------------------------------------------------------------------------------------ +// Counts bones total/removable in a given mesh. +bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh) +{ + if(!pMesh->HasBones()) { + return false; + } + + bool split = false; + + //interstitial faces not permitted + bool isInterstitialRequired = false; + + std::vector isBoneNecessary(pMesh->mNumBones,false); + std::vector vertexBones(pMesh->mNumVertices,UINT_MAX); + + const unsigned int cUnowned = UINT_MAX; + const unsigned int cCoowned = UINT_MAX-1; + + for(unsigned int i=0;imNumBones;i++) { + for(unsigned int j=0;jmBones[i]->mNumWeights;j++) { + float w = pMesh->mBones[i]->mWeights[j].mWeight; + + if(w==0.0f) { + continue; + } + + unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId; + if(w>=mThreshold) { + + if(vertexBones[vid]!=cUnowned) { + if(vertexBones[vid]==i) //double entry + { + ASSIMP_LOG_WARN("Encountered double entry in bone weights"); + } + else //TODO: track attraction in order to break tie + { + vertexBones[vid] = cCoowned; + } + } + else vertexBones[vid] = i; + } + + if(!isBoneNecessary[i]) { + isBoneNecessary[i] = wmNumFaces;i++) { + unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]]; + + for(unsigned int j=1;jmFaces[i].mNumIndices;j++) { + unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]]; + + if(v!=w) { + if(vmNumBones) isBoneNecessary[v] = true; + if(wmNumBones) isBoneNecessary[w] = true; + } + } + } + } + + for(unsigned int i=0;imNumBones;i++) { + if(!isBoneNecessary[i]) { + mNumBonesCanDoWithout++; + split = true; + } + + mNumBones++; + } + return split; +} + +// ------------------------------------------------------------------------------------------------ +// Splits the given mesh by bone count. +void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const +{ + // same deal here as ConsiderMesh basically + + std::vector isBoneNecessary(pMesh->mNumBones,false); + std::vector vertexBones(pMesh->mNumVertices,UINT_MAX); + + const unsigned int cUnowned = UINT_MAX; + const unsigned int cCoowned = UINT_MAX-1; + + for(unsigned int i=0;imNumBones;i++) { + for(unsigned int j=0;jmBones[i]->mNumWeights;j++) { + float w = pMesh->mBones[i]->mWeights[j].mWeight; + + if(w==0.0f) { + continue; + } + + unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId; + + if(w>=mThreshold) { + if(vertexBones[vid]!=cUnowned) { + if(vertexBones[vid]==i) //double entry + { + ASSIMP_LOG_WARN("Encountered double entry in bone weights"); + } + else //TODO: track attraction in order to break tie + { + vertexBones[vid] = cCoowned; + } + } + else vertexBones[vid] = i; + } + + if(!isBoneNecessary[i]) { + isBoneNecessary[i] = w faceBones(pMesh->mNumFaces,UINT_MAX); + std::vector facesPerBone(pMesh->mNumBones,0); + + for(unsigned int i=0;imNumFaces;i++) { + unsigned int nInterstitial = 1; + + unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]]; + + for(unsigned int j=1;jmFaces[i].mNumIndices;j++) { + unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]]; + + if(v!=w) { + if(vmNumBones) isBoneNecessary[v] = true; + if(wmNumBones) isBoneNecessary[w] = true; + } + else nInterstitial++; + } + + if(vmNumBones &&nInterstitial==pMesh->mFaces[i].mNumIndices) { + faceBones[i] = v; //primitive belongs to bone #v + facesPerBone[v]++; + } + else nFacesUnowned++; + } + + // invalidate any "cojoined" faces + for(unsigned int i=0;imNumFaces;i++) { + if(faceBones[i]mNumBones&&isBoneNecessary[faceBones[i]]) + { + ai_assert(facesPerBone[faceBones[i]]>0); + facesPerBone[faceBones[i]]--; + + nFacesUnowned++; + faceBones[i] = cUnowned; + } + } + + if(nFacesUnowned) { + std::vector subFaces; + + for(unsigned int i=0;imNumFaces;i++) { + if(faceBones[i]==cUnowned) { + subFaces.push_back(i); + } + } + + aiMesh *baseMesh = MakeSubmesh(pMesh,subFaces,0); + std::pair push_pair(baseMesh,(const aiBone*)0); + + poNewMeshes.push_back(push_pair); + } + + for(unsigned int i=0;imNumBones;i++) { + + if(!isBoneNecessary[i]&&facesPerBone[i]>0) { + std::vector subFaces; + + for(unsigned int j=0;jmNumFaces;j++) { + if(faceBones[j]==i) { + subFaces.push_back(j); + } + } + + unsigned int f = AI_SUBMESH_FLAGS_SANS_BONES; + aiMesh *subMesh =MakeSubmesh(pMesh,subFaces,f); + + //Lifted from PretransformVertices.cpp + ApplyTransform(subMesh,pMesh->mBones[i]->mOffsetMatrix); + std::pair push_pair(subMesh,pMesh->mBones[i]); + + poNewMeshes.push_back(push_pair); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Recursively updates the node's mesh list to account for the changed mesh list +void DeboneProcess::UpdateNode(aiNode* pNode) const +{ + // rebuild the node's mesh index list + + std::vector newMeshList; + + // this will require two passes + + unsigned int m = static_cast(pNode->mNumMeshes), n = static_cast(mSubMeshIndices.size()); + + // first pass, look for meshes which have not moved + + for(unsigned int a=0;amMeshes[a]; + const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex]; + unsigned int nSubmeshes = static_cast(subMeshes.size()); + + for(unsigned int b=0;b > &subMeshes = mSubMeshIndices[a]; + unsigned int nSubmeshes = static_cast(subMeshes.size()); + + for(unsigned int b=0;bmNumMeshes > 0 ) { + delete [] pNode->mMeshes; pNode->mMeshes = NULL; + } + + pNode->mNumMeshes = static_cast(newMeshList.size()); + + if(pNode->mNumMeshes) { + pNode->mMeshes = new unsigned int[pNode->mNumMeshes]; + std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes); + } + + // do that also recursively for all children + for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) { + UpdateNode( pNode->mChildren[a]); + } +} + +// ------------------------------------------------------------------------------------------------ +// Apply the node transformation to a mesh +void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const +{ + // Check whether we need to transform the coordinates at all + if (!mat.IsIdentity()) { + + if (mesh->HasPositions()) { + for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { + mesh->mVertices[i] = mat * mesh->mVertices[i]; + } + } + if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) { + aiMatrix4x4 mWorldIT = mat; + mWorldIT.Inverse().Transpose(); + + // TODO: implement Inverse() for aiMatrix3x3 + aiMatrix3x3 m = aiMatrix3x3(mWorldIT); + + if (mesh->HasNormals()) { + for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { + mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize(); + } + } + if (mesh->HasTangentsAndBitangents()) { + for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { + mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize(); + mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize(); + } + } + } + } +} diff --git a/thirdparty/assimp/code/PostProcessing/DeboneProcess.h b/thirdparty/assimp/code/PostProcessing/DeboneProcess.h new file mode 100644 index 0000000000..8b64c2acc6 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/DeboneProcess.h @@ -0,0 +1,131 @@ +/* +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. + +---------------------------------------------------------------------- +*/ + +/** Defines a post processing step to limit the number of bones affecting a single vertex. */ +#ifndef AI_DEBONEPROCESS_H_INC +#define AI_DEBONEPROCESS_H_INC + +#include "Common/BaseProcess.h" + +#include +#include + +#include +#include + +#// Forward declarations +class DeboneTest; + +namespace Assimp { + +#if (!defined AI_DEBONE_THRESHOLD) +# define AI_DEBONE_THRESHOLD 1.0f +#endif // !! AI_DEBONE_THRESHOLD + +// --------------------------------------------------------------------------- +/** This post processing step removes bones nearly losslessly or according to +* a configured threshold. In order to remove the bone, the primitives affected by +* the bone are split from the mesh. The split off (new) mesh is boneless. At any +* point in time, bones without affect upon a given mesh are to be removed. +*/ +class DeboneProcess : public BaseProcess { +public: + DeboneProcess(); + ~DeboneProcess(); + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag. + * @param pFlags The processing flags the importer was called with. + * A bitwise combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, + * false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Called prior to ExecuteOnScene(). + * The function is a request to the process to update its configuration + * basing on the Importer's configuration property list. + */ + void SetupProperties(const Importer* pImp); + +protected: + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + /** Counts bones total/removable in a given mesh. + * @param pMesh The mesh to process. + */ + bool ConsiderMesh( const aiMesh* pMesh); + + /// Splits the given mesh by bone count. + /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split. + /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary. + void SplitMesh(const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const; + + /// Recursively updates the node's mesh list to account for the changed mesh list + void UpdateNode(aiNode* pNode) const; + + // ------------------------------------------------------------------- + // Apply transformation to a mesh + void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const; + +public: + /** Number of bones present in the scene. */ + unsigned int mNumBones; + unsigned int mNumBonesCanDoWithout; + + float mThreshold; + bool mAllOrNone; + + /// Per mesh index: Array of indices of the new submeshes. + std::vector< std::vector< std::pair< unsigned int,aiNode* > > > mSubMeshIndices; +}; + +} // end of namespace Assimp + +#endif // AI_DEBONEPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.cpp b/thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.cpp new file mode 100644 index 0000000000..b11615bb82 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.cpp @@ -0,0 +1,109 @@ +/* +--------------------------------------------------------------------------- +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 drop face +* normals for all imported faces. +*/ + + +#include "DropFaceNormalsProcess.h" +#include +#include +#include +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +DropFaceNormalsProcess::DropFaceNormalsProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +DropFaceNormalsProcess::~DropFaceNormalsProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool DropFaceNormalsProcess::IsActive( unsigned int pFlags) const { + return (pFlags & aiProcess_DropNormals) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void DropFaceNormalsProcess::Execute( aiScene* pScene) { + ASSIMP_LOG_DEBUG("DropFaceNormalsProcess begin"); + + if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) { + throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here"); + } + + bool bHas = false; + for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { + bHas |= this->DropMeshFaceNormals( pScene->mMeshes[a]); + } + if (bHas) { + ASSIMP_LOG_INFO("DropFaceNormalsProcess finished. " + "Face normals have been removed"); + } else { + ASSIMP_LOG_DEBUG("DropFaceNormalsProcess finished. " + "No normals were present"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +bool DropFaceNormalsProcess::DropMeshFaceNormals (aiMesh* pMesh) { + if (NULL == pMesh->mNormals) { + return false; + } + + delete[] pMesh->mNormals; + pMesh->mNormals = nullptr; + return true; +} diff --git a/thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.h b/thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.h new file mode 100644 index 0000000000..c710c5a5ee --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/DropFaceNormalsProcess.h @@ -0,0 +1,83 @@ +/* +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 Defines a post processing step to compute face normals for all loaded faces*/ +#ifndef AI_DROPFACENORMALPROCESS_H_INC +#define AI_DROPFACENORMALPROCESS_H_INC + +#include "Common/BaseProcess.h" + +#include + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** The DropFaceNormalsProcess computes face normals for all faces of all meshes +*/ +class ASSIMP_API_WINONLY DropFaceNormalsProcess : public BaseProcess { +public: + DropFaceNormalsProcess(); + ~DropFaceNormalsProcess(); + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag field. + * @param pFlags The processing flags the importer was called with. A bitwise + * combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + + +private: + bool DropMeshFaceNormals(aiMesh* pcMesh); +}; + +} // end of namespace Assimp + +#endif // !!AI_DROPFACENORMALPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.cpp b/thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.cpp new file mode 100644 index 0000000000..739382a057 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.cpp @@ -0,0 +1,152 @@ +/* +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 "EmbedTexturesProcess.h" +#include +#include "ProcessHelper.h" + +#include + +using namespace Assimp; + +EmbedTexturesProcess::EmbedTexturesProcess() +: BaseProcess() { +} + +EmbedTexturesProcess::~EmbedTexturesProcess() { +} + +bool EmbedTexturesProcess::IsActive(unsigned int pFlags) const { + return (pFlags & aiProcess_EmbedTextures) != 0; +} + +void EmbedTexturesProcess::SetupProperties(const Importer* pImp) { + mRootPath = pImp->GetPropertyString("sourceFilePath"); + mRootPath = mRootPath.substr(0, mRootPath.find_last_of("\\/") + 1u); +} + +void EmbedTexturesProcess::Execute(aiScene* pScene) { + if (pScene == nullptr || pScene->mRootNode == nullptr) return; + + aiString path; + + uint32_t embeddedTexturesCount = 0u; + + for (auto matId = 0u; matId < pScene->mNumMaterials; ++matId) { + auto material = pScene->mMaterials[matId]; + + for (auto ttId = 1u; ttId < AI_TEXTURE_TYPE_MAX; ++ttId) { + auto tt = static_cast(ttId); + auto texturesCount = material->GetTextureCount(tt); + + for (auto texId = 0u; texId < texturesCount; ++texId) { + material->GetTexture(tt, texId, &path); + if (path.data[0] == '*') continue; // Already embedded + + // Indeed embed + if (addTexture(pScene, path.data)) { + auto embeddedTextureId = pScene->mNumTextures - 1u; + ::ai_snprintf(path.data, 1024, "*%u", embeddedTextureId); + material->AddProperty(&path, AI_MATKEY_TEXTURE(tt, texId)); + embeddedTexturesCount++; + } + } + } + } + + ASSIMP_LOG_INFO_F("EmbedTexturesProcess finished. Embedded ", embeddedTexturesCount, " textures." ); +} + +bool EmbedTexturesProcess::addTexture(aiScene* pScene, std::string path) const { + std::streampos imageSize = 0; + std::string imagePath = path; + + // Test path directly + std::ifstream file(imagePath, std::ios::binary | std::ios::ate); + if ((imageSize = file.tellg()) == std::streampos(-1)) { + ASSIMP_LOG_WARN_F("EmbedTexturesProcess: Cannot find image: ", imagePath, ". Will try to find it in root folder."); + + // Test path in root path + imagePath = mRootPath + path; + file.open(imagePath, std::ios::binary | std::ios::ate); + if ((imageSize = file.tellg()) == std::streampos(-1)) { + // Test path basename in root path + imagePath = mRootPath + path.substr(path.find_last_of("\\/") + 1u); + file.open(imagePath, std::ios::binary | std::ios::ate); + if ((imageSize = file.tellg()) == std::streampos(-1)) { + ASSIMP_LOG_ERROR_F("EmbedTexturesProcess: Unable to embed texture: ", path, "."); + return false; + } + } + } + + aiTexel* imageContent = new aiTexel[ 1ul + static_cast( imageSize ) / sizeof(aiTexel)]; + file.seekg(0, std::ios::beg); + file.read(reinterpret_cast(imageContent), imageSize); + + // Enlarging the textures table + unsigned int textureId = pScene->mNumTextures++; + auto oldTextures = pScene->mTextures; + pScene->mTextures = new aiTexture*[pScene->mNumTextures]; + ::memmove(pScene->mTextures, oldTextures, sizeof(aiTexture*) * (pScene->mNumTextures - 1u)); + + // Add the new texture + auto pTexture = new aiTexture; + pTexture->mHeight = 0; // Means that this is still compressed + pTexture->mWidth = static_cast(imageSize); + pTexture->pcData = imageContent; + + auto extension = path.substr(path.find_last_of('.') + 1u); + std::transform(extension.begin(), extension.end(), extension.begin(), ::tolower); + if (extension == "jpeg") { + extension = "jpg"; + } + + size_t len = extension.size(); + if (len > HINTMAXTEXTURELEN -1 ) { + len = HINTMAXTEXTURELEN - 1; + } + ::strncpy(pTexture->achFormatHint, extension.c_str(), len); + pScene->mTextures[textureId] = pTexture; + + return true; +} diff --git a/thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.h b/thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.h new file mode 100644 index 0000000000..3c4b2eab4e --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/EmbedTexturesProcess.h @@ -0,0 +1,85 @@ +/* +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. + +---------------------------------------------------------------------- +*/ + +#pragma once + +#include "Common/BaseProcess.h" + +#include + +struct aiNode; + +namespace Assimp { + +/** + * Force embedding of textures (using the path = "*1" convention). + * If a texture's file does not exist at the specified path + * (due, for instance, to an absolute path generated on another system), + * it will check if a file with the same name exists at the root folder + * of the imported model. And if so, it uses that. + */ +class ASSIMP_API EmbedTexturesProcess : public BaseProcess { +public: + /// The default class constructor. + EmbedTexturesProcess(); + + /// The class destructor. + virtual ~EmbedTexturesProcess(); + + /// Overwritten, @see BaseProcess + virtual bool IsActive(unsigned int pFlags) const; + + /// Overwritten, @see BaseProcess + virtual void SetupProperties(const Importer* pImp); + + /// Overwritten, @see BaseProcess + virtual void Execute(aiScene* pScene); + +private: + // Resolve the path and add the file content to the scene as a texture. + bool addTexture(aiScene* pScene, std::string path) const; + +private: + std::string mRootPath; +}; + +} // namespace Assimp diff --git a/thirdparty/assimp/code/PostProcessing/FindDegenerates.cpp b/thirdparty/assimp/code/PostProcessing/FindDegenerates.cpp new file mode 100644 index 0000000000..50fac46dba --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/FindDegenerates.cpp @@ -0,0 +1,301 @@ +/* +--------------------------------------------------------------------------- +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 FindDegenerates.cpp + * @brief Implementation of the FindDegenerates post-process step. +*/ + + + +// internal headers +#include "ProcessHelper.h" +#include "FindDegenerates.h" +#include + +using namespace Assimp; + +//remove mesh at position 'index' from the scene +static void removeMesh(aiScene* pScene, unsigned const index); +//correct node indices to meshes and remove references to deleted mesh +static void updateSceneGraph(aiNode* pNode, unsigned const index); + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +FindDegeneratesProcess::FindDegeneratesProcess() +: mConfigRemoveDegenerates( false ) +, mConfigCheckAreaOfTriangle( false ){ + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +FindDegeneratesProcess::~FindDegeneratesProcess() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const { + return 0 != (pFlags & aiProcess_FindDegenerates); +} + +// ------------------------------------------------------------------------------------------------ +// Setup import configuration +void FindDegeneratesProcess::SetupProperties(const Importer* pImp) { + // Get the current value of AI_CONFIG_PP_FD_REMOVE + mConfigRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE,0)); + mConfigCheckAreaOfTriangle = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_CHECKAREA) ); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void FindDegeneratesProcess::Execute( aiScene* pScene) { + ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin"); + for (unsigned int i = 0; i < pScene->mNumMeshes;++i) + { + //Do not process point cloud, ExecuteOnMesh works only with faces data + if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) { + removeMesh(pScene, i); + --i; //the current i is removed, do not skip the next one + } + } + ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished"); +} + +static void removeMesh(aiScene* pScene, unsigned const index) { + //we start at index and copy the pointers one position forward + //save the mesh pointer to delete it later + auto delete_me = pScene->mMeshes[index]; + for (unsigned i = index; i < pScene->mNumMeshes - 1; ++i) { + pScene->mMeshes[i] = pScene->mMeshes[i+1]; + } + pScene->mMeshes[pScene->mNumMeshes - 1] = nullptr; + --(pScene->mNumMeshes); + delete delete_me; + + //removing a mesh also requires updating all references to it in the scene graph + updateSceneGraph(pScene->mRootNode, index); +} + +static void updateSceneGraph(aiNode* pNode, unsigned const index) { + for (unsigned i = 0; i < pNode->mNumMeshes; ++i) { + if (pNode->mMeshes[i] > index) { + --(pNode->mMeshes[i]); + continue; + } + if (pNode->mMeshes[i] == index) { + for (unsigned j = i; j < pNode->mNumMeshes -1; ++j) { + pNode->mMeshes[j] = pNode->mMeshes[j+1]; + } + --(pNode->mNumMeshes); + --i; + continue; + } + } + //recurse to all children + for (unsigned i = 0; i < pNode->mNumChildren; ++i) { + updateSceneGraph(pNode->mChildren[i], index); + } +} + +static ai_real heron( ai_real a, ai_real b, ai_real c ) { + ai_real s = (a + b + c) / 2; + ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 ); + return area; +} + +static ai_real distance3D( const aiVector3D &vA, aiVector3D &vB ) { + const ai_real lx = ( vB.x - vA.x ); + const ai_real ly = ( vB.y - vA.y ); + const ai_real lz = ( vB.z - vA.z ); + ai_real a = lx*lx + ly*ly + lz*lz; + ai_real d = pow( a, (ai_real)0.5 ); + + return d; +} + +static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) { + ai_real area = 0; + + aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] ); + aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] ); + aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] ); + + ai_real a( distance3D( vA, vB ) ); + ai_real b( distance3D( vB, vC ) ); + ai_real c( distance3D( vC, vA ) ); + area = heron( a, b, c ); + + return area; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported mesh +bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) { + mesh->mPrimitiveTypes = 0; + + std::vector remove_me; + if (mConfigRemoveDegenerates) { + remove_me.resize( mesh->mNumFaces, false ); + } + + unsigned int deg = 0, limit; + for ( unsigned int a = 0; a < mesh->mNumFaces; ++a ) { + aiFace& face = mesh->mFaces[a]; + bool first = true; + + // check whether the face contains degenerated entries + for (unsigned int i = 0; i < face.mNumIndices; ++i) { + // Polygons with more than 4 points are allowed to have double points, that is + // simulating polygons with holes just with concave polygons. However, + // double points may not come directly after another. + limit = face.mNumIndices; + if (face.mNumIndices > 4) { + limit = std::min( limit, i+2 ); + } + + for (unsigned int t = i+1; t < limit; ++t) { + if (mesh->mVertices[face.mIndices[ i ] ] == mesh->mVertices[ face.mIndices[ t ] ]) { + // we have found a matching vertex position + // remove the corresponding index from the array + --face.mNumIndices; + --limit; + for (unsigned int m = t; m < face.mNumIndices; ++m) { + face.mIndices[ m ] = face.mIndices[ m+1 ]; + } + --t; + + // NOTE: we set the removed vertex index to an unique value + // to make sure the developer gets notified when his + // application attempts to access this data. + face.mIndices[ face.mNumIndices ] = 0xdeadbeef; + + if(first) { + ++deg; + first = false; + } + + if ( mConfigRemoveDegenerates ) { + remove_me[ a ] = true; + goto evil_jump_outside; // hrhrhrh ... yeah, this rocks baby! + } + } + } + + if ( mConfigCheckAreaOfTriangle ) { + if ( face.mNumIndices == 3 ) { + ai_real area = calculateAreaOfTriangle( face, mesh ); + if ( area < 1e-6 ) { + if ( mConfigRemoveDegenerates ) { + remove_me[ a ] = true; + ++deg; + goto evil_jump_outside; + } + + // todo: check for index which is corrupt. + } + } + } + } + + // We need to update the primitive flags array of the mesh. + switch (face.mNumIndices) + { + case 1u: + mesh->mPrimitiveTypes |= aiPrimitiveType_POINT; + break; + case 2u: + mesh->mPrimitiveTypes |= aiPrimitiveType_LINE; + break; + case 3u: + mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; + break; + default: + mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; + break; + }; +evil_jump_outside: + continue; + } + + // If AI_CONFIG_PP_FD_REMOVE is true, remove degenerated faces from the import + if (mConfigRemoveDegenerates && deg) { + unsigned int n = 0; + for (unsigned int a = 0; a < mesh->mNumFaces; ++a) + { + aiFace& face_src = mesh->mFaces[a]; + if (!remove_me[a]) { + aiFace& face_dest = mesh->mFaces[n++]; + + // Do a manual copy, keep the index array + face_dest.mNumIndices = face_src.mNumIndices; + face_dest.mIndices = face_src.mIndices; + + if (&face_src != &face_dest) { + // clear source + face_src.mNumIndices = 0; + face_src.mIndices = nullptr; + } + } + else { + // Otherwise delete it if we don't need this face + delete[] face_src.mIndices; + face_src.mIndices = nullptr; + face_src.mNumIndices = 0; + } + } + // Just leave the rest of the array unreferenced, we don't care for now + mesh->mNumFaces = n; + if (!mesh->mNumFaces) { + //The whole mesh consists of degenerated faces + //signal upward, that this mesh should be deleted. + ASSIMP_LOG_DEBUG("FindDegeneratesProcess removed a mesh full of degenerated primitives"); + return true; + } + } + + if (deg && !DefaultLogger::isNullLogger()) { + ASSIMP_LOG_WARN_F( "Found ", deg, " degenerated primitives"); + } + return false; +} diff --git a/thirdparty/assimp/code/PostProcessing/FindDegenerates.h b/thirdparty/assimp/code/PostProcessing/FindDegenerates.h new file mode 100644 index 0000000000..7a15e77cf1 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/FindDegenerates.h @@ -0,0 +1,130 @@ +/* +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 Defines a post processing step to search all meshes for + degenerated faces */ +#ifndef AI_FINDDEGENERATESPROCESS_H_INC +#define AI_FINDDEGENERATESPROCESS_H_INC + +#include "Common/BaseProcess.h" + +#include + +class FindDegeneratesProcessTest; +namespace Assimp { + + +// --------------------------------------------------------------------------- +/** FindDegeneratesProcess: Searches a mesh for degenerated triangles. +*/ +class ASSIMP_API FindDegeneratesProcess : public BaseProcess { +public: + FindDegeneratesProcess(); + ~FindDegeneratesProcess(); + + // ------------------------------------------------------------------- + // Check whether step is active + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + // Execute step on a given scene + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + // Setup import settings + void SetupProperties(const Importer* pImp); + + // ------------------------------------------------------------------- + // Execute step on a given mesh + ///@returns true if the current mesh should be deleted, false otherwise + bool ExecuteOnMesh( aiMesh* mesh); + + // ------------------------------------------------------------------- + /// @brief Enable the instant removal of degenerated primitives + /// @param enabled true for enabled. + void EnableInstantRemoval(bool enabled); + + // ------------------------------------------------------------------- + /// @brief Check whether instant removal is currently enabled + /// @return The instant removal state. + bool IsInstantRemoval() const; + + // ------------------------------------------------------------------- + /// @brief Enable the area check for triangles. + /// @param enabled true for enabled. + void EnableAreaCheck( bool enabled ); + + // ------------------------------------------------------------------- + /// @brief Check whether the area check is enabled. + /// @return The area check state. + bool isAreaCheckEnabled() const; + +private: + //! Configuration option: remove degenerates faces immediately + bool mConfigRemoveDegenerates; + //! Configuration option: check for area + bool mConfigCheckAreaOfTriangle; +}; + +inline +void FindDegeneratesProcess::EnableInstantRemoval(bool enabled) { + mConfigRemoveDegenerates = enabled; +} + +inline +bool FindDegeneratesProcess::IsInstantRemoval() const { + return mConfigRemoveDegenerates; +} + +inline +void FindDegeneratesProcess::EnableAreaCheck( bool enabled ) { + mConfigCheckAreaOfTriangle = enabled; +} + +inline +bool FindDegeneratesProcess::isAreaCheckEnabled() const { + return mConfigCheckAreaOfTriangle; +} + +} // Namespace Assimp + +#endif // !! AI_FINDDEGENERATESPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/FindInstancesProcess.cpp b/thirdparty/assimp/code/PostProcessing/FindInstancesProcess.cpp new file mode 100644 index 0000000000..64907458a1 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/FindInstancesProcess.cpp @@ -0,0 +1,277 @@ +/* +--------------------------------------------------------------------------- +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 FindInstancesProcess.cpp + * @brief Implementation of the aiProcess_FindInstances postprocessing step +*/ + + +#include "FindInstancesProcess.h" +#include +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +FindInstancesProcess::FindInstancesProcess() +: configSpeedFlag (false) +{} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +FindInstancesProcess::~FindInstancesProcess() +{} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool FindInstancesProcess::IsActive( unsigned int pFlags) const +{ + // FindInstances makes absolutely no sense together with PreTransformVertices + // fixme: spawn error message somewhere else? + return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices); +} + +// ------------------------------------------------------------------------------------------------ +// Setup properties for the step +void FindInstancesProcess::SetupProperties(const Importer* pImp) +{ + // AI_CONFIG_FAVOUR_SPEED + configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0)); +} + +// ------------------------------------------------------------------------------------------------ +// Compare the bones of two meshes +bool CompareBones(const aiMesh* orig, const aiMesh* inst) +{ + for (unsigned int i = 0; i < orig->mNumBones;++i) { + aiBone* aha = orig->mBones[i]; + aiBone* oha = inst->mBones[i]; + + if (aha->mNumWeights != oha->mNumWeights || + aha->mOffsetMatrix != oha->mOffsetMatrix) { + return false; + } + + // compare weight per weight --- + for (unsigned int n = 0; n < aha->mNumWeights;++n) { + if (aha->mWeights[n].mVertexId != oha->mWeights[n].mVertexId || + (aha->mWeights[n].mWeight - oha->mWeights[n].mWeight) < 10e-3f) { + return false; + } + } + } + return true; +} + +// ------------------------------------------------------------------------------------------------ +// Update mesh indices in the node graph +void UpdateMeshIndices(aiNode* node, unsigned int* lookup) +{ + for (unsigned int n = 0; n < node->mNumMeshes;++n) + node->mMeshes[n] = lookup[node->mMeshes[n]]; + + for (unsigned int n = 0; n < node->mNumChildren;++n) + UpdateMeshIndices(node->mChildren[n],lookup); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void FindInstancesProcess::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("FindInstancesProcess begin"); + if (pScene->mNumMeshes) { + + // use a pseudo hash for all meshes in the scene to quickly find + // the ones which are possibly equal. This step is executed early + // in the pipeline, so we could, depending on the file format, + // have several thousand small meshes. That's too much for a brute + // everyone-against-everyone check involving up to 10 comparisons + // each. + std::unique_ptr hashes (new uint64_t[pScene->mNumMeshes]); + std::unique_ptr remapping (new unsigned int[pScene->mNumMeshes]); + + unsigned int numMeshesOut = 0; + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + + aiMesh* inst = pScene->mMeshes[i]; + hashes[i] = GetMeshHash(inst); + + // Find an appropriate epsilon + // to compare position differences against + float epsilon = ComputePositionEpsilon(inst); + epsilon *= epsilon; + + for (int a = i-1; a >= 0; --a) { + if (hashes[i] == hashes[a]) + { + aiMesh* orig = pScene->mMeshes[a]; + if (!orig) + continue; + + // check for hash collision .. we needn't check + // the vertex format, it *must* match due to the + // (brilliant) construction of the hash + if (orig->mNumBones != inst->mNumBones || + orig->mNumFaces != inst->mNumFaces || + orig->mNumVertices != inst->mNumVertices || + orig->mMaterialIndex != inst->mMaterialIndex || + orig->mPrimitiveTypes != inst->mPrimitiveTypes) + continue; + + // up to now the meshes are equal. Now compare vertex positions, normals, + // tangents and bitangents using this epsilon. + if (orig->HasPositions()) { + if(!CompareArrays(orig->mVertices,inst->mVertices,orig->mNumVertices,epsilon)) + continue; + } + if (orig->HasNormals()) { + if(!CompareArrays(orig->mNormals,inst->mNormals,orig->mNumVertices,epsilon)) + continue; + } + if (orig->HasTangentsAndBitangents()) { + if (!CompareArrays(orig->mTangents,inst->mTangents,orig->mNumVertices,epsilon) || + !CompareArrays(orig->mBitangents,inst->mBitangents,orig->mNumVertices,epsilon)) + continue; + } + + // use a constant epsilon for colors and UV coordinates + static const float uvEpsilon = 10e-4f; + { + unsigned int j, end = orig->GetNumUVChannels(); + for(j = 0; j < end; ++j) { + if (!orig->mTextureCoords[j]) { + continue; + } + if(!CompareArrays(orig->mTextureCoords[j],inst->mTextureCoords[j],orig->mNumVertices,uvEpsilon)) { + break; + } + } + if (j != end) { + continue; + } + } + { + unsigned int j, end = orig->GetNumColorChannels(); + for(j = 0; j < end; ++j) { + if (!orig->mColors[j]) { + continue; + } + if(!CompareArrays(orig->mColors[j],inst->mColors[j],orig->mNumVertices,uvEpsilon)) { + break; + } + } + if (j != end) { + continue; + } + } + + // These two checks are actually quite expensive and almost *never* required. + // Almost. That's why they're still here. But there's no reason to do them + // in speed-targeted imports. + if (!configSpeedFlag) { + + // It seems to be strange, but we really need to check whether the + // bones are identical too. Although it's extremely unprobable + // that they're not if control reaches here, we need to deal + // with unprobable cases, too. It could still be that there are + // equal shapes which are deformed differently. + if (!CompareBones(orig,inst)) + continue; + + // For completeness ... compare even the index buffers for equality + // face order & winding order doesn't care. Input data is in verbose format. + std::unique_ptr ftbl_orig(new unsigned int[orig->mNumVertices]); + std::unique_ptr ftbl_inst(new unsigned int[orig->mNumVertices]); + + for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) { + aiFace& f = orig->mFaces[tt]; + for (unsigned int nn = 0; nn < f.mNumIndices;++nn) + ftbl_orig[f.mIndices[nn]] = tt; + + aiFace& f2 = inst->mFaces[tt]; + for (unsigned int nn = 0; nn < f2.mNumIndices;++nn) + ftbl_inst[f2.mIndices[nn]] = tt; + } + if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int))) + continue; + } + + // We're still here. Or in other words: 'inst' is an instance of 'orig'. + // Place a marker in our list that we can easily update mesh indices. + remapping[i] = remapping[a]; + + // Delete the instanced mesh, we don't need it anymore + delete inst; + pScene->mMeshes[i] = NULL; + break; + } + } + + // If we didn't find a match for the current mesh: keep it + if (pScene->mMeshes[i]) { + remapping[i] = numMeshesOut++; + } + } + ai_assert(0 != numMeshesOut); + if (numMeshesOut != pScene->mNumMeshes) { + + // Collapse the meshes array by removing all NULL entries + for (unsigned int real = 0, i = 0; real < numMeshesOut; ++i) { + if (pScene->mMeshes[i]) + pScene->mMeshes[real++] = pScene->mMeshes[i]; + } + + // And update the node graph with our nice lookup table + UpdateMeshIndices(pScene->mRootNode,remapping.get()); + + // write to log + if (!DefaultLogger::isNullLogger()) { + ASSIMP_LOG_INFO_F( "FindInstancesProcess finished. Found ", (pScene->mNumMeshes - numMeshesOut), " instances" ); + } + pScene->mNumMeshes = numMeshesOut; + } else { + ASSIMP_LOG_DEBUG("FindInstancesProcess finished. No instanced meshes found"); + } + } +} diff --git a/thirdparty/assimp/code/PostProcessing/FindInstancesProcess.h b/thirdparty/assimp/code/PostProcessing/FindInstancesProcess.h new file mode 100644 index 0000000000..64b838d7cc --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/FindInstancesProcess.h @@ -0,0 +1,137 @@ +/* +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 FindInstancesProcess.h + * @brief Declares the aiProcess_FindInstances post-process step + */ +#ifndef AI_FINDINSTANCES_H_INC +#define AI_FINDINSTANCES_H_INC + +#include "Common/BaseProcess.h" +#include "PostProcessing/ProcessHelper.h" + +class FindInstancesProcessTest; +namespace Assimp { + +// ------------------------------------------------------------------------------- +/** @brief Get a pseudo(!)-hash representing a mesh. + * + * The hash is built from number of vertices, faces, primitive types, + * .... but *not* from the real mesh data. The funcction is not a perfect hash. + * @param in Input mesh + * @return Hash. + */ +inline +uint64_t GetMeshHash(aiMesh* in) { + ai_assert(nullptr != in); + + // ... get an unique value representing the vertex format of the mesh + const unsigned int fhash = GetMeshVFormatUnique(in); + + // and bake it with number of vertices/faces/bones/matidx/ptypes + return ((uint64_t)fhash << 32u) | (( + (in->mNumBones << 16u) ^ (in->mNumVertices) ^ + (in->mNumFaces<<4u) ^ (in->mMaterialIndex<<15) ^ + (in->mPrimitiveTypes<<28)) & 0xffffffff ); +} + +// ------------------------------------------------------------------------------- +/** @brief Perform a component-wise comparison of two arrays + * + * @param first First array + * @param second Second array + * @param size Size of both arrays + * @param e Epsilon + * @return true if the arrays are identical + */ +inline +bool CompareArrays(const aiVector3D* first, const aiVector3D* second, + unsigned int size, float e) { + for (const aiVector3D* end = first+size; first != end; ++first,++second) { + if ( (*first - *second).SquareLength() >= e) + return false; + } + return true; +} + +// and the same for colors ... +inline bool CompareArrays(const aiColor4D* first, const aiColor4D* second, + unsigned int size, float e) +{ + for (const aiColor4D* end = first+size; first != end; ++first,++second) { + if ( GetColorDifference(*first,*second) >= e) + return false; + } + return true; +} + +// --------------------------------------------------------------------------- +/** @brief A post-processing steps to search for instanced meshes +*/ +class FindInstancesProcess : public BaseProcess +{ +public: + + FindInstancesProcess(); + ~FindInstancesProcess(); + +public: + // ------------------------------------------------------------------- + // Check whether step is active in given flags combination + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + // Execute step on a given scene + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + // Setup properties prior to executing the process + void SetupProperties(const Importer* pImp); + +private: + + bool configSpeedFlag; + +}; // ! end class FindInstancesProcess +} // ! end namespace Assimp + +#endif // !! AI_FINDINSTANCES_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.cpp b/thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.cpp new file mode 100644 index 0000000000..433f042448 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.cpp @@ -0,0 +1,424 @@ +/* +--------------------------------------------------------------------------- +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 Defines a post processing step to search an importer's output + for data that is obviously invalid */ + + + +#ifndef ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS + +// internal headers +#include "FindInvalidDataProcess.h" +#include "ProcessHelper.h" + +#include +#include +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +FindInvalidDataProcess::FindInvalidDataProcess() +: configEpsilon(0.0) +, mIgnoreTexCoods( false ){ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +FindInvalidDataProcess::~FindInvalidDataProcess() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const { + return 0 != (pFlags & aiProcess_FindInvalidData); +} + +// ------------------------------------------------------------------------------------------------ +// Setup import configuration +void FindInvalidDataProcess::SetupProperties(const Importer* pImp) { + // Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY + configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f)); + mIgnoreTexCoods = pImp->GetPropertyBool(AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS, false); +} + +// ------------------------------------------------------------------------------------------------ +// Update mesh references in the node graph +void UpdateMeshReferences(aiNode* node, const std::vector& meshMapping) { + if (node->mNumMeshes) { + unsigned int out = 0; + for (unsigned int a = 0; a < node->mNumMeshes;++a) { + + unsigned int ref = node->mMeshes[a]; + if (UINT_MAX != (ref = meshMapping[ref])) { + node->mMeshes[out++] = ref; + } + } + // just let the members that are unused, that's much cheaper + // than a full array realloc'n'copy party ... + if(!(node->mNumMeshes = out)) { + + delete[] node->mMeshes; + node->mMeshes = NULL; + } + } + // recursively update all children + for (unsigned int i = 0; i < node->mNumChildren;++i) { + UpdateMeshReferences(node->mChildren[i],meshMapping); + } +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void FindInvalidDataProcess::Execute( aiScene* pScene) { + ASSIMP_LOG_DEBUG("FindInvalidDataProcess begin"); + + bool out = false; + std::vector meshMapping(pScene->mNumMeshes); + unsigned int real = 0; + + // Process meshes + for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { + + int result; + if ((result = ProcessMesh( pScene->mMeshes[a]))) { + out = true; + + if (2 == result) { + // remove this mesh + delete pScene->mMeshes[a]; + AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]); + + meshMapping[a] = UINT_MAX; + continue; + } + } + pScene->mMeshes[real] = pScene->mMeshes[a]; + meshMapping[a] = real++; + } + + // Process animations + for (unsigned int a = 0; a < pScene->mNumAnimations;++a) { + ProcessAnimation( pScene->mAnimations[a]); + } + + + if (out) { + if ( real != pScene->mNumMeshes) { + if (!real) { + throw DeadlyImportError("No meshes remaining"); + } + + // we need to remove some meshes. + // therefore we'll also need to remove all references + // to them from the scenegraph + UpdateMeshReferences(pScene->mRootNode,meshMapping); + pScene->mNumMeshes = real; + } + + ASSIMP_LOG_INFO("FindInvalidDataProcess finished. Found issues ..."); + } else { + ASSIMP_LOG_DEBUG("FindInvalidDataProcess finished. Everything seems to be OK."); + } +} + +// ------------------------------------------------------------------------------------------------ +template +inline +const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/, + const std::vector& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/) +{ + return nullptr; +} + +// ------------------------------------------------------------------------------------------------ +template <> +inline +const char* ValidateArrayContents(const aiVector3D* arr, unsigned int size, + const std::vector& dirtyMask, bool mayBeIdentical , bool mayBeZero ) { + bool b = false; + unsigned int cnt = 0; + for (unsigned int i = 0; i < size;++i) { + + if (dirtyMask.size() && dirtyMask[i]) { + continue; + } + ++cnt; + + const aiVector3D& v = arr[i]; + if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) { + return "INF/NAN was found in a vector component"; + } + if (!mayBeZero && !v.x && !v.y && !v.z ) { + return "Found zero-length vector"; + } + if (i && v != arr[i-1])b = true; + } + if (cnt > 1 && !b && !mayBeIdentical) { + return "All vectors are identical"; + } + return nullptr; +} + +// ------------------------------------------------------------------------------------------------ +template +inline +bool ProcessArray(T*& in, unsigned int num,const char* name, + const std::vector& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true) { + const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero); + if (err) { + ASSIMP_LOG_ERROR_F( "FindInvalidDataProcess fails on mesh ", name, ": ", err); + delete[] in; + in = NULL; + return true; + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +template +AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, ai_real epsilon); + +// ------------------------------------------------------------------------------------------------ +AI_FORCE_INLINE bool EpsilonCompare(ai_real n, ai_real s, ai_real epsilon) { + return std::fabs(n-s)>epsilon; +} + +// ------------------------------------------------------------------------------------------------ +template <> +bool EpsilonCompare(const aiVectorKey& n, const aiVectorKey& s, ai_real epsilon) { + return + EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) && + EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) && + EpsilonCompare(n.mValue.z,s.mValue.z,epsilon); +} + +// ------------------------------------------------------------------------------------------------ +template <> +bool EpsilonCompare(const aiQuatKey& n, const aiQuatKey& s, ai_real epsilon) { + return + EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) && + EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) && + EpsilonCompare(n.mValue.z,s.mValue.z,epsilon) && + EpsilonCompare(n.mValue.w,s.mValue.w,epsilon); +} + +// ------------------------------------------------------------------------------------------------ +template +inline +bool AllIdentical(T* in, unsigned int num, ai_real epsilon) { + if (num <= 1) { + return true; + } + + if (fabs(epsilon) > 0.f) { + for (unsigned int i = 0; i < num-1;++i) { + if (!EpsilonCompare(in[i],in[i+1],epsilon)) { + return false; + } + } + } else { + for (unsigned int i = 0; i < num-1;++i) { + if (in[i] != in[i+1]) { + return false; + } + } + } + return true; +} + +// ------------------------------------------------------------------------------------------------ +// Search an animation for invalid content +void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim) { + // Process all animation channels + for ( unsigned int a = 0; a < anim->mNumChannels; ++a ) { + ProcessAnimationChannel( anim->mChannels[a]); + } +} + +// ------------------------------------------------------------------------------------------------ +void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim) { + ai_assert( nullptr != anim ); + if (anim->mNumPositionKeys == 0 && anim->mNumRotationKeys == 0 && anim->mNumScalingKeys == 0) { + ai_assert_entry(); + return; + } + + // Check whether all values in a tracks are identical - in this case + // we can remove al keys except one. + // POSITIONS + int i = 0; + if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon)) { + aiVectorKey v = anim->mPositionKeys[0]; + + // Reallocate ... we need just ONE element, it makes no sense to reuse the array + delete[] anim->mPositionKeys; + anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys = 1]; + anim->mPositionKeys[0] = v; + i = 1; + } + + // ROTATIONS + if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon)) { + aiQuatKey v = anim->mRotationKeys[0]; + + // Reallocate ... we need just ONE element, it makes no sense to reuse the array + delete[] anim->mRotationKeys; + anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys = 1]; + anim->mRotationKeys[0] = v; + i = 1; + } + + // SCALINGS + if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon)) { + aiVectorKey v = anim->mScalingKeys[0]; + + // Reallocate ... we need just ONE element, it makes no sense to reuse the array + delete[] anim->mScalingKeys; + anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys = 1]; + anim->mScalingKeys[0] = v; + i = 1; + } + if ( 1 == i ) { + ASSIMP_LOG_WARN("Simplified dummy tracks with just one key"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Search a mesh for invalid contents +int FindInvalidDataProcess::ProcessMesh(aiMesh* pMesh) +{ + bool ret = false; + std::vector dirtyMask(pMesh->mNumVertices, pMesh->mNumFaces != 0); + + // Ignore elements that are not referenced by vertices. + // (they are, for example, caused by the FindDegenerates step) + for (unsigned int m = 0; m < pMesh->mNumFaces; ++m) { + const aiFace& f = pMesh->mFaces[m]; + + for (unsigned int i = 0; i < f.mNumIndices; ++i) { + dirtyMask[f.mIndices[i]] = false; + } + } + + // Process vertex positions + if (pMesh->mVertices && ProcessArray(pMesh->mVertices, pMesh->mNumVertices, "positions", dirtyMask)) { + ASSIMP_LOG_ERROR("Deleting mesh: Unable to continue without vertex positions"); + + return 2; + } + + // process texture coordinates + if (!mIgnoreTexCoods) { + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) { + if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) { + pMesh->mNumUVComponents[i] = 0; + + // delete all subsequent texture coordinate sets. + for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { + delete[] pMesh->mTextureCoords[a]; + pMesh->mTextureCoords[a] = NULL; + pMesh->mNumUVComponents[a] = 0; + } + + ret = true; + } + } + } + + // -- we don't validate vertex colors, it's difficult to say whether + // they are invalid or not. + + // Normals and tangents are undefined for point and line faces. + if (pMesh->mNormals || pMesh->mTangents) { + + if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes || + aiPrimitiveType_LINE & pMesh->mPrimitiveTypes) + { + if (aiPrimitiveType_TRIANGLE & pMesh->mPrimitiveTypes || + aiPrimitiveType_POLYGON & pMesh->mPrimitiveTypes) + { + // We need to update the lookup-table + for (unsigned int m = 0; m < pMesh->mNumFaces;++m) { + const aiFace& f = pMesh->mFaces[ m ]; + + if (f.mNumIndices < 3) { + dirtyMask[f.mIndices[0]] = true; + if (f.mNumIndices == 2) { + dirtyMask[f.mIndices[1]] = true; + } + } + } + } + // Normals, tangents and bitangents are undefined for + // the whole mesh (and should not even be there) + else { + return ret; + } + } + + // Process mesh normals + if (pMesh->mNormals && ProcessArray(pMesh->mNormals,pMesh->mNumVertices, + "normals",dirtyMask,true,false)) + ret = true; + + // Process mesh tangents + if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,"tangents",dirtyMask)) { + delete[] pMesh->mBitangents; pMesh->mBitangents = NULL; + ret = true; + } + + // Process mesh bitangents + if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,"bitangents",dirtyMask)) { + delete[] pMesh->mTangents; pMesh->mTangents = NULL; + ret = true; + } + } + return ret ? 1 : 0; +} + +#endif // !! ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS diff --git a/thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.h b/thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.h new file mode 100644 index 0000000000..ce7375f34f --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/FindInvalidDataProcess.h @@ -0,0 +1,106 @@ +/* +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 Defines a post processing step to search an importer's output + * for data that is obviously invalid + */ +#ifndef AI_FINDINVALIDDATA_H_INC +#define AI_FINDINVALIDDATA_H_INC + +#include "Common/BaseProcess.h" + +#include +#include + +struct aiMesh; + +class FindInvalidDataProcessTest; + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** The FindInvalidData post-processing step. It searches the mesh data + * for parts that are obviously invalid and removes them. + * + * Originally this was a workaround for some models written by Blender + * which have zero normal vectors. */ +class ASSIMP_API FindInvalidDataProcess : public BaseProcess { +public: + FindInvalidDataProcess(); + ~FindInvalidDataProcess(); + + // ------------------------------------------------------------------- + // + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + // Setup import settings + void SetupProperties(const Importer* pImp); + + // ------------------------------------------------------------------- + // Run the step + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + /** Executes the post-processing step on the given mesh + * @param pMesh The mesh to process. + * @return 0 - nothing, 1 - removed sth, 2 - please delete me */ + int ProcessMesh( aiMesh* pMesh); + + // ------------------------------------------------------------------- + /** Executes the post-processing step on the given animation + * @param anim The animation to process. */ + void ProcessAnimation (aiAnimation* anim); + + // ------------------------------------------------------------------- + /** Executes the post-processing step on the given anim channel + * @param anim The animation channel to process.*/ + void ProcessAnimationChannel (aiNodeAnim* anim); + +private: + ai_real configEpsilon; + bool mIgnoreTexCoods; +}; + +} // end of namespace Assimp + +#endif // AI_AI_FINDINVALIDDATA_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/FixNormalsStep.cpp b/thirdparty/assimp/code/PostProcessing/FixNormalsStep.cpp new file mode 100644 index 0000000000..bbbe6899b4 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/FixNormalsStep.cpp @@ -0,0 +1,184 @@ +/* +--------------------------------------------------------------------------- +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 invert + * all normals in meshes with infacing normals. + */ + +// internal headers +#include "FixNormalsStep.h" +#include +#include +#include +#include +#include + + +using namespace Assimp; + + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +FixInfacingNormalsProcess::FixInfacingNormalsProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +FixInfacingNormalsProcess::~FixInfacingNormalsProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_FixInfacingNormals) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void FixInfacingNormalsProcess::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess begin"); + + bool bHas( false ); + for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) { + if (ProcessMesh(pScene->mMeshes[a], a)) { + bHas = true; + } + } + + if (bHas) { + ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess finished. Found issues."); + } else { + ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess finished. No changes to the scene."); + } +} + +// ------------------------------------------------------------------------------------------------ +// Apply the step to the mesh +bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index) +{ + ai_assert(nullptr != pcMesh); + + // Nothing to do if there are no model normals + if (!pcMesh->HasNormals()) { + return false; + } + + // Compute the bounding box of both the model vertices + normals and + // the unmodified model vertices. Then check whether the first BB + // is smaller than the second. In this case we can assume that the + // normals need to be flipped, although there are a few special cases .. + // convex, concave, planar models ... + + aiVector3D vMin0 (1e10f,1e10f,1e10f); + aiVector3D vMin1 (1e10f,1e10f,1e10f); + aiVector3D vMax0 (-1e10f,-1e10f,-1e10f); + aiVector3D vMax1 (-1e10f,-1e10f,-1e10f); + + for (unsigned int i = 0; i < pcMesh->mNumVertices;++i) + { + vMin1.x = std::min(vMin1.x,pcMesh->mVertices[i].x); + vMin1.y = std::min(vMin1.y,pcMesh->mVertices[i].y); + vMin1.z = std::min(vMin1.z,pcMesh->mVertices[i].z); + + vMax1.x = std::max(vMax1.x,pcMesh->mVertices[i].x); + vMax1.y = std::max(vMax1.y,pcMesh->mVertices[i].y); + vMax1.z = std::max(vMax1.z,pcMesh->mVertices[i].z); + + const aiVector3D vWithNormal = pcMesh->mVertices[i] + pcMesh->mNormals[i]; + + vMin0.x = std::min(vMin0.x,vWithNormal.x); + vMin0.y = std::min(vMin0.y,vWithNormal.y); + vMin0.z = std::min(vMin0.z,vWithNormal.z); + + vMax0.x = std::max(vMax0.x,vWithNormal.x); + vMax0.y = std::max(vMax0.y,vWithNormal.y); + vMax0.z = std::max(vMax0.z,vWithNormal.z); + } + + const float fDelta0_x = (vMax0.x - vMin0.x); + const float fDelta0_y = (vMax0.y - vMin0.y); + const float fDelta0_z = (vMax0.z - vMin0.z); + + const float fDelta1_x = (vMax1.x - vMin1.x); + const float fDelta1_y = (vMax1.y - vMin1.y); + const float fDelta1_z = (vMax1.z - vMin1.z); + + // Check whether the boxes are overlapping + if ((fDelta0_x > 0.0f) != (fDelta1_x > 0.0f))return false; + if ((fDelta0_y > 0.0f) != (fDelta1_y > 0.0f))return false; + if ((fDelta0_z > 0.0f) != (fDelta1_z > 0.0f))return false; + + // Check whether this is a planar surface + const float fDelta1_yz = fDelta1_y * fDelta1_z; + + if (fDelta1_x < 0.05f * std::sqrt( fDelta1_yz ))return false; + if (fDelta1_y < 0.05f * std::sqrt( fDelta1_z * fDelta1_x ))return false; + if (fDelta1_z < 0.05f * std::sqrt( fDelta1_y * fDelta1_x ))return false; + + // now compare the volumes of the bounding boxes + if (std::fabs(fDelta0_x * fDelta0_y * fDelta0_z) < std::fabs(fDelta1_x * fDelta1_yz)) { + if (!DefaultLogger::isNullLogger()) { + ASSIMP_LOG_INFO_F("Mesh ", index, ": Normals are facing inwards (or the mesh is planar)", index); + } + + // Invert normals + for (unsigned int i = 0; i < pcMesh->mNumVertices;++i) + pcMesh->mNormals[i] *= -1.0f; + + // ... and flip faces + for (unsigned int i = 0; i < pcMesh->mNumFaces;++i) + { + aiFace& face = pcMesh->mFaces[i]; + for( unsigned int b = 0; b < face.mNumIndices / 2; b++) + std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]); + } + return true; + } + return false; +} diff --git a/thirdparty/assimp/code/PostProcessing/FixNormalsStep.h b/thirdparty/assimp/code/PostProcessing/FixNormalsStep.h new file mode 100644 index 0000000000..f60ce596a4 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/FixNormalsStep.h @@ -0,0 +1,91 @@ +/* +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 Defines a post processing step to fix infacing normals */ +#ifndef AI_FIXNORMALSPROCESS_H_INC +#define AI_FIXNORMALSPROCESS_H_INC + +#include "Common/BaseProcess.h" + +struct aiMesh; + +namespace Assimp +{ + +// --------------------------------------------------------------------------- +/** The FixInfacingNormalsProcess tries to determine whether the normal + * vectors of an object are facing inwards. In this case they will be + * flipped. + */ +class FixInfacingNormalsProcess : public BaseProcess { +public: + FixInfacingNormalsProcess(); + ~FixInfacingNormalsProcess(); + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag field. + * @param pFlags The processing flags the importer was called with. A bitwise + * combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + +protected: + + // ------------------------------------------------------------------- + /** Executes the step on the given mesh + * @param pMesh The mesh to process. + */ + bool ProcessMesh( aiMesh* pMesh, unsigned int index); +}; + +} // end of namespace Assimp + +#endif // AI_FIXNORMALSPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.cpp b/thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.cpp new file mode 100644 index 0000000000..c013454fc3 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.cpp @@ -0,0 +1,115 @@ +/* +--------------------------------------------------------------------------- +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. +--------------------------------------------------------------------------- +*/ + +#ifndef ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS + +#include "PostProcessing/GenBoundingBoxesProcess.h" + +#include +#include + +namespace Assimp { + +GenBoundingBoxesProcess::GenBoundingBoxesProcess() +: BaseProcess() { + +} + +GenBoundingBoxesProcess::~GenBoundingBoxesProcess() { + // empty +} + +bool GenBoundingBoxesProcess::IsActive(unsigned int pFlags) const { + return 0 != ( pFlags & aiProcess_GenBoundingBoxes ); +} + +void checkMesh(aiMesh* mesh, aiVector3D& min, aiVector3D& max) { + ai_assert(nullptr != mesh); + + if (0 == mesh->mNumVertices) { + return; + } + + for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { + const aiVector3D &pos = mesh->mVertices[i]; + if (pos.x < min.x) { + min.x = pos.x; + } + if (pos.y < min.y) { + min.y = pos.y; + } + if (pos.z < min.z) { + min.z = pos.z; + } + + if (pos.x > max.x) { + max.x = pos.x; + } + if (pos.y > max.y) { + max.y = pos.y; + } + if (pos.z > max.z) { + max.z = pos.z; + } + } +} + +void GenBoundingBoxesProcess::Execute(aiScene* pScene) { + if (nullptr == pScene) { + return; + } + + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + aiMesh* mesh = pScene->mMeshes[i]; + if (nullptr == mesh) { + continue; + } + + aiVector3D min(999999, 999999, 999999), max(-999999, -999999, -999999); + checkMesh(mesh, min, max); + mesh->mAABB.mMin = min; + mesh->mAABB.mMax = max; + } +} + +} // Namespace Assimp + +#endif // ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS diff --git a/thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.h b/thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.h new file mode 100644 index 0000000000..4b43c82a42 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/GenBoundingBoxesProcess.h @@ -0,0 +1,76 @@ +/* +--------------------------------------------------------------------------- +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 Defines a post-processing step to generate Axis-aligned bounding + * volumes for all meshes. + */ + +#pragma once + +#ifndef AI_GENBOUNDINGBOXESPROCESS_H_INC +#define AI_GENBOUNDINGBOXESPROCESS_H_INC + +#ifndef ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS + +#include "Common/BaseProcess.h" + +namespace Assimp { + +/** Post-processing process to find axis-aligned bounding volumes for amm meshes + * used in a scene + */ +class ASSIMP_API GenBoundingBoxesProcess : public BaseProcess { +public: + /// The class constructor. + GenBoundingBoxesProcess(); + /// The class destructor. + ~GenBoundingBoxesProcess(); + /// Will return true, if aiProcess_GenBoundingBoxes is defined. + bool IsActive(unsigned int pFlags) const override; + /// The execution callback. + void Execute(aiScene* pScene) override; +}; + +} // Namespace Assimp + +#endif // #ifndef ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS + +#endif // AI_GENBOUNDINGBOXESPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.cpp b/thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.cpp new file mode 100644 index 0000000000..028334dec7 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.cpp @@ -0,0 +1,146 @@ +/* +--------------------------------------------------------------------------- +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 generate face +* normals for all imported faces. +*/ + + +#include "GenFaceNormalsProcess.h" +#include +#include +#include +#include +#include + + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +GenFaceNormalsProcess::GenFaceNormalsProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +GenFaceNormalsProcess::~GenFaceNormalsProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const { + force_ = (pFlags & aiProcess_ForceGenNormals) != 0; + return (pFlags & aiProcess_GenNormals) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void GenFaceNormalsProcess::Execute( aiScene* pScene) { + ASSIMP_LOG_DEBUG("GenFaceNormalsProcess begin"); + + if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) { + throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here"); + } + + bool bHas = false; + for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { + if(this->GenMeshFaceNormals( pScene->mMeshes[a])) { + bHas = true; + } + } + if (bHas) { + ASSIMP_LOG_INFO("GenFaceNormalsProcess finished. " + "Face normals have been calculated"); + } else { + ASSIMP_LOG_DEBUG("GenFaceNormalsProcess finished. " + "Normals are already there"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh) +{ + if (NULL != pMesh->mNormals) { + if (force_) delete[] pMesh->mNormals; + else return false; + } + + // If the mesh consists of lines and/or points but not of + // triangles or higher-order polygons the normal vectors + // are undefined. + if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) { + ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes"); + return false; + } + + // allocate an array to hold the output normals + pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; + const float qnan = get_qnan(); + + // iterate through all faces and compute per-face normals but store them per-vertex. + for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { + const aiFace& face = pMesh->mFaces[a]; + if (face.mNumIndices < 3) { + // either a point or a line -> no well-defined normal vector + for (unsigned int i = 0;i < face.mNumIndices;++i) { + pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan); + } + continue; + } + + const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]]; + const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]]; + const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; + const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); + + for (unsigned int i = 0;i < face.mNumIndices;++i) { + pMesh->mNormals[face.mIndices[i]] = vNor; + } + } + return true; +} diff --git a/thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.h b/thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.h new file mode 100644 index 0000000000..c641fd6353 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/GenFaceNormalsProcess.h @@ -0,0 +1,87 @@ +/* +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 Defines a post processing step to compute face normals for all loaded faces*/ +#ifndef AI_GENFACENORMALPROCESS_H_INC +#define AI_GENFACENORMALPROCESS_H_INC + +#include "Common/BaseProcess.h" +#include + +namespace Assimp +{ + +// --------------------------------------------------------------------------- +/** The GenFaceNormalsProcess computes face normals for all faces of all meshes +*/ +class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess +{ +public: + + GenFaceNormalsProcess(); + ~GenFaceNormalsProcess(); + +public: + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag field. + * @param pFlags The processing flags the importer was called with. A bitwise + * combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + + +private: + bool GenMeshFaceNormals(aiMesh* pcMesh); + mutable bool force_ = false; +}; + +} // end of namespace Assimp + +#endif // !!AI_GENFACENORMALPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp b/thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp new file mode 100644 index 0000000000..3f6c2f86bd --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp @@ -0,0 +1,239 @@ +/* +--------------------------------------------------------------------------- +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 generate face +* normals for all imported faces. +*/ + + + +// internal headers +#include "GenVertexNormalsProcess.h" +#include "ProcessHelper.h" +#include +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +GenVertexNormalsProcess::GenVertexNormalsProcess() +: configMaxAngle( AI_DEG_TO_RAD( 175.f ) ) { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +GenVertexNormalsProcess::~GenVertexNormalsProcess() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const +{ + force_ = (pFlags & aiProcess_ForceGenNormals) != 0; + return (pFlags & aiProcess_GenSmoothNormals) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void GenVertexNormalsProcess::SetupProperties(const Importer* pImp) +{ + // Get the current value of the AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE property + configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,(ai_real)175.0); + configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle,(ai_real)175.0),(ai_real)0.0)); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void GenVertexNormalsProcess::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("GenVertexNormalsProcess begin"); + + if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) { + throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here"); + } + + bool bHas = false; + for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) { + if(GenMeshVertexNormals( pScene->mMeshes[a],a)) + bHas = true; + } + + if (bHas) { + ASSIMP_LOG_INFO("GenVertexNormalsProcess finished. " + "Vertex normals have been calculated"); + } else { + ASSIMP_LOG_DEBUG("GenVertexNormalsProcess finished. " + "Normals are already there"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int meshIndex) +{ + if (NULL != pMesh->mNormals) { + if (force_) delete[] pMesh->mNormals; + else return false; + } + + // If the mesh consists of lines and/or points but not of + // triangles or higher-order polygons the normal vectors + // are undefined. + if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) + { + ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes"); + return false; + } + + // Allocate the array to hold the output normals + const float qnan = std::numeric_limits::quiet_NaN(); + pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; + + // Compute per-face normals but store them per-vertex + for( unsigned int a = 0; a < pMesh->mNumFaces; a++) + { + const aiFace& face = pMesh->mFaces[a]; + if (face.mNumIndices < 3) + { + // either a point or a line -> no normal vector + for (unsigned int i = 0;i < face.mNumIndices;++i) { + pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan); + } + + continue; + } + + const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]]; + const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]]; + const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; + const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); + + for (unsigned int i = 0;i < face.mNumIndices;++i) { + pMesh->mNormals[face.mIndices[i]] = vNor; + } + } + + // Set up a SpatialSort to quickly find all vertices close to a given position + // check whether we can reuse the SpatialSort of a previous step. + SpatialSort* vertexFinder = NULL; + SpatialSort _vertexFinder; + ai_real posEpsilon = ai_real( 1e-5 ); + if (shared) { + std::vector >* avf; + shared->GetProperty(AI_SPP_SPATIAL_SORT,avf); + if (avf) + { + std::pair& blubb = avf->operator [] (meshIndex); + vertexFinder = &blubb.first; + posEpsilon = blubb.second; + } + } + if (!vertexFinder) { + _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D)); + vertexFinder = &_vertexFinder; + posEpsilon = ComputePositionEpsilon(pMesh); + } + std::vector verticesFound; + aiVector3D* pcNew = new aiVector3D[pMesh->mNumVertices]; + + if (configMaxAngle >= AI_DEG_TO_RAD( 175.f )) { + // There is no angle limit. Thus all vertices with positions close + // to each other will receive the same vertex normal. This allows us + // to optimize the whole algorithm a little bit ... + std::vector abHad(pMesh->mNumVertices,false); + for (unsigned int i = 0; i < pMesh->mNumVertices;++i) { + if (abHad[i]) { + continue; + } + + // Get all vertices that share this one ... + vertexFinder->FindPositions( pMesh->mVertices[i], posEpsilon, verticesFound); + + aiVector3D pcNor; + for (unsigned int a = 0; a < verticesFound.size(); ++a) { + const aiVector3D& v = pMesh->mNormals[verticesFound[a]]; + if (is_not_qnan(v.x))pcNor += v; + } + pcNor.NormalizeSafe(); + + // Write the smoothed normal back to all affected normals + for (unsigned int a = 0; a < verticesFound.size(); ++a) + { + unsigned int vidx = verticesFound[a]; + pcNew[vidx] = pcNor; + abHad[vidx] = true; + } + } + } + // Slower code path if a smooth angle is set. There are many ways to achieve + // the effect, this one is the most straightforward one. + else { + const ai_real fLimit = std::cos(configMaxAngle); + for (unsigned int i = 0; i < pMesh->mNumVertices;++i) { + // Get all vertices that share this one ... + vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound); + + aiVector3D vr = pMesh->mNormals[i]; + + aiVector3D pcNor; + for (unsigned int a = 0; a < verticesFound.size(); ++a) { + aiVector3D v = pMesh->mNormals[verticesFound[a]]; + + // Check whether the angle between the two normals is not too large. + // Skip the angle check on our own normal to avoid false negatives + // (v*v is not guaranteed to be 1.0 for all unit vectors v) + if (is_not_qnan(v.x) && (verticesFound[a] == i || (v * vr >= fLimit))) + pcNor += v; + } + pcNew[i] = pcNor.NormalizeSafe(); + } + } + + delete[] pMesh->mNormals; + pMesh->mNormals = pcNew; + + return true; +} diff --git a/thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.h b/thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.h new file mode 100644 index 0000000000..2ceee17e85 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/GenVertexNormalsProcess.h @@ -0,0 +1,111 @@ +/* +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 Defines a post processing step to compute vertex normals + for all loaded vertizes */ +#ifndef AI_GENVERTEXNORMALPROCESS_H_INC +#define AI_GENVERTEXNORMALPROCESS_H_INC + +#include "Common/assbin_chunks.h" +#include "Common/BaseProcess.h" + +#include + +// Forward declarations +class GenNormalsTest; + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** The GenFaceNormalsProcess computes vertex normals for all vertices +*/ +class ASSIMP_API GenVertexNormalsProcess : public BaseProcess { +public: + GenVertexNormalsProcess(); + ~GenVertexNormalsProcess(); + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag. + * @param pFlags The processing flags the importer was called with. + * A bitwise combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, + * false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Called prior to ExecuteOnScene(). + * The function is a request to the process to update its configuration + * basing on the Importer's configuration property list. + */ + void SetupProperties(const Importer* pImp); + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + + + // setter for configMaxAngle + inline void SetMaxSmoothAngle(ai_real f) { + configMaxAngle =f; + } + + // ------------------------------------------------------------------- + /** Computes normals for a specific mesh + * @param pcMesh Mesh + * @param meshIndex Index of the mesh + * @return true if vertex normals have been computed + */ + bool GenMeshVertexNormals (aiMesh* pcMesh, unsigned int meshIndex); + +private: + /** Configuration option: maximum smoothing angle, in radians*/ + ai_real configMaxAngle; + mutable bool force_ = false; +}; + +} // end of namespace Assimp + +#endif // !!AI_GENVERTEXNORMALPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.cpp b/thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.cpp new file mode 100644 index 0000000000..d0a016fa42 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.cpp @@ -0,0 +1,379 @@ +/* +--------------------------------------------------------------------------- +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 improve the cache locality of a mesh. + *
+ * The algorithm is roughly basing on this paper: + * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf + * .. although overdraw reduction isn't implemented yet ... + */ + +// internal headers +#include "PostProcessing/ImproveCacheLocality.h" +#include "Common/VertexTriangleAdjacency.h" + +#include +#include +#include +#include +#include +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +ImproveCacheLocalityProcess::ImproveCacheLocalityProcess() +: mConfigCacheDepth(PP_ICL_PTCACHE_SIZE) { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const { + return (pFlags & aiProcess_ImproveCacheLocality) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Setup configuration +void ImproveCacheLocalityProcess::SetupProperties(const Importer* pImp) { + // AI_CONFIG_PP_ICL_PTCACHE_SIZE controls the target cache size for the optimizer + mConfigCacheDepth = pImp->GetPropertyInteger(AI_CONFIG_PP_ICL_PTCACHE_SIZE,PP_ICL_PTCACHE_SIZE); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void ImproveCacheLocalityProcess::Execute( aiScene* pScene) { + if (!pScene->mNumMeshes) { + ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess skipped; there are no meshes"); + return; + } + + ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess begin"); + + float out = 0.f; + unsigned int numf = 0, numm = 0; + for( unsigned int a = 0; a < pScene->mNumMeshes; ++a ){ + const float res = ProcessMesh( pScene->mMeshes[a],a); + if (res) { + numf += pScene->mMeshes[a]->mNumFaces; + out += res; + ++numm; + } + } + if (!DefaultLogger::isNullLogger()) { + if (numf > 0) { + ASSIMP_LOG_INFO_F("Cache relevant are ", numm, " meshes (", numf, " faces). Average output ACMR is ", out / numf); + } + ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess finished. "); + } +} + +// ------------------------------------------------------------------------------------------------ +// Improves the cache coherency of a specific mesh +ai_real ImproveCacheLocalityProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshNum) { + // TODO: rewrite this to use std::vector or boost::shared_array + ai_assert(nullptr != pMesh); + + // Check whether the input data is valid + // - there must be vertices and faces + // - all faces must be triangulated or we can't operate on them + if (!pMesh->HasFaces() || !pMesh->HasPositions()) + return static_cast(0.f); + + if (pMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) { + ASSIMP_LOG_ERROR("This algorithm works on triangle meshes only"); + return static_cast(0.f); + } + + if(pMesh->mNumVertices <= mConfigCacheDepth) { + return static_cast(0.f); + } + + ai_real fACMR = 3.f; + const aiFace* const pcEnd = pMesh->mFaces+pMesh->mNumFaces; + + // Input ACMR is for logging purposes only + if (!DefaultLogger::isNullLogger()) { + + unsigned int* piFIFOStack = new unsigned int[mConfigCacheDepth]; + memset(piFIFOStack,0xff,mConfigCacheDepth*sizeof(unsigned int)); + unsigned int* piCur = piFIFOStack; + const unsigned int* const piCurEnd = piFIFOStack + mConfigCacheDepth; + + // count the number of cache misses + unsigned int iCacheMisses = 0; + for (const aiFace* pcFace = pMesh->mFaces;pcFace != pcEnd;++pcFace) { + for (unsigned int qq = 0; qq < 3;++qq) { + bool bInCache = false; + for (unsigned int* pp = piFIFOStack;pp < piCurEnd;++pp) { + if (*pp == pcFace->mIndices[qq]) { + // the vertex is in cache + bInCache = true; + break; + } + } + if (!bInCache) { + ++iCacheMisses; + if (piCurEnd == piCur) { + piCur = piFIFOStack; + } + *piCur++ = pcFace->mIndices[qq]; + } + } + } + delete[] piFIFOStack; + fACMR = (ai_real) iCacheMisses / pMesh->mNumFaces; + if (3.0 == fACMR) { + char szBuff[128]; // should be sufficiently large in every case + + // the JoinIdenticalVertices process has not been executed on this + // mesh, otherwise this value would normally be at least minimally + // smaller than 3.0 ... + ai_snprintf(szBuff,128,"Mesh %u: Not suitable for vcache optimization",meshNum); + ASSIMP_LOG_WARN(szBuff); + return static_cast(0.f); + } + } + + // first we need to build a vertex-triangle adjacency list + VertexTriangleAdjacency adj(pMesh->mFaces,pMesh->mNumFaces, pMesh->mNumVertices,true); + + // build a list to store per-vertex caching time stamps + unsigned int* const piCachingStamps = new unsigned int[pMesh->mNumVertices]; + memset(piCachingStamps,0x0,pMesh->mNumVertices*sizeof(unsigned int)); + + // allocate an empty output index buffer. We store the output indices in one large array. + // Since the number of triangles won't change the input faces can be reused. This is how + // we save thousands of redundant mini allocations for aiFace::mIndices + const unsigned int iIdxCnt = pMesh->mNumFaces*3; + unsigned int* const piIBOutput = new unsigned int[iIdxCnt]; + unsigned int* piCSIter = piIBOutput; + + // allocate the flag array to hold the information + // whether a face has already been emitted or not + std::vector abEmitted(pMesh->mNumFaces,false); + + // dead-end vertex index stack + std::stack > sDeadEndVStack; + + // create a copy of the piNumTriPtr buffer + unsigned int* const piNumTriPtr = adj.mLiveTriangles; + const std::vector piNumTriPtrNoModify(piNumTriPtr, piNumTriPtr + pMesh->mNumVertices); + + // get the largest number of referenced triangles and allocate the "candidate buffer" + unsigned int iMaxRefTris = 0; { + const unsigned int* piCur = adj.mLiveTriangles; + const unsigned int* const piCurEnd = adj.mLiveTriangles+pMesh->mNumVertices; + for (;piCur != piCurEnd;++piCur) { + iMaxRefTris = std::max(iMaxRefTris,*piCur); + } + } + ai_assert(iMaxRefTris > 0); + unsigned int* piCandidates = new unsigned int[iMaxRefTris*3]; + unsigned int iCacheMisses = 0; + + // ................................................................................... + /** PSEUDOCODE for the algorithm + + A = Build-Adjacency(I) Vertex-triangle adjacency + L = Get-Triangle-Counts(A) Per-vertex live triangle counts + C = Zero(Vertex-Count(I)) Per-vertex caching time stamps + D = Empty-Stack() Dead-end vertex stack + E = False(Triangle-Count(I)) Per triangle emitted flag + O = Empty-Index-Buffer() Empty output buffer + f = 0 Arbitrary starting vertex + s = k+1, i = 1 Time stamp and cursor + while f >= 0 For all valid fanning vertices + N = Empty-Set() 1-ring of next candidates + for each Triangle t in Neighbors(A, f) + if !Emitted(E,t) + for each Vertex v in t + Append(O,v) Output vertex + Push(D,v) Add to dead-end stack + Insert(N,v) Register as candidate + L[v] = L[v]-1 Decrease live triangle count + if s-C[v] > k If not in cache + C[v] = s Set time stamp + s = s+1 Increment time stamp + E[t] = true Flag triangle as emitted + Select next fanning vertex + f = Get-Next-Vertex(I,i,k,N,C,s,L,D) + return O + */ + // ................................................................................... + + int ivdx = 0; + int ics = 1; + int iStampCnt = mConfigCacheDepth+1; + while (ivdx >= 0) { + + unsigned int icnt = piNumTriPtrNoModify[ivdx]; + unsigned int* piList = adj.GetAdjacentTriangles(ivdx); + unsigned int* piCurCandidate = piCandidates; + + // get all triangles in the neighborhood + for (unsigned int tri = 0; tri < icnt;++tri) { + + // if they have not yet been emitted, add them to the output IB + const unsigned int fidx = *piList++; + if (!abEmitted[fidx]) { + + // so iterate through all vertices of the current triangle + const aiFace* pcFace = &pMesh->mFaces[ fidx ]; + unsigned nind = pcFace->mNumIndices; + for (unsigned ind = 0; ind < nind; ind++) { + unsigned dp = pcFace->mIndices[ind]; + + // the current vertex won't have any free triangles after this step + if (ivdx != (int)dp) { + // append the vertex to the dead-end stack + sDeadEndVStack.push(dp); + + // register as candidate for the next step + *piCurCandidate++ = dp; + + // decrease the per-vertex triangle counts + piNumTriPtr[dp]--; + } + + // append the vertex to the output index buffer + *piCSIter++ = dp; + + // if the vertex is not yet in cache, set its cache count + if (iStampCnt-piCachingStamps[dp] > mConfigCacheDepth) { + piCachingStamps[dp] = iStampCnt++; + ++iCacheMisses; + } + } + // flag triangle as emitted + abEmitted[fidx] = true; + } + } + + // the vertex has now no living adjacent triangles anymore + piNumTriPtr[ivdx] = 0; + + // get next fanning vertex + ivdx = -1; + int max_priority = -1; + for (unsigned int* piCur = piCandidates;piCur != piCurCandidate;++piCur) { + const unsigned int dp = *piCur; + + // must have live triangles + if (piNumTriPtr[dp] > 0) { + int priority = 0; + + // will the vertex be in cache, even after fanning occurs? + unsigned int tmp; + if ((tmp = iStampCnt-piCachingStamps[dp]) + 2*piNumTriPtr[dp] <= mConfigCacheDepth) { + priority = tmp; + } + + // keep best candidate + if (priority > max_priority) { + max_priority = priority; + ivdx = dp; + } + } + } + // did we reach a dead end? + if (-1 == ivdx) { + // need to get a non-local vertex for which we have a good chance that it is still + // in the cache ... + while (!sDeadEndVStack.empty()) { + unsigned int iCachedIdx = sDeadEndVStack.top(); + sDeadEndVStack.pop(); + if (piNumTriPtr[ iCachedIdx ] > 0) { + ivdx = iCachedIdx; + break; + } + } + + if (-1 == ivdx) { + // well, there isn't such a vertex. Simply get the next vertex in input order and + // hope it is not too bad ... + while (ics < (int)pMesh->mNumVertices) { + ++ics; + if (piNumTriPtr[ics] > 0) { + ivdx = ics; + break; + } + } + } + } + } + ai_real fACMR2 = 0.0f; + if (!DefaultLogger::isNullLogger()) { + fACMR2 = (float)iCacheMisses / pMesh->mNumFaces; + + // very intense verbose logging ... prepare for much text if there are many meshes + if ( DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) { + ASSIMP_LOG_DEBUG_F("Mesh %u | ACMR in: ", meshNum, " out: ", fACMR, " | ~", fACMR2, ((fACMR - fACMR2) / fACMR) * 100.f); + } + + fACMR2 *= pMesh->mNumFaces; + } + // sort the output index buffer back to the input array + piCSIter = piIBOutput; + for (aiFace* pcFace = pMesh->mFaces; pcFace != pcEnd;++pcFace) { + unsigned nind = pcFace->mNumIndices; + unsigned * ind = pcFace->mIndices; + if (nind > 0) ind[0] = *piCSIter++; + if (nind > 1) ind[1] = *piCSIter++; + if (nind > 2) ind[2] = *piCSIter++; + } + + // delete temporary storage + delete[] piCachingStamps; + delete[] piIBOutput; + delete[] piCandidates; + + return fACMR2; +} diff --git a/thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.h b/thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.h new file mode 100644 index 0000000000..de25ecd9fb --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ImproveCacheLocality.h @@ -0,0 +1,101 @@ +/* +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 Defines a post processing step to reorder faces for + better cache locality*/ +#ifndef AI_IMPROVECACHELOCALITY_H_INC +#define AI_IMPROVECACHELOCALITY_H_INC + +#include "Common/BaseProcess.h" + +#include + +struct aiMesh; + +namespace Assimp +{ + +// --------------------------------------------------------------------------- +/** The ImproveCacheLocalityProcess reorders all faces for improved vertex + * cache locality. It tries to arrange all faces to fans and to render + * faces which share vertices directly one after the other. + * + * @note This step expects triagulated input data. + */ +class ImproveCacheLocalityProcess : public BaseProcess +{ +public: + + ImproveCacheLocalityProcess(); + ~ImproveCacheLocalityProcess(); + +public: + + // ------------------------------------------------------------------- + // Check whether the pp step is active + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + // Executes the pp step on a given scene + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + // Configures the pp step + void SetupProperties(const Importer* pImp); + +protected: + // ------------------------------------------------------------------- + /** Executes the postprocessing step on the given mesh + * @param pMesh The mesh to process. + * @param meshNum Index of the mesh to process + */ + ai_real ProcessMesh( aiMesh* pMesh, unsigned int meshNum); + +private: + //! Configuration parameter: specifies the size of the cache to + //! optimize the vertex data for. + unsigned int mConfigCacheDepth; +}; + +} // end of namespace Assimp + +#endif // AI_IMPROVECACHELOCALITY_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.cpp b/thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.cpp new file mode 100644 index 0000000000..914ec05b46 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.cpp @@ -0,0 +1,463 @@ +/* +--------------------------------------------------------------------------- +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 join identical vertices + * for all imported meshes + */ + + +#ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS + +#include "JoinVerticesProcess.h" +#include "ProcessHelper.h" +#include +#include +#include +#include + +using namespace Assimp; +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +JoinVerticesProcess::JoinVerticesProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +JoinVerticesProcess::~JoinVerticesProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool JoinVerticesProcess::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_JoinIdenticalVertices) != 0; +} +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void JoinVerticesProcess::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("JoinVerticesProcess begin"); + + // get the total number of vertices BEFORE the step is executed + int iNumOldVertices = 0; + if (!DefaultLogger::isNullLogger()) { + for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { + iNumOldVertices += pScene->mMeshes[a]->mNumVertices; + } + } + + // execute the step + int iNumVertices = 0; + for( unsigned int a = 0; a < pScene->mNumMeshes; a++) + iNumVertices += ProcessMesh( pScene->mMeshes[a],a); + + // if logging is active, print detailed statistics + if (!DefaultLogger::isNullLogger()) { + if (iNumOldVertices == iNumVertices) { + ASSIMP_LOG_DEBUG("JoinVerticesProcess finished "); + } else { + ASSIMP_LOG_INFO_F("JoinVerticesProcess finished | Verts in: ", iNumOldVertices, + " out: ", iNumVertices, " | ~", + ((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f ); + } + } + + pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT; +} + +namespace { + +bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex) +{ + // A little helper to find locally close vertices faster. + // Try to reuse the lookup table from the last step. + const static float epsilon = 1e-5f; + // Squared because we check against squared length of the vector difference + static const float squareEpsilon = epsilon * epsilon; + + // Square compare is useful for animeshes vertices compare + if ((lhs.position - rhs.position).SquareLength() > squareEpsilon) { + return false; + } + + // We just test the other attributes even if they're not present in the mesh. + // In this case they're initialized to 0 so the comparison succeeds. + // By this method the non-present attributes are effectively ignored in the comparison. + if ((lhs.normal - rhs.normal).SquareLength() > squareEpsilon) { + return false; + } + + if ((lhs.texcoords[0] - rhs.texcoords[0]).SquareLength() > squareEpsilon) { + return false; + } + + if ((lhs.tangent - rhs.tangent).SquareLength() > squareEpsilon) { + return false; + } + + if ((lhs.bitangent - rhs.bitangent).SquareLength() > squareEpsilon) { + return false; + } + + // Usually we won't have vertex colors or multiple UVs, so we can skip from here + // Actually this increases runtime performance slightly, at least if branch + // prediction is on our side. + if (complex) { + for (int i = 0; i < 8; i++) { + if (i > 0 && (lhs.texcoords[i] - rhs.texcoords[i]).SquareLength() > squareEpsilon) { + return false; + } + if (GetColorDifference(lhs.colors[i], rhs.colors[i]) > squareEpsilon) { + return false; + } + } + } + return true; +} + +template +void updateXMeshVertices(XMesh *pMesh, std::vector &uniqueVertices) { + // replace vertex data with the unique data sets + pMesh->mNumVertices = (unsigned int)uniqueVertices.size(); + + // ---------------------------------------------------------------------------- + // NOTE - we're *not* calling Vertex::SortBack() because it would check for + // presence of every single vertex component once PER VERTEX. And our CPU + // dislikes branches, even if they're easily predictable. + // ---------------------------------------------------------------------------- + + // Position, if present (check made for aiAnimMesh) + if (pMesh->mVertices) + { + delete [] pMesh->mVertices; + pMesh->mVertices = new aiVector3D[pMesh->mNumVertices]; + for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { + pMesh->mVertices[a] = uniqueVertices[a].position; + } + } + + // Normals, if present + if (pMesh->mNormals) + { + delete [] pMesh->mNormals; + pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; + for( unsigned int a = 0; a < pMesh->mNumVertices; a++) { + pMesh->mNormals[a] = uniqueVertices[a].normal; + } + } + // Tangents, if present + if (pMesh->mTangents) + { + delete [] pMesh->mTangents; + pMesh->mTangents = new aiVector3D[pMesh->mNumVertices]; + for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { + pMesh->mTangents[a] = uniqueVertices[a].tangent; + } + } + // Bitangents as well + if (pMesh->mBitangents) + { + delete [] pMesh->mBitangents; + pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices]; + for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { + pMesh->mBitangents[a] = uniqueVertices[a].bitangent; + } + } + // Vertex colors + for (unsigned int a = 0; pMesh->HasVertexColors(a); a++) + { + delete [] pMesh->mColors[a]; + pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices]; + for( unsigned int b = 0; b < pMesh->mNumVertices; b++) { + pMesh->mColors[a][b] = uniqueVertices[b].colors[a]; + } + } + // Texture coords + for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++) + { + delete [] pMesh->mTextureCoords[a]; + pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices]; + for (unsigned int b = 0; b < pMesh->mNumVertices; b++) { + pMesh->mTextureCoords[a][b] = uniqueVertices[b].texcoords[a]; + } + } +} +} // namespace + +// ------------------------------------------------------------------------------------------------ +// Unites identical vertices in the given mesh +int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) +{ + static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8"); + static_assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8, "AI_MAX_NUMBER_OF_TEXTURECOORDS == 8"); + + // Return early if we don't have any positions + if (!pMesh->HasPositions() || !pMesh->HasFaces()) { + return 0; + } + + // We should care only about used vertices, not all of them + // (this can happen due to original file vertices buffer being used by + // multiple meshes) + std::unordered_set usedVertexIndices; + usedVertexIndices.reserve(pMesh->mNumVertices); + for( unsigned int a = 0; a < pMesh->mNumFaces; a++) + { + aiFace& face = pMesh->mFaces[a]; + for( unsigned int b = 0; b < face.mNumIndices; b++) { + usedVertexIndices.insert(face.mIndices[b]); + } + } + + // We'll never have more vertices afterwards. + std::vector uniqueVertices; + uniqueVertices.reserve( pMesh->mNumVertices); + + // For each vertex the index of the vertex it was replaced by. + // Since the maximal number of vertices is 2^31-1, the most significand bit can be used to mark + // whether a new vertex was created for the index (true) or if it was replaced by an existing + // unique vertex (false). This saves an additional std::vector and greatly enhances + // branching performance. + static_assert(AI_MAX_VERTICES == 0x7fffffff, "AI_MAX_VERTICES == 0x7fffffff"); + std::vector replaceIndex( pMesh->mNumVertices, 0xffffffff); + + // float posEpsilonSqr; + SpatialSort* vertexFinder = NULL; + SpatialSort _vertexFinder; + + typedef std::pair SpatPair; + if (shared) { + std::vector* avf; + shared->GetProperty(AI_SPP_SPATIAL_SORT,avf); + if (avf) { + SpatPair& blubb = (*avf)[meshIndex]; + vertexFinder = &blubb.first; + // posEpsilonSqr = blubb.second; + } + } + if (!vertexFinder) { + // bad, need to compute it. + _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D)); + vertexFinder = &_vertexFinder; + // posEpsilonSqr = ComputePositionEpsilon(pMesh); + } + + // Again, better waste some bytes than a realloc ... + std::vector verticesFound; + verticesFound.reserve(10); + + // Run an optimized code path if we don't have multiple UVs or vertex colors. + // This should yield false in more than 99% of all imports ... + const bool complex = ( pMesh->GetNumColorChannels() > 0 || pMesh->GetNumUVChannels() > 1); + const bool hasAnimMeshes = pMesh->mNumAnimMeshes > 0; + + // We'll never have more vertices afterwards. + std::vector> uniqueAnimatedVertices; + if (hasAnimMeshes) { + uniqueAnimatedVertices.resize(pMesh->mNumAnimMeshes); + for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { + uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices); + } + } + + // Now check each vertex if it brings something new to the table + for( unsigned int a = 0; a < pMesh->mNumVertices; a++) { + if (usedVertexIndices.find(a) == usedVertexIndices.end()) { + continue; + } + + // collect the vertex data + Vertex v(pMesh,a); + + // collect all vertices that are close enough to the given position + vertexFinder->FindIdenticalPositions( v.position, verticesFound); + unsigned int matchIndex = 0xffffffff; + + // check all unique vertices close to the position if this vertex is already present among them + for( unsigned int b = 0; b < verticesFound.size(); b++) { + const unsigned int vidx = verticesFound[b]; + const unsigned int uidx = replaceIndex[ vidx]; + if( uidx & 0x80000000) + continue; + + const Vertex& uv = uniqueVertices[ uidx]; + + if (!areVerticesEqual(v, uv, complex)) { + continue; + } + + if (hasAnimMeshes) { + // If given vertex is animated, then it has to be preserver 1 to 1 (base mesh and animated mesh require same topology) + // NOTE: not doing this totaly breaks anim meshes as they don't have their own faces (they use pMesh->mFaces) + bool breaksAnimMesh = false; + for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { + const Vertex& animatedUV = uniqueAnimatedVertices[animMeshIndex][ uidx]; + Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a); + if (!areVerticesEqual(aniMeshVertex, animatedUV, complex)) { + breaksAnimMesh = true; + break; + } + } + if (breaksAnimMesh) { + continue; + } + } + + // we're still here -> this vertex perfectly matches our given vertex + matchIndex = uidx; + break; + } + + // found a replacement vertex among the uniques? + if( matchIndex != 0xffffffff) + { + // store where to found the matching unique vertex + replaceIndex[a] = matchIndex | 0x80000000; + } + else + { + // no unique vertex matches it up to now -> so add it + replaceIndex[a] = (unsigned int)uniqueVertices.size(); + uniqueVertices.push_back( v); + if (hasAnimMeshes) { + for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { + Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a); + uniqueAnimatedVertices[animMeshIndex].push_back(aniMeshVertex); + } + } + } + } + + if (!DefaultLogger::isNullLogger() && DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) { + ASSIMP_LOG_DEBUG_F( + "Mesh ",meshIndex, + " (", + (pMesh->mName.length ? pMesh->mName.data : "unnamed"), + ") | Verts in: ",pMesh->mNumVertices, + " out: ", + uniqueVertices.size(), + " | ~", + ((pMesh->mNumVertices - uniqueVertices.size()) / (float)pMesh->mNumVertices) * 100.f, + "%" + ); + } + + updateXMeshVertices(pMesh, uniqueVertices); + if (hasAnimMeshes) { + for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { + updateXMeshVertices(pMesh->mAnimMeshes[animMeshIndex], uniqueAnimatedVertices[animMeshIndex]); + } + } + + // adjust the indices in all faces + for( unsigned int a = 0; a < pMesh->mNumFaces; a++) + { + aiFace& face = pMesh->mFaces[a]; + for( unsigned int b = 0; b < face.mNumIndices; b++) { + face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000; + } + } + + // adjust bone vertex weights. + for( int a = 0; a < (int)pMesh->mNumBones; a++) { + aiBone* bone = pMesh->mBones[a]; + std::vector newWeights; + newWeights.reserve( bone->mNumWeights); + + if ( NULL != bone->mWeights ) { + for ( unsigned int b = 0; b < bone->mNumWeights; b++ ) { + const aiVertexWeight& ow = bone->mWeights[ b ]; + // if the vertex is a unique one, translate it + if ( !( replaceIndex[ ow.mVertexId ] & 0x80000000 ) ) { + aiVertexWeight nw; + nw.mVertexId = replaceIndex[ ow.mVertexId ]; + nw.mWeight = ow.mWeight; + newWeights.push_back( nw ); + } + } + } else { + ASSIMP_LOG_ERROR( "X-Export: aiBone shall contain weights, but pointer to them is NULL." ); + } + + if (newWeights.size() > 0) { + // kill the old and replace them with the translated weights + delete [] bone->mWeights; + bone->mNumWeights = (unsigned int)newWeights.size(); + + bone->mWeights = new aiVertexWeight[bone->mNumWeights]; + memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight)); + } + else { + + /* NOTE: + * + * In the algorithm above we're assuming that there are no vertices + * with a different bone weight setup at the same position. That wouldn't + * make sense, but it is not absolutely impossible. SkeletonMeshBuilder + * for example generates such input data if two skeleton points + * share the same position. Again this doesn't make sense but is + * reality for some model formats (MD5 for example uses these special + * nodes as attachment tags for its weapons). + * + * Then it is possible that a bone has no weights anymore .... as a quick + * workaround, we're just removing these bones. If they're animated, + * model geometry might be modified but at least there's no risk of a crash. + */ + delete bone; + --pMesh->mNumBones; + for (unsigned int n = a; n < pMesh->mNumBones; ++n) { + pMesh->mBones[n] = pMesh->mBones[n+1]; + } + + --a; + ASSIMP_LOG_WARN("Removing bone -> no weights remaining"); + } + } + return pMesh->mNumVertices; +} + +#endif // !! ASSIMP_BUILD_NO_JOINVERTICES_PROCESS diff --git a/thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.h b/thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.h new file mode 100644 index 0000000000..e017ae62db --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/JoinVerticesProcess.h @@ -0,0 +1,95 @@ +/* +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 Defines a post processing step to join identical vertices + on all imported meshes.*/ +#ifndef AI_JOINVERTICESPROCESS_H_INC +#define AI_JOINVERTICESPROCESS_H_INC + +#include "Common/BaseProcess.h" + +#include + +struct aiMesh; + +namespace Assimp +{ + +// --------------------------------------------------------------------------- +/** The JoinVerticesProcess unites identical vertices in all imported meshes. + * By default the importer returns meshes where each face addressed its own + * set of vertices even if that means that identical vertices are stored multiple + * times. The JoinVerticesProcess finds these identical vertices and + * erases all but one of the copies. This usually reduces the number of vertices + * in a mesh by a serious amount and is the standard form to render a mesh. + */ +class ASSIMP_API JoinVerticesProcess : public BaseProcess { +public: + JoinVerticesProcess(); + ~JoinVerticesProcess(); + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag field. + * @param pFlags The processing flags the importer was called with. A bitwise + * combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + /** Unites identical vertices in the given mesh. + * @param pMesh The mesh to process. + * @param meshIndex Index of the mesh to process + */ + int ProcessMesh( aiMesh* pMesh, unsigned int meshIndex); +}; + +} // end of namespace Assimp + +#endif // AI_CALCTANGENTSPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.cpp b/thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.cpp new file mode 100644 index 0000000000..d560f19287 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.cpp @@ -0,0 +1,201 @@ +/* +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. + +---------------------------------------------------------------------- +*/ + +/** Implementation of the LimitBoneWeightsProcess post processing step */ + + +#include "LimitBoneWeightsProcess.h" +#include +#include +#include +#include +#include + +using namespace Assimp; + + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +LimitBoneWeightsProcess::LimitBoneWeightsProcess() +{ + mMaxWeights = AI_LMW_MAX_WEIGHTS; +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +LimitBoneWeightsProcess::~LimitBoneWeightsProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_LimitBoneWeights) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void LimitBoneWeightsProcess::Execute( aiScene* pScene) { + ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess begin"); + for (unsigned int a = 0; a < pScene->mNumMeshes; ++a ) { + ProcessMesh(pScene->mMeshes[a]); + } + + ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess end"); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void LimitBoneWeightsProcess::SetupProperties(const Importer* pImp) +{ + // get the current value of the property + this->mMaxWeights = pImp->GetPropertyInteger(AI_CONFIG_PP_LBW_MAX_WEIGHTS,AI_LMW_MAX_WEIGHTS); +} + +// ------------------------------------------------------------------------------------------------ +// Unites identical vertices in the given mesh +void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh) +{ + if( !pMesh->HasBones()) + return; + + // collect all bone weights per vertex + typedef std::vector< std::vector< Weight > > WeightsPerVertex; + WeightsPerVertex vertexWeights( pMesh->mNumVertices); + + // collect all weights per vertex + for( unsigned int a = 0; a < pMesh->mNumBones; a++) + { + const aiBone* bone = pMesh->mBones[a]; + for( unsigned int b = 0; b < bone->mNumWeights; b++) + { + const aiVertexWeight& w = bone->mWeights[b]; + vertexWeights[w.mVertexId].push_back( Weight( a, w.mWeight)); + } + } + + unsigned int removed = 0, old_bones = pMesh->mNumBones; + + // now cut the weight count if it exceeds the maximum + bool bChanged = false; + for( WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit) + { + if( vit->size() <= mMaxWeights) + continue; + + bChanged = true; + + // more than the defined maximum -> first sort by weight in descending order. That's + // why we defined the < operator in such a weird way. + std::sort( vit->begin(), vit->end()); + + // now kill everything beyond the maximum count + unsigned int m = static_cast(vit->size()); + vit->erase( vit->begin() + mMaxWeights, vit->end()); + removed += static_cast(m-vit->size()); + + // and renormalize the weights + float sum = 0.0f; + for( std::vector::const_iterator it = vit->begin(); it != vit->end(); ++it ) { + sum += it->mWeight; + } + if( 0.0f != sum ) { + const float invSum = 1.0f / sum; + for( std::vector::iterator it = vit->begin(); it != vit->end(); ++it ) { + it->mWeight *= invSum; + } + } + } + + if (bChanged) { + // rebuild the vertex weight array for all bones + typedef std::vector< std::vector< aiVertexWeight > > WeightsPerBone; + WeightsPerBone boneWeights( pMesh->mNumBones); + for( unsigned int a = 0; a < vertexWeights.size(); a++) + { + const std::vector& vw = vertexWeights[a]; + for( std::vector::const_iterator it = vw.begin(); it != vw.end(); ++it) + boneWeights[it->mBone].push_back( aiVertexWeight( a, it->mWeight)); + } + + // and finally copy the vertex weight list over to the mesh's bones + std::vector abNoNeed(pMesh->mNumBones,false); + bChanged = false; + + for( unsigned int a = 0; a < pMesh->mNumBones; a++) + { + const std::vector& bw = boneWeights[a]; + aiBone* bone = pMesh->mBones[a]; + + if ( bw.empty() ) + { + abNoNeed[a] = bChanged = true; + continue; + } + + // copy the weight list. should always be less weights than before, so we don't need a new allocation + ai_assert( bw.size() <= bone->mNumWeights); + bone->mNumWeights = static_cast( bw.size() ); + ::memcpy( bone->mWeights, &bw[0], bw.size() * sizeof( aiVertexWeight)); + } + + if (bChanged) { + // the number of new bones is smaller than before, so we can reuse the old array + aiBone** ppcCur = pMesh->mBones;aiBone** ppcSrc = ppcCur; + + for (std::vector::const_iterator iter = abNoNeed.begin();iter != abNoNeed.end() ;++iter) { + if (*iter) { + delete *ppcSrc; + --pMesh->mNumBones; + } + else *ppcCur++ = *ppcSrc; + ++ppcSrc; + } + } + + if (!DefaultLogger::isNullLogger()) { + ASSIMP_LOG_INFO_F("Removed ", removed, " weights. Input bones: ", old_bones, ". Output bones: ", pMesh->mNumBones ); + } + } +} diff --git a/thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.h b/thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.h new file mode 100644 index 0000000000..73c2a68d53 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.h @@ -0,0 +1,138 @@ +/* +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. + +---------------------------------------------------------------------- +*/ + +/** Defines a post processing step to limit the number of bones affecting a single vertex. */ +#ifndef AI_LIMITBONEWEIGHTSPROCESS_H_INC +#define AI_LIMITBONEWEIGHTSPROCESS_H_INC + +#include "Common/BaseProcess.h" + +// Forward declarations +struct aiMesh; + +class LimitBoneWeightsTest; + +namespace Assimp { + +// NOTE: If you change these limits, don't forget to change the +// corresponding values in all Assimp ports + +// ********************************************************** +// Java: ConfigProperty.java, +// ConfigProperty.DEFAULT_BONE_WEIGHT_LIMIT +// ********************************************************** + +#if (!defined AI_LMW_MAX_WEIGHTS) +# define AI_LMW_MAX_WEIGHTS 0x4 +#endif // !! AI_LMW_MAX_WEIGHTS + +// --------------------------------------------------------------------------- +/** This post processing step limits the number of bones affecting a vertex +* to a certain maximum value. If a vertex is affected by more than that number +* of bones, the bone weight with the least influence on this vertex are removed. +* The other weights on this bone are then renormalized to assure the sum weight +* to be 1. +*/ +class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess { +public: + LimitBoneWeightsProcess(); + ~LimitBoneWeightsProcess(); + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag. + * @param pFlags The processing flags the importer was called with. + * A bitwise combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, + * false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Called prior to ExecuteOnScene(). + * The function is a request to the process to update its configuration + * basing on the Importer's configuration property list. + */ + void SetupProperties(const Importer* pImp); + + // ------------------------------------------------------------------- + /** Limits the bone weight count for all vertices in the given mesh. + * @param pMesh The mesh to process. + */ + void ProcessMesh( aiMesh* pMesh); + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + /** Describes a bone weight on a vertex */ + struct Weight { + unsigned int mBone; ///< Index of the bone + float mWeight; ///< Weight of that bone on this vertex + Weight() AI_NO_EXCEPT + : mBone(0) + , mWeight(0.0f) { + // empty + } + + Weight( unsigned int pBone, float pWeight) + : mBone(pBone) + , mWeight(pWeight) { + // empty + } + + /** Comparison operator to sort bone weights by descending weight */ + bool operator < (const Weight& pWeight) const { + return mWeight > pWeight.mWeight; + } + }; + + /** Maximum number of bones influencing any single vertex. */ + unsigned int mMaxWeights; +}; + +} // end of namespace Assimp + +#endif // AI_LIMITBONEWEIGHTSPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.cpp b/thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.cpp new file mode 100644 index 0000000000..50ff5ed93d --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.cpp @@ -0,0 +1,226 @@ +/* +--------------------------------------------------------------------------- +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 "MakeVerboseFormat" +*/ + + +#include "MakeVerboseFormat.h" +#include +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +MakeVerboseFormatProcess::MakeVerboseFormatProcess() +{ + // nothing to do here +} +// ------------------------------------------------------------------------------------------------ +MakeVerboseFormatProcess::~MakeVerboseFormatProcess() +{ + // nothing to do here +} +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void MakeVerboseFormatProcess::Execute( aiScene* pScene) +{ + ai_assert(NULL != pScene); + ASSIMP_LOG_DEBUG("MakeVerboseFormatProcess begin"); + + bool bHas = false; + for( unsigned int a = 0; a < pScene->mNumMeshes; a++) + { + if( MakeVerboseFormat( pScene->mMeshes[a])) + bHas = true; + } + if (bHas) { + ASSIMP_LOG_INFO("MakeVerboseFormatProcess finished. There was much work to do ..."); + } else { + ASSIMP_LOG_DEBUG("MakeVerboseFormatProcess. There was nothing to do."); + } + + pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh) +{ + ai_assert(NULL != pcMesh); + + unsigned int iOldNumVertices = pcMesh->mNumVertices; + const unsigned int iNumVerts = pcMesh->mNumFaces*3; + + aiVector3D* pvPositions = new aiVector3D[ iNumVerts ]; + + aiVector3D* pvNormals = NULL; + if (pcMesh->HasNormals()) + { + pvNormals = new aiVector3D[iNumVerts]; + } + aiVector3D* pvTangents = NULL, *pvBitangents = NULL; + if (pcMesh->HasTangentsAndBitangents()) + { + pvTangents = new aiVector3D[iNumVerts]; + pvBitangents = new aiVector3D[iNumVerts]; + } + + aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0}; + aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0}; + + unsigned int p = 0; + while (pcMesh->HasTextureCoords(p)) + apvTextureCoords[p++] = new aiVector3D[iNumVerts]; + + p = 0; + while (pcMesh->HasVertexColors(p)) + apvColorSets[p++] = new aiColor4D[iNumVerts]; + + // allocate enough memory to hold output bones and vertex weights ... + std::vector* newWeights = new std::vector[pcMesh->mNumBones]; + for (unsigned int i = 0;i < pcMesh->mNumBones;++i) { + newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3); + } + + // iterate through all faces and build a clean list + unsigned int iIndex = 0; + for (unsigned int a = 0; a< pcMesh->mNumFaces;++a) + { + aiFace* pcFace = &pcMesh->mFaces[a]; + for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex) + { + // need to build a clean list of bones, too + for (unsigned int i = 0;i < pcMesh->mNumBones;++i) + { + for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++) + { + const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a]; + if(pcFace->mIndices[q] == w.mVertexId) + { + aiVertexWeight wNew; + wNew.mVertexId = iIndex; + wNew.mWeight = w.mWeight; + newWeights[i].push_back(wNew); + } + } + } + + pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]]; + + if (pcMesh->HasNormals()) + { + pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]]; + } + if (pcMesh->HasTangentsAndBitangents()) + { + pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]]; + pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]]; + } + + unsigned int p = 0; + while (pcMesh->HasTextureCoords(p)) + { + apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]]; + ++p; + } + p = 0; + while (pcMesh->HasVertexColors(p)) + { + apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]]; + ++p; + } + pcFace->mIndices[q] = iIndex; + } + } + + + + // build output vertex weights + for (unsigned int i = 0;i < pcMesh->mNumBones;++i) + { + delete [] pcMesh->mBones[i]->mWeights; + if (!newWeights[i].empty()) { + pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()]; + aiVertexWeight *weightToCopy = &( newWeights[i][0] ); + memcpy(pcMesh->mBones[i]->mWeights, weightToCopy, + sizeof(aiVertexWeight) * newWeights[i].size()); + } else { + pcMesh->mBones[i]->mWeights = NULL; + } + } + delete[] newWeights; + + // delete the old members + delete[] pcMesh->mVertices; + pcMesh->mVertices = pvPositions; + + p = 0; + while (pcMesh->HasTextureCoords(p)) + { + delete[] pcMesh->mTextureCoords[p]; + pcMesh->mTextureCoords[p] = apvTextureCoords[p]; + ++p; + } + p = 0; + while (pcMesh->HasVertexColors(p)) + { + delete[] pcMesh->mColors[p]; + pcMesh->mColors[p] = apvColorSets[p]; + ++p; + } + pcMesh->mNumVertices = iNumVerts; + + if (pcMesh->HasNormals()) + { + delete[] pcMesh->mNormals; + pcMesh->mNormals = pvNormals; + } + if (pcMesh->HasTangentsAndBitangents()) + { + delete[] pcMesh->mTangents; + pcMesh->mTangents = pvTangents; + delete[] pcMesh->mBitangents; + pcMesh->mBitangents = pvBitangents; + } + return (pcMesh->mNumVertices != iOldNumVertices); +} diff --git a/thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.h b/thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.h new file mode 100644 index 0000000000..1adf8e2f69 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/MakeVerboseFormat.h @@ -0,0 +1,106 @@ +/* +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 Defines a post processing step to bring a given scene + into the verbose format that is expected by most postprocess steps. + This is the inverse of the "JoinIdenticalVertices" step. */ +#ifndef AI_MAKEVERBOSEFORMAT_H_INC +#define AI_MAKEVERBOSEFORMAT_H_INC + +#include "Common/BaseProcess.h" + +struct aiMesh; + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** MakeVerboseFormatProcess: Class to convert an asset to the verbose + * format which is expected by most postprocess steps. + * + * This is the inverse of what the "JoinIdenticalVertices" step is doing. + * This step has no official flag (since it wouldn't make sense to run it + * during import). It is intended for applications intending to modify the + * returned aiScene. After this step has been executed, they can execute + * other postprocess steps on the data. The code might also be useful to + * quickly adapt code that doesn't result in a verbose representation of + * the scene data. + * The step has been added because it was required by the viewer, however + * it has been moved to the main library since others might find it + * useful, too. */ +class ASSIMP_API_WINONLY MakeVerboseFormatProcess : public BaseProcess +{ +public: + + + MakeVerboseFormatProcess(); + ~MakeVerboseFormatProcess(); + +public: + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag field. + * @param pFlags The processing flags the importer was called with. A bitwise + * combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, false if not */ + bool IsActive( unsigned int /*pFlags*/ ) const + { + // NOTE: There is no direct flag that corresponds to + // this postprocess step. + return false; + } + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. */ + void Execute( aiScene* pScene); + + +private: + + //! Apply the postprocess step to a given submesh + bool MakeVerboseFormat (aiMesh* pcMesh); +}; + +} // end of namespace Assimp + +#endif // !!AI_KILLNORMALPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/OptimizeGraph.cpp b/thirdparty/assimp/code/PostProcessing/OptimizeGraph.cpp new file mode 100644 index 0000000000..5db51f58b6 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/OptimizeGraph.cpp @@ -0,0 +1,351 @@ +/* +--------------------------------------------------------------------------- +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 OptimizeGraph.cpp + * @brief Implementation of the aiProcess_OptimizGraph step + */ + + +#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS + +#include "OptimizeGraph.h" +#include "ProcessHelper.h" +#include +#include +#include + +using namespace Assimp; + +#define AI_RESERVED_NODE_NAME "$Reserved_And_Evil" + +/* AI_OG_USE_HASHING enables the use of hashing to speed-up std::set lookups. + * The unhashed variant should be faster, except for *very* large data sets + */ +#ifdef AI_OG_USE_HASHING + // Use our standard hashing function to compute the hash +# define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length) +#else + // Otherwise hope that std::string will utilize a static buffer + // for shorter node names. This would avoid endless heap copying. +# define AI_OG_GETKEY(str) std::string(str.data) +#endif + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +OptimizeGraphProcess::OptimizeGraphProcess() +: mScene() +, nodes_in() +, nodes_out() +, count_merged() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +OptimizeGraphProcess::~OptimizeGraphProcess() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool OptimizeGraphProcess::IsActive( unsigned int pFlags) const { + return (0 != (pFlags & aiProcess_OptimizeGraph)); +} + +// ------------------------------------------------------------------------------------------------ +// Setup properties for the post-processing step +void OptimizeGraphProcess::SetupProperties(const Importer* pImp) { + // Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST + std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,""); + AddLockedNodeList(tmp); +} + +// ------------------------------------------------------------------------------------------------ +// Collect new children +void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list& nodes) { + nodes_in += nd->mNumChildren; + + // Process children + std::list child_nodes; + for (unsigned int i = 0; i < nd->mNumChildren; ++i) { + CollectNewChildren(nd->mChildren[i],child_nodes); + nd->mChildren[i] = nullptr; + } + + // Check whether we need this node; if not we can replace it by our own children (warn, danger of incest). + if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) { + for (std::list::iterator it = child_nodes.begin(); it != child_nodes.end();) { + + if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) { + (*it)->mTransformation = nd->mTransformation * (*it)->mTransformation; + nodes.push_back(*it); + + it = child_nodes.erase(it); + continue; + } + ++it; + } + + if (nd->mNumMeshes || !child_nodes.empty()) { + nodes.push_back(nd); + } else { + delete nd; /* bye, node */ + return; + } + } else { + + // Retain our current position in the hierarchy + nodes.push_back(nd); + + // Now check for possible optimizations in our list of child nodes. join as many as possible + aiNode* join_master = NULL; + aiMatrix4x4 inv; + + const LockedSetType::const_iterator end = locked.end(); + + std::list join; + for (std::list::iterator it = child_nodes.begin(); it != child_nodes.end();) { + aiNode* child = *it; + if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) { + + // There may be no instanced meshes + unsigned int n = 0; + for (; n < child->mNumMeshes;++n) { + if (meshes[child->mMeshes[n]] > 1) { + break; + } + } + if (n == child->mNumMeshes) { + if (!join_master) { + join_master = child; + inv = join_master->mTransformation; + inv.Inverse(); + } else { + child->mTransformation = inv * child->mTransformation ; + + join.push_back(child); + it = child_nodes.erase(it); + continue; + } + } + } + ++it; + } + if (join_master && !join.empty()) { + join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i",count_merged++); + + unsigned int out_meshes = 0; + for (std::list::iterator it = join.begin(); it != join.end(); ++it) { + out_meshes += (*it)->mNumMeshes; + } + + // copy all mesh references in one array + if (out_meshes) { + unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes; + for (unsigned int n = 0; n < join_master->mNumMeshes;++n) { + *tmp++ = join_master->mMeshes[n]; + } + + for (std::list::iterator it = join.begin(); it != join.end(); ++it) { + for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) { + + *tmp = (*it)->mMeshes[n]; + aiMesh* mesh = mScene->mMeshes[*tmp++]; + + // manually move the mesh into the right coordinate system + const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose(); + for (unsigned int a = 0; a < mesh->mNumVertices; ++a) { + + mesh->mVertices[a] *= (*it)->mTransformation; + + if (mesh->HasNormals()) + mesh->mNormals[a] *= IT; + + if (mesh->HasTangentsAndBitangents()) { + mesh->mTangents[a] *= IT; + mesh->mBitangents[a] *= IT; + } + } + } + delete *it; // bye, node + } + delete[] join_master->mMeshes; + join_master->mMeshes = meshes; + join_master->mNumMeshes += out_meshes; + } + } + } + // reassign children if something changed + if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) { + + delete[] nd->mChildren; + + if (!child_nodes.empty()) { + nd->mChildren = new aiNode*[child_nodes.size()]; + } + else nd->mChildren = nullptr; + } + + nd->mNumChildren = static_cast(child_nodes.size()); + + if (nd->mChildren) { + aiNode** tmp = nd->mChildren; + for (std::list::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) { + aiNode* node = *tmp++ = *it; + node->mParent = nd; + } + } + + nodes_out += static_cast(child_nodes.size()); +} + +// ------------------------------------------------------------------------------------------------ +// Execute the post-processing step on the given scene +void OptimizeGraphProcess::Execute( aiScene* pScene) { + ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin"); + nodes_in = nodes_out = count_merged = 0; + mScene = pScene; + + meshes.resize(pScene->mNumMeshes,0); + FindInstancedMeshes(pScene->mRootNode); + + // build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it + locked.clear(); + for (std::list::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) { +#ifdef AI_OG_USE_HASHING + locked.insert(SuperFastHash((*it).c_str())); +#else + locked.insert(*it); +#endif + } + + for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) { + for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) { + aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a]; + locked.insert(AI_OG_GETKEY(anim->mNodeName)); + } + } + + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) { + + aiBone* bone = pScene->mMeshes[i]->mBones[a]; + locked.insert(AI_OG_GETKEY(bone->mName)); + + // HACK: Meshes referencing bones may not be transformed; we need to look them. + // The easiest way to do this is to increase their reference counters ... + meshes[i] += 2; + } + } + + for (unsigned int i = 0; i < pScene->mNumCameras; ++i) { + aiCamera* cam = pScene->mCameras[i]; + locked.insert(AI_OG_GETKEY(cam->mName)); + } + + for (unsigned int i = 0; i < pScene->mNumLights; ++i) { + aiLight* lgh = pScene->mLights[i]; + locked.insert(AI_OG_GETKEY(lgh->mName)); + } + + // Insert a dummy master node and make it read-only + aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME); + locked.insert(AI_OG_GETKEY(dummy_root->mName)); + + const aiString prev = pScene->mRootNode->mName; + pScene->mRootNode->mParent = dummy_root; + + dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1]; + dummy_root->mChildren[0] = pScene->mRootNode; + + // Do our recursive processing of scenegraph nodes. For each node collect + // a fully new list of children and allow their children to place themselves + // on the same hierarchy layer as their parents. + std::list nodes; + CollectNewChildren (dummy_root,nodes); + + ai_assert(nodes.size() == 1); + + if (dummy_root->mNumChildren == 0) { + pScene->mRootNode = NULL; + throw DeadlyImportError("After optimizing the scene graph, no data remains"); + } + + if (dummy_root->mNumChildren > 1) { + pScene->mRootNode = dummy_root; + + // Keep the dummy node but assign the name of the old root node to it + pScene->mRootNode->mName = prev; + } + else { + + // Remove the dummy root node again. + pScene->mRootNode = dummy_root->mChildren[0]; + + dummy_root->mChildren[0] = NULL; + delete dummy_root; + } + + pScene->mRootNode->mParent = NULL; + if (!DefaultLogger::isNullLogger()) { + if ( nodes_in != nodes_out) { + ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out); + } else { + ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished"); + } + } + meshes.clear(); + locked.clear(); +} + +// ------------------------------------------------------------------------------------------------ +// Build a LUT of all instanced meshes +void OptimizeGraphProcess::FindInstancedMeshes (aiNode* pNode) +{ + for (unsigned int i = 0; i < pNode->mNumMeshes;++i) { + ++meshes[pNode->mMeshes[i]]; + } + + for (unsigned int i = 0; i < pNode->mNumChildren; ++i) + FindInstancedMeshes(pNode->mChildren[i]); +} + +#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS diff --git a/thirdparty/assimp/code/PostProcessing/OptimizeGraph.h b/thirdparty/assimp/code/PostProcessing/OptimizeGraph.h new file mode 100644 index 0000000000..82cc5db3fe --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/OptimizeGraph.h @@ -0,0 +1,140 @@ +/* +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 OptimizeGraph.h + * @brief Declares a post processing step to optimize the scenegraph + */ +#ifndef AI_OPTIMIZEGRAPHPROCESS_H_INC +#define AI_OPTIMIZEGRAPHPROCESS_H_INC + +#include "Common/BaseProcess.h" +#include "PostProcessing/ProcessHelper.h" + +#include + +#include + +// Forward declarations +struct aiMesh; + +class OptimizeGraphProcessTest; + +namespace Assimp { + +// ----------------------------------------------------------------------------- +/** @brief Postprocessing step to optimize the scenegraph + * + * The implementation tries to merge nodes, even if they use different + * transformations. Animations are preserved. + * + * @see aiProcess_OptimizeGraph for a detailed description of the + * algorithm being applied. + */ +class OptimizeGraphProcess : public BaseProcess { +public: + OptimizeGraphProcess(); + ~OptimizeGraphProcess(); + + // ------------------------------------------------------------------- + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + void SetupProperties(const Importer* pImp); + + // ------------------------------------------------------------------- + /** @brief Add a list of node names to be locked and not modified. + * @param in List of nodes. See #AI_CONFIG_PP_OG_EXCLUDE_LIST for + * format explanations. + */ + inline void AddLockedNodeList(std::string& in) { + ConvertListToStrings (in,locked_nodes); + } + + // ------------------------------------------------------------------- + /** @brief Add another node to be locked and not modified. + * @param name Name to be locked + */ + inline void AddLockedNode(std::string& name) { + locked_nodes.push_back(name); + } + + // ------------------------------------------------------------------- + /** @brief Remove a node from the list of locked nodes. + * @param name Name to be unlocked + */ + inline void RemoveLockedNode(std::string& name) { + locked_nodes.remove(name); + } + +protected: + void CollectNewChildren(aiNode* nd, std::list& nodes); + void FindInstancedMeshes (aiNode* pNode); + +private: +#ifdef AI_OG_USE_HASHING + typedef std::set LockedSetType; +#else + typedef std::set LockedSetType; +#endif + + //! Scene we're working with + aiScene* mScene; + + //! List of locked names. Stored is the hash of the name + LockedSetType locked; + + //! List of nodes to be locked in addition to those with animations, lights or cameras assigned. + std::list locked_nodes; + + //! Node counters for logging purposes + unsigned int nodes_in,nodes_out, count_merged; + + //! Reference counters for meshes + std::vector meshes; +}; + +} // end of namespace Assimp + +#endif // AI_OPTIMIZEGRAPHPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/OptimizeMeshes.cpp b/thirdparty/assimp/code/PostProcessing/OptimizeMeshes.cpp new file mode 100644 index 0000000000..3f6765f6ca --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/OptimizeMeshes.cpp @@ -0,0 +1,256 @@ +/* +--------------------------------------------------------------------------- +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 OptimizeMeshes.cpp + * @brief Implementation of the aiProcess_OptimizeMeshes step + */ + + +#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS + + +#include "OptimizeMeshes.h" +#include "ProcessHelper.h" +#include +#include + +using namespace Assimp; + +static const unsigned int NotSet = 0xffffffff; +static const unsigned int DeadBeef = 0xdeadbeef; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +OptimizeMeshesProcess::OptimizeMeshesProcess() + : mScene() + , pts(false) + , max_verts( NotSet ) + , max_faces( NotSet ) { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +OptimizeMeshesProcess::~OptimizeMeshesProcess() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const +{ + // Our behaviour needs to be different if the SortByPType or SplitLargeMeshes + // steps are active. Thus we need to query their flags here and store the + // information, although we're breaking const-correctness. + // That's a serious design flaw, consider redesign. + if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) { + pts = (0 != (pFlags & aiProcess_SortByPType)); + max_verts = ( 0 != ( pFlags & aiProcess_SplitLargeMeshes ) ) ? DeadBeef : max_verts; + return true; + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +// Setup properties for the post-processing step +void OptimizeMeshesProcess::SetupProperties(const Importer* pImp) +{ + if( max_verts == DeadBeef /* magic hack */ ) { + max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES); + max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES); + } +} + +// ------------------------------------------------------------------------------------------------ +// Execute step +void OptimizeMeshesProcess::Execute( aiScene* pScene) +{ + const unsigned int num_old = pScene->mNumMeshes; + if (num_old <= 1) { + ASSIMP_LOG_DEBUG("Skipping OptimizeMeshesProcess"); + return; + } + + ASSIMP_LOG_DEBUG("OptimizeMeshesProcess begin"); + mScene = pScene; + + // need to clear persistent members from previous runs + merge_list.resize( 0 ); + output.resize( 0 ); + + // ensure we have the right sizes + merge_list.reserve(pScene->mNumMeshes); + output.reserve(pScene->mNumMeshes); + + // Prepare lookup tables + meshes.resize(pScene->mNumMeshes); + FindInstancedMeshes(pScene->mRootNode); + if( max_verts == DeadBeef ) /* undo the magic hack */ + max_verts = NotSet; + + // ... instanced meshes are immediately processed and added to the output list + for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) { + meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]); + + if (meshes[i].instance_cnt > 1 && meshes[i].output_id == NotSet ) { + meshes[i].output_id = n++; + output.push_back(mScene->mMeshes[i]); + } + } + + // and process all nodes in the scenegraph recursively + ProcessNode(pScene->mRootNode); + if (!output.size()) { + throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong"); + } + + meshes.resize( 0 ); + ai_assert(output.size() <= num_old); + + mScene->mNumMeshes = static_cast(output.size()); + std::copy(output.begin(),output.end(),mScene->mMeshes); + + if (output.size() != num_old) { + ASSIMP_LOG_DEBUG_F("OptimizeMeshesProcess finished. Input meshes: ", num_old, ", Output meshes: ", pScene->mNumMeshes); + } else { + ASSIMP_LOG_DEBUG( "OptimizeMeshesProcess finished" ); + } +} + +// ------------------------------------------------------------------------------------------------ +// Process meshes for a single node +void OptimizeMeshesProcess::ProcessNode( aiNode* pNode) +{ + for (unsigned int i = 0; i < pNode->mNumMeshes;++i) { + unsigned int& im = pNode->mMeshes[i]; + + if (meshes[im].instance_cnt > 1) { + im = meshes[im].output_id; + } + else { + merge_list.resize( 0 ); + unsigned int verts = 0, faces = 0; + + // Find meshes to merge with us + for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) { + unsigned int am = pNode->mMeshes[a]; + if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) { + + merge_list.push_back(mScene->mMeshes[am]); + verts += mScene->mMeshes[am]->mNumVertices; + faces += mScene->mMeshes[am]->mNumFaces; + + pNode->mMeshes[a] = pNode->mMeshes[pNode->mNumMeshes - 1]; + --pNode->mNumMeshes; + --a; + } + } + + // and merge all meshes which we found, replace the old ones + if (!merge_list.empty()) { + merge_list.push_back(mScene->mMeshes[im]); + + aiMesh* out; + SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end()); + output.push_back(out); + } else { + output.push_back(mScene->mMeshes[im]); + } + im = static_cast(output.size()-1); + } + } + + + for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) { + ProcessNode( pNode->mChildren[ i ] ); + } +} + +// ------------------------------------------------------------------------------------------------ +// Check whether two meshes can be joined +bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces ) +{ + if (meshes[a].vertex_format != meshes[b].vertex_format) + return false; + + aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b]; + + if ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) || + (NotSet != max_faces && faces+mb->mNumFaces > max_faces)) { + return false; + } + + // Never merge unskinned meshes with skinned meshes + if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones()) + return false; + + // Never merge meshes with different kinds of primitives if SortByPType did already + // do its work. We would destroy everything again ... + if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes) + return false; + + // If both meshes are skinned, check whether we have many bones defined in both meshes. + // If yes, we can join them. + if (ma->HasBones()) { + // TODO + return false; + } + return true; +} + +// ------------------------------------------------------------------------------------------------ +// Build a LUT of all instanced meshes +void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode) +{ + for( unsigned int i = 0; i < pNode->mNumMeshes; ++i ) { + ++meshes[ pNode->mMeshes[ i ] ].instance_cnt; + } + + for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) { + FindInstancedMeshes( pNode->mChildren[ i ] ); + } +} + +// ------------------------------------------------------------------------------------------------ + +#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS diff --git a/thirdparty/assimp/code/PostProcessing/OptimizeMeshes.h b/thirdparty/assimp/code/PostProcessing/OptimizeMeshes.h new file mode 100644 index 0000000000..dec4ab52de --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/OptimizeMeshes.h @@ -0,0 +1,186 @@ +/* +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 OptimizeMeshes.h + * @brief Declares a post processing step to join meshes, if possible + */ +#ifndef AI_OPTIMIZEMESHESPROCESS_H_INC +#define AI_OPTIMIZEMESHESPROCESS_H_INC + +#include "Common/BaseProcess.h" + +#include + +#include + +struct aiMesh; +struct aiNode; +class OptimizeMeshesProcessTest; + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** @brief Postprocessing step to optimize mesh usage + * + * The implementation looks for meshes that could be joined and joins them. + * Usually this will reduce the number of drawcalls. + * + * @note Instanced meshes are currently not processed. + */ +class OptimizeMeshesProcess : public BaseProcess { +public: + /// @brief The class constructor. + OptimizeMeshesProcess(); + + /// @brief The class destructor. + ~OptimizeMeshesProcess(); + + /** @brief Internal utility to store additional mesh info + */ + struct MeshInfo { + MeshInfo() AI_NO_EXCEPT + : instance_cnt(0) + , vertex_format(0) + , output_id(0xffffffff) { + // empty + } + + //! Number of times this mesh is referenced + unsigned int instance_cnt; + + //! Vertex format id + unsigned int vertex_format; + + //! Output ID + unsigned int output_id; + }; + +public: + // ------------------------------------------------------------------- + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + void SetupProperties(const Importer* pImp); + + + // ------------------------------------------------------------------- + /** @brief Specify whether you want meshes with different + * primitive types to be merged as well. + * + * IsActive() sets this property automatically to true if the + * aiProcess_SortByPType flag is found. + */ + void EnablePrimitiveTypeSorting(bool enable) { + pts = enable; + } + + // Getter + bool IsPrimitiveTypeSortingEnabled () const { + return pts; + } + + + // ------------------------------------------------------------------- + /** @brief Specify a maximum size of a single output mesh. + * + * If a single input mesh already exceeds this limit, it won't + * be split. + * @param verts Maximum number of vertices per mesh + * @param faces Maximum number of faces per mesh + */ + void SetPreferredMeshSizeLimit (unsigned int verts, unsigned int faces) + { + max_verts = verts; + max_faces = faces; + } + + +protected: + + // ------------------------------------------------------------------- + /** @brief Do the actual optimization on all meshes of this node + * @param pNode Node we're working with + */ + void ProcessNode( aiNode* pNode); + + // ------------------------------------------------------------------- + /** @brief Returns true if b can be joined with a + * + * @param verts Number of output verts up to now + * @param faces Number of output faces up to now + */ + bool CanJoin ( unsigned int a, unsigned int b, + unsigned int verts, unsigned int faces ); + + // ------------------------------------------------------------------- + /** @brief Find instanced meshes, for the moment we're excluding + * them from all optimizations + */ + void FindInstancedMeshes (aiNode* pNode); + +private: + + //! Scene we're working with + aiScene* mScene; + + //! Per mesh info + std::vector meshes; + + //! Output meshes + std::vector output; + + //! @see EnablePrimitiveTypeSorting + mutable bool pts; + + //! @see SetPreferredMeshSizeLimit + mutable unsigned int max_verts,max_faces; + + //! Temporary storage + std::vector merge_list; +}; + +} // end of namespace Assimp + +#endif // AI_CALCTANGENTSPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/PretransformVertices.cpp b/thirdparty/assimp/code/PostProcessing/PretransformVertices.cpp new file mode 100644 index 0000000000..52001a0578 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/PretransformVertices.cpp @@ -0,0 +1,728 @@ +/* +--------------------------------------------------------------------------- +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 PretransformVertices.cpp + * @brief Implementation of the "PretransformVertices" post processing step +*/ + + +#include "PretransformVertices.h" +#include "ProcessHelper.h" +#include +#include + +using namespace Assimp; + +// some array offsets +#define AI_PTVS_VERTEX 0x0 +#define AI_PTVS_FACE 0x1 + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +PretransformVertices::PretransformVertices() +: configKeepHierarchy (false) +, configNormalize(false) +, configTransform(false) +, configTransformation() +, mConfigPointCloud( false ) { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +PretransformVertices::~PretransformVertices() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool PretransformVertices::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_PreTransformVertices) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Setup import configuration +void PretransformVertices::SetupProperties(const Importer* pImp) +{ + // Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY, AI_CONFIG_PP_PTV_NORMALIZE, + // AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION and AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION + configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0)); + configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE,0)); + configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,0)); + + configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4()); + + mConfigPointCloud = pImp->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS); +} + +// ------------------------------------------------------------------------------------------------ +// Count the number of nodes +unsigned int PretransformVertices::CountNodes( aiNode* pcNode ) +{ + unsigned int iRet = 1; + for (unsigned int i = 0;i < pcNode->mNumChildren;++i) + { + iRet += CountNodes(pcNode->mChildren[i]); + } + return iRet; +} + +// ------------------------------------------------------------------------------------------------ +// Get a bitwise combination identifying the vertex format of a mesh +unsigned int PretransformVertices::GetMeshVFormat( aiMesh* pcMesh ) +{ + // the vertex format is stored in aiMesh::mBones for later retrieval. + // there isn't a good reason to compute it a few hundred times + // from scratch. The pointer is unused as animations are lost + // during PretransformVertices. + if (pcMesh->mBones) + return (unsigned int)(uint64_t)pcMesh->mBones; + + + const unsigned int iRet = GetMeshVFormatUnique(pcMesh); + + // store the value for later use + pcMesh->mBones = (aiBone**)(uint64_t)iRet; + return iRet; +} + +// ------------------------------------------------------------------------------------------------ +// Count the number of vertices in the whole scene and a given +// material index +void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat, + unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices) +{ + for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) + { + aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; + if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh)) + { + *piVertices += pcMesh->mNumVertices; + *piFaces += pcMesh->mNumFaces; + } + } + for (unsigned int i = 0;i < pcNode->mNumChildren;++i) + { + CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat, + iVFormat,piFaces,piVertices); + } +} + +// ------------------------------------------------------------------------------------------------ +// Collect vertex/face data +void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat, + unsigned int iVFormat, aiMesh* pcMeshOut, + unsigned int aiCurrent[2], unsigned int* num_refs) +{ + // No need to multiply if there's no transformation + const bool identity = pcNode->mTransformation.IsIdentity(); + for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) + { + aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; + if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh)) + { + // Decrement mesh reference counter + unsigned int& num_ref = num_refs[pcNode->mMeshes[i]]; + ai_assert(0 != num_ref); + --num_ref; + // Save the name of the last mesh + if (num_ref==0) + { + pcMeshOut->mName = pcMesh->mName; + } + + if (identity) { + // copy positions without modifying them + ::memcpy(pcMeshOut->mVertices + aiCurrent[AI_PTVS_VERTEX], + pcMesh->mVertices, + pcMesh->mNumVertices * sizeof(aiVector3D)); + + if (iVFormat & 0x2) { + // copy normals without modifying them + ::memcpy(pcMeshOut->mNormals + aiCurrent[AI_PTVS_VERTEX], + pcMesh->mNormals, + pcMesh->mNumVertices * sizeof(aiVector3D)); + } + if (iVFormat & 0x4) + { + // copy tangents without modifying them + ::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX], + pcMesh->mTangents, + pcMesh->mNumVertices * sizeof(aiVector3D)); + // copy bitangents without modifying them + ::memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX], + pcMesh->mBitangents, + pcMesh->mNumVertices * sizeof(aiVector3D)); + } + } + else + { + // copy positions, transform them to worldspace + for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) { + pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n]; + } + aiMatrix4x4 mWorldIT = pcNode->mTransformation; + mWorldIT.Inverse().Transpose(); + + // TODO: implement Inverse() for aiMatrix3x3 + aiMatrix3x3 m = aiMatrix3x3(mWorldIT); + + if (iVFormat & 0x2) + { + // copy normals, transform them to worldspace + for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) { + pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] = + (m * pcMesh->mNormals[n]).Normalize(); + } + } + if (iVFormat & 0x4) + { + // copy tangents and bitangents, transform them to worldspace + for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) { + pcMeshOut->mTangents [aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mTangents[n]).Normalize(); + pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mBitangents[n]).Normalize(); + } + } + } + unsigned int p = 0; + while (iVFormat & (0x100 << p)) + { + // copy texture coordinates + memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX], + pcMesh->mTextureCoords[p], + pcMesh->mNumVertices * sizeof(aiVector3D)); + ++p; + } + p = 0; + while (iVFormat & (0x1000000 << p)) + { + // copy vertex colors + memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX], + pcMesh->mColors[p], + pcMesh->mNumVertices * sizeof(aiColor4D)); + ++p; + } + // now we need to copy all faces. since we will delete the source mesh afterwards, + // we don't need to reallocate the array of indices except if this mesh is + // referenced multiple times. + for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck) + { + aiFace& f_src = pcMesh->mFaces[planck]; + aiFace& f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck]; + + const unsigned int num_idx = f_src.mNumIndices; + + f_dst.mNumIndices = num_idx; + + unsigned int* pi; + if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */ + pi = f_dst.mIndices = f_src.mIndices; + + // offset all vertex indices + for (unsigned int hahn = 0; hahn < num_idx;++hahn){ + pi[hahn] += aiCurrent[AI_PTVS_VERTEX]; + } + } + else { + pi = f_dst.mIndices = new unsigned int[num_idx]; + + // copy and offset all vertex indices + for (unsigned int hahn = 0; hahn < num_idx;++hahn){ + pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX]; + } + } + + // Update the mPrimitiveTypes member of the mesh + switch (pcMesh->mFaces[planck].mNumIndices) + { + case 0x1: + pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT; + break; + case 0x2: + pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_LINE; + break; + case 0x3: + pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; + break; + default: + pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POLYGON; + break; + }; + } + aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices; + aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces; + } + } + + // append all children of us + for (unsigned int i = 0;i < pcNode->mNumChildren;++i) { + CollectData(pcScene,pcNode->mChildren[i],iMat, + iVFormat,pcMeshOut,aiCurrent,num_refs); + } +} + +// ------------------------------------------------------------------------------------------------ +// Get a list of all vertex formats that occur for a given material index +// The output list contains duplicate elements +void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat, + std::list& aiOut) +{ + for (unsigned int i = 0; i < pcScene->mNumMeshes;++i) + { + aiMesh* pcMesh = pcScene->mMeshes[ i ]; + if (iMat == pcMesh->mMaterialIndex) { + aiOut.push_back(GetMeshVFormat(pcMesh)); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Compute the absolute transformation matrices of each node +void PretransformVertices::ComputeAbsoluteTransform( aiNode* pcNode ) +{ + if (pcNode->mParent) { + pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation; + } + + for (unsigned int i = 0;i < pcNode->mNumChildren;++i) { + ComputeAbsoluteTransform(pcNode->mChildren[i]); + } +} + +// ------------------------------------------------------------------------------------------------ +// Apply the node transformation to a mesh +void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat) +{ + // Check whether we need to transform the coordinates at all + if (!mat.IsIdentity()) { + + if (mesh->HasPositions()) { + for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { + mesh->mVertices[i] = mat * mesh->mVertices[i]; + } + } + if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) { + aiMatrix4x4 mWorldIT = mat; + mWorldIT.Inverse().Transpose(); + + // TODO: implement Inverse() for aiMatrix3x3 + aiMatrix3x3 m = aiMatrix3x3(mWorldIT); + + if (mesh->HasNormals()) { + for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { + mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize(); + } + } + if (mesh->HasTangentsAndBitangents()) { + for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { + mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize(); + mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize(); + } + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Simple routine to build meshes in worldspace, no further optimization +void PretransformVertices::BuildWCSMeshes(std::vector& out, aiMesh** in, + unsigned int numIn, aiNode* node) +{ + // NOTE: + // aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy + // aiMesh::mBones store reference to abs. transform we multiplied with + + // process meshes + for (unsigned int i = 0; i < node->mNumMeshes;++i) { + aiMesh* mesh = in[node->mMeshes[i]]; + + // check whether we can operate on this mesh + if (!mesh->mBones || *reinterpret_cast(mesh->mBones) == node->mTransformation) { + // yes, we can. + mesh->mBones = reinterpret_cast (&node->mTransformation); + mesh->mNumBones = UINT_MAX; + } + else { + + // try to find us in the list of newly created meshes + for (unsigned int n = 0; n < out.size(); ++n) { + aiMesh* ctz = out[n]; + if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast(ctz->mBones) == node->mTransformation) { + + // ok, use this one. Update node mesh index + node->mMeshes[i] = numIn + n; + } + } + if (node->mMeshes[i] < numIn) { + // Worst case. Need to operate on a full copy of the mesh + ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms"); + aiMesh* ntz; + + const unsigned int tmp = mesh->mNumBones; // + mesh->mNumBones = 0; + SceneCombiner::Copy(&ntz,mesh); + mesh->mNumBones = tmp; + + ntz->mNumBones = node->mMeshes[i]; + ntz->mBones = reinterpret_cast (&node->mTransformation); + + out.push_back(ntz); + + node->mMeshes[i] = static_cast(numIn + out.size() - 1); + } + } + } + + // call children + for (unsigned int i = 0; i < node->mNumChildren;++i) + BuildWCSMeshes(out,in,numIn,node->mChildren[i]); +} + +// ------------------------------------------------------------------------------------------------ +// Reset transformation matrices to identity +void PretransformVertices::MakeIdentityTransform(aiNode* nd) +{ + nd->mTransformation = aiMatrix4x4(); + + // call children + for (unsigned int i = 0; i < nd->mNumChildren;++i) + MakeIdentityTransform(nd->mChildren[i]); +} + +// ------------------------------------------------------------------------------------------------ +// Build reference counters for all meshes +void PretransformVertices::BuildMeshRefCountArray(aiNode* nd, unsigned int * refs) +{ + for (unsigned int i = 0; i< nd->mNumMeshes;++i) + refs[nd->mMeshes[i]]++; + + // call children + for (unsigned int i = 0; i < nd->mNumChildren;++i) + BuildMeshRefCountArray(nd->mChildren[i],refs); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void PretransformVertices::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("PretransformVerticesProcess begin"); + + // Return immediately if we have no meshes + if (!pScene->mNumMeshes) + return; + + const unsigned int iOldMeshes = pScene->mNumMeshes; + const unsigned int iOldAnimationChannels = pScene->mNumAnimations; + const unsigned int iOldNodes = CountNodes(pScene->mRootNode); + + if(configTransform) { + pScene->mRootNode->mTransformation = configTransformation; + } + + // first compute absolute transformation matrices for all nodes + ComputeAbsoluteTransform(pScene->mRootNode); + + // Delete aiMesh::mBones for all meshes. The bones are + // removed during this step and we need the pointer as + // temporary storage + for (unsigned int i = 0; i < pScene->mNumMeshes;++i) { + aiMesh* mesh = pScene->mMeshes[i]; + + for (unsigned int a = 0; a < mesh->mNumBones;++a) + delete mesh->mBones[a]; + + delete[] mesh->mBones; + mesh->mBones = NULL; + } + + // now build a list of output meshes + std::vector apcOutMeshes; + + // Keep scene hierarchy? It's an easy job in this case ... + // we go on and transform all meshes, if one is referenced by nodes + // with different absolute transformations a depth copy of the mesh + // is required. + if( configKeepHierarchy ) { + + // Hack: store the matrix we're transforming a mesh with in aiMesh::mBones + BuildWCSMeshes(apcOutMeshes,pScene->mMeshes,pScene->mNumMeshes, pScene->mRootNode); + + // ... if new meshes have been generated, append them to the end of the scene + if (apcOutMeshes.size() > 0) { + aiMesh** npp = new aiMesh*[pScene->mNumMeshes + apcOutMeshes.size()]; + + memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes); + memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size()); + + pScene->mNumMeshes += static_cast(apcOutMeshes.size()); + delete[] pScene->mMeshes; pScene->mMeshes = npp; + } + + // now iterate through all meshes and transform them to worldspace + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + ApplyTransform(pScene->mMeshes[i],*reinterpret_cast( pScene->mMeshes[i]->mBones )); + + // prevent improper destruction + pScene->mMeshes[i]->mBones = NULL; + pScene->mMeshes[i]->mNumBones = 0; + } + } else { + apcOutMeshes.reserve(pScene->mNumMaterials<<1u); + std::list aiVFormats; + + std::vector s(pScene->mNumMeshes,0); + BuildMeshRefCountArray(pScene->mRootNode,&s[0]); + + for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { + // get the list of all vertex formats for this material + aiVFormats.clear(); + GetVFormatList(pScene,i,aiVFormats); + aiVFormats.sort(); + aiVFormats.unique(); + for (std::list::const_iterator j = aiVFormats.begin();j != aiVFormats.end();++j) { + unsigned int iVertices = 0; + unsigned int iFaces = 0; + CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices); + if (0 != iFaces && 0 != iVertices) + { + apcOutMeshes.push_back(new aiMesh()); + aiMesh* pcMesh = apcOutMeshes.back(); + pcMesh->mNumFaces = iFaces; + pcMesh->mNumVertices = iVertices; + pcMesh->mFaces = new aiFace[iFaces]; + pcMesh->mVertices = new aiVector3D[iVertices]; + pcMesh->mMaterialIndex = i; + if ((*j) & 0x2)pcMesh->mNormals = new aiVector3D[iVertices]; + if ((*j) & 0x4) + { + pcMesh->mTangents = new aiVector3D[iVertices]; + pcMesh->mBitangents = new aiVector3D[iVertices]; + } + iFaces = 0; + while ((*j) & (0x100 << iFaces)) + { + pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices]; + if ((*j) & (0x10000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3; + else pcMesh->mNumUVComponents[iFaces] = 2; + iFaces++; + } + iFaces = 0; + while ((*j) & (0x1000000 << iFaces)) + pcMesh->mColors[iFaces++] = new aiColor4D[iVertices]; + + // fill the mesh ... + unsigned int aiTemp[2] = {0,0}; + CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp,&s[0]); + } + } + } + + // If no meshes are referenced in the node graph it is possible that we get no output meshes. + if (apcOutMeshes.empty()) { + + throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes"); + } + else + { + // now delete all meshes in the scene and build a new mesh list + for (unsigned int i = 0; i < pScene->mNumMeshes;++i) + { + aiMesh* mesh = pScene->mMeshes[i]; + mesh->mNumBones = 0; + mesh->mBones = NULL; + + // we're reusing the face index arrays. avoid destruction + for (unsigned int a = 0; a < mesh->mNumFaces; ++a) { + mesh->mFaces[a].mNumIndices = 0; + mesh->mFaces[a].mIndices = NULL; + } + + delete mesh; + + // Invalidate the contents of the old mesh array. We will most + // likely have less output meshes now, so the last entries of + // the mesh array are not overridden. We set them to NULL to + // make sure the developer gets notified when his application + // attempts to access these fields ... + mesh = NULL; + } + + // It is impossible that we have more output meshes than + // input meshes, so we can easily reuse the old mesh array + pScene->mNumMeshes = (unsigned int)apcOutMeshes.size(); + for (unsigned int i = 0; i < pScene->mNumMeshes;++i) { + pScene->mMeshes[i] = apcOutMeshes[i]; + } + } + } + + // remove all animations from the scene + for (unsigned int i = 0; i < pScene->mNumAnimations;++i) + delete pScene->mAnimations[i]; + delete[] pScene->mAnimations; + + pScene->mAnimations = NULL; + pScene->mNumAnimations = 0; + + // --- we need to keep all cameras and lights + for (unsigned int i = 0; i < pScene->mNumCameras;++i) + { + aiCamera* cam = pScene->mCameras[i]; + const aiNode* nd = pScene->mRootNode->FindNode(cam->mName); + ai_assert(NULL != nd); + + // multiply all properties of the camera with the absolute + // transformation of the corresponding node + cam->mPosition = nd->mTransformation * cam->mPosition; + cam->mLookAt = aiMatrix3x3( nd->mTransformation ) * cam->mLookAt; + cam->mUp = aiMatrix3x3( nd->mTransformation ) * cam->mUp; + } + + for (unsigned int i = 0; i < pScene->mNumLights;++i) + { + aiLight* l = pScene->mLights[i]; + const aiNode* nd = pScene->mRootNode->FindNode(l->mName); + ai_assert(NULL != nd); + + // multiply all properties of the camera with the absolute + // transformation of the corresponding node + l->mPosition = nd->mTransformation * l->mPosition; + l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection; + l->mUp = aiMatrix3x3( nd->mTransformation ) * l->mUp; + } + + if( !configKeepHierarchy ) { + + // now delete all nodes in the scene and build a new + // flat node graph with a root node and some level 1 children + aiNode* newRoot = new aiNode(); + newRoot->mName = pScene->mRootNode->mName; + delete pScene->mRootNode; + pScene->mRootNode = newRoot; + + if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras) + { + pScene->mRootNode->mNumMeshes = 1; + pScene->mRootNode->mMeshes = new unsigned int[1]; + pScene->mRootNode->mMeshes[0] = 0; + } + else + { + pScene->mRootNode->mNumChildren = pScene->mNumMeshes+pScene->mNumLights+pScene->mNumCameras; + aiNode** nodes = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren]; + + // generate mesh nodes + for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes) + { + aiNode* pcNode = new aiNode(); + *nodes = pcNode; + pcNode->mParent = pScene->mRootNode; + pcNode->mName = pScene->mMeshes[i]->mName; + + // setup mesh indices + pcNode->mNumMeshes = 1; + pcNode->mMeshes = new unsigned int[1]; + pcNode->mMeshes[0] = i; + } + // generate light nodes + for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes) + { + aiNode* pcNode = new aiNode(); + *nodes = pcNode; + pcNode->mParent = pScene->mRootNode; + pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "light_%u",i); + pScene->mLights[i]->mName = pcNode->mName; + } + // generate camera nodes + for (unsigned int i = 0; i < pScene->mNumCameras;++i,++nodes) + { + aiNode* pcNode = new aiNode(); + *nodes = pcNode; + pcNode->mParent = pScene->mRootNode; + pcNode->mName.length = ::ai_snprintf(pcNode->mName.data,MAXLEN,"cam_%u",i); + pScene->mCameras[i]->mName = pcNode->mName; + } + } + } + else { + // ... and finally set the transformation matrix of all nodes to identity + MakeIdentityTransform(pScene->mRootNode); + } + + if (configNormalize) { + // compute the boundary of all meshes + aiVector3D min,max; + MinMaxChooser ()(min,max); + + for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) { + aiMesh* m = pScene->mMeshes[a]; + for (unsigned int i = 0; i < m->mNumVertices;++i) { + min = std::min(m->mVertices[i],min); + max = std::max(m->mVertices[i],max); + } + } + + // find the dominant axis + aiVector3D d = max-min; + const ai_real div = std::max(d.x,std::max(d.y,d.z))*ai_real( 0.5); + + d = min + d * (ai_real)0.5; + for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) { + aiMesh* m = pScene->mMeshes[a]; + for (unsigned int i = 0; i < m->mNumVertices;++i) { + m->mVertices[i] = (m->mVertices[i]-d)/div; + } + } + } + + // print statistics + if (!DefaultLogger::isNullLogger()) { + ASSIMP_LOG_DEBUG("PretransformVerticesProcess finished"); + + ASSIMP_LOG_INFO_F("Removed ", iOldNodes, " nodes and ", iOldAnimationChannels, " animation channels (", + CountNodes(pScene->mRootNode) ," output nodes)" ); + ASSIMP_LOG_INFO_F("Kept ", pScene->mNumLights, " lights and ", pScene->mNumCameras, " cameras." ); + ASSIMP_LOG_INFO_F("Moved ", iOldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")"); + } +} diff --git a/thirdparty/assimp/code/PostProcessing/PretransformVertices.h b/thirdparty/assimp/code/PostProcessing/PretransformVertices.h new file mode 100644 index 0000000000..b2982951e0 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/PretransformVertices.h @@ -0,0 +1,166 @@ +/* +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 PretransformVertices.h + * @brief Defines a post processing step to pretransform all + * vertices in the scenegraph + */ +#ifndef AI_PRETRANSFORMVERTICES_H_INC +#define AI_PRETRANSFORMVERTICES_H_INC + +#include "Common/BaseProcess.h" + +#include + +#include +#include + +// Forward declarations +struct aiNode; + +class PretransformVerticesTest; + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** The PretransformVertices pre-transforms all vertices in the node tree + * and removes the whole graph. The output is a list of meshes, one for + * each material. +*/ +class ASSIMP_API PretransformVertices : public BaseProcess { +public: + PretransformVertices (); + ~PretransformVertices (); + + // ------------------------------------------------------------------- + // Check whether step is active + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + // Execute step on a given scene + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + // Setup import settings + void SetupProperties(const Importer* pImp); + + // ------------------------------------------------------------------- + /** @brief Toggle the 'keep hierarchy' option + * @param keep true for keep configuration. + */ + void KeepHierarchy(bool keep) { + configKeepHierarchy = keep; + } + + // ------------------------------------------------------------------- + /** @brief Check whether 'keep hierarchy' is currently enabled. + * @return ... + */ + bool IsHierarchyKept() const { + return configKeepHierarchy; + } + +private: + // ------------------------------------------------------------------- + // Count the number of nodes + unsigned int CountNodes( aiNode* pcNode ); + + // ------------------------------------------------------------------- + // Get a bitwise combination identifying the vertex format of a mesh + unsigned int GetMeshVFormat(aiMesh* pcMesh); + + // ------------------------------------------------------------------- + // Count the number of vertices in the whole scene and a given + // material index + void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, + unsigned int iMat, + unsigned int iVFormat, + unsigned int* piFaces, + unsigned int* piVertices); + + // ------------------------------------------------------------------- + // Collect vertex/face data + void CollectData( aiScene* pcScene, aiNode* pcNode, + unsigned int iMat, + unsigned int iVFormat, + aiMesh* pcMeshOut, + unsigned int aiCurrent[2], + unsigned int* num_refs); + + // ------------------------------------------------------------------- + // Get a list of all vertex formats that occur for a given material + // The output list contains duplicate elements + void GetVFormatList( aiScene* pcScene, unsigned int iMat, + std::list& aiOut); + + // ------------------------------------------------------------------- + // Compute the absolute transformation matrices of each node + void ComputeAbsoluteTransform( aiNode* pcNode ); + + // ------------------------------------------------------------------- + // Simple routine to build meshes in worldspace, no further optimization + void BuildWCSMeshes(std::vector& out, aiMesh** in, + unsigned int numIn, aiNode* node); + + // ------------------------------------------------------------------- + // Apply the node transformation to a mesh + void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat); + + // ------------------------------------------------------------------- + // Reset transformation matrices to identity + void MakeIdentityTransform(aiNode* nd); + + // ------------------------------------------------------------------- + // Build reference counters for all meshes + void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs); + + //! Configuration option: keep scene hierarchy as long as possible + bool configKeepHierarchy; + bool configNormalize; + bool configTransform; + aiMatrix4x4 configTransformation; + bool mConfigPointCloud; +}; + +} // end of namespace Assimp + +#endif // !!AI_GENFACENORMALPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/ProcessHelper.cpp b/thirdparty/assimp/code/PostProcessing/ProcessHelper.cpp new file mode 100644 index 0000000000..59869fdff7 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/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 + +namespace Assimp { + +// ------------------------------------------------------------------------------- +void ConvertListToStrings(const std::string& in, std::list& 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()(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(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 &subMeshFaces, unsigned int subFlags) +{ + aiMesh *oMesh = new aiMesh(); + std::vector vMap(pMesh->mNumVertices,UINT_MAX); + + size_t numSubVerts = 0; + size_t numSubFaces = subMeshFaces.size(); + + for(unsigned int i=0;imFaces[subMeshFaces[i]]; + + for(unsigned int j=0;j(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(subMeshFaces.size()); + oMesh->mNumVertices = static_cast(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(a)) ; ++a ) { + oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts]; + oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a]; + } + + for( size_t a = 0; pMesh->HasVertexColors( static_cast(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 subBones(pMesh->mNumBones,0); + + for(unsigned int a=0;amNumBones;++a) { + const aiBone* bone = pMesh->mBones[a]; + + for(unsigned int b=0;bmNumWeights;b++) { + unsigned int v = vMap[bone->mWeights[b].mVertexId]; + + if(v!=UINT_MAX) { + subBones[a]++; + } + } + } + + for(unsigned int a=0;amNumBones;++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;amNumBones;++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;bmNumWeights;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 diff --git a/thirdparty/assimp/code/PostProcessing/ProcessHelper.h b/thirdparty/assimp/code/PostProcessing/ProcessHelper.h new file mode 100644 index 0000000000..0afcc41420 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ProcessHelper.h @@ -0,0 +1,386 @@ +/* +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. + +---------------------------------------------------------------------- +*/ + +#ifndef AI_PROCESS_HELPER_H_INCLUDED +#define AI_PROCESS_HELPER_H_INCLUDED + +#include +#include +#include +#include +#include +#include + +#include +#include "Common/BaseProcess.h" +#include + +#include + +// ------------------------------------------------------------------------------- +// Some extensions to std namespace. Mainly std::min and std::max for all +// flat data types in the aiScene. They're used to quickly determine the +// min/max bounds of data arrays. +#ifdef __cplusplus +namespace std { + + // std::min for aiVector3D + template + inline ::aiVector3t min (const ::aiVector3t& a, const ::aiVector3t& b) { + return ::aiVector3t (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z)); + } + + // std::max for aiVector3t + template + inline ::aiVector3t max (const ::aiVector3t& a, const ::aiVector3t& b) { + return ::aiVector3t (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z)); + } + + // std::min for aiVector2t + template + inline ::aiVector2t min (const ::aiVector2t& a, const ::aiVector2t& b) { + return ::aiVector2t (min(a.x,b.x),min(a.y,b.y)); + } + + // std::max for aiVector2t + template + inline ::aiVector2t max (const ::aiVector2t& a, const ::aiVector2t& b) { + return ::aiVector2t (max(a.x,b.x),max(a.y,b.y)); + } + + // std::min for aiColor4D + template + inline ::aiColor4t min (const ::aiColor4t& a, const ::aiColor4t& b) { + return ::aiColor4t (min(a.r,b.r),min(a.g,b.g),min(a.b,b.b),min(a.a,b.a)); + } + + // std::max for aiColor4D + template + inline ::aiColor4t max (const ::aiColor4t& a, const ::aiColor4t& b) { + return ::aiColor4t (max(a.r,b.r),max(a.g,b.g),max(a.b,b.b),max(a.a,b.a)); + } + + + // std::min for aiQuaterniont + template + inline ::aiQuaterniont min (const ::aiQuaterniont& a, const ::aiQuaterniont& b) { + return ::aiQuaterniont (min(a.w,b.w),min(a.x,b.x),min(a.y,b.y),min(a.z,b.z)); + } + + // std::max for aiQuaterniont + template + inline ::aiQuaterniont max (const ::aiQuaterniont& a, const ::aiQuaterniont& b) { + return ::aiQuaterniont (max(a.w,b.w),max(a.x,b.x),max(a.y,b.y),max(a.z,b.z)); + } + + + + // std::min for aiVectorKey + inline ::aiVectorKey min (const ::aiVectorKey& a, const ::aiVectorKey& b) { + return ::aiVectorKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue)); + } + + // std::max for aiVectorKey + inline ::aiVectorKey max (const ::aiVectorKey& a, const ::aiVectorKey& b) { + return ::aiVectorKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue)); + } + + // std::min for aiQuatKey + inline ::aiQuatKey min (const ::aiQuatKey& a, const ::aiQuatKey& b) { + return ::aiQuatKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue)); + } + + // std::max for aiQuatKey + inline ::aiQuatKey max (const ::aiQuatKey& a, const ::aiQuatKey& b) { + return ::aiQuatKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue)); + } + + // std::min for aiVertexWeight + inline ::aiVertexWeight min (const ::aiVertexWeight& a, const ::aiVertexWeight& b) { + return ::aiVertexWeight (min(a.mVertexId,b.mVertexId),min(a.mWeight,b.mWeight)); + } + + // std::max for aiVertexWeight + inline ::aiVertexWeight max (const ::aiVertexWeight& a, const ::aiVertexWeight& b) { + return ::aiVertexWeight (max(a.mVertexId,b.mVertexId),max(a.mWeight,b.mWeight)); + } + +} // end namespace std +#endif // !! C++ + +namespace Assimp { + +// ------------------------------------------------------------------------------- +// Start points for ArrayBounds for all supported Ts +template +struct MinMaxChooser; + +template <> struct MinMaxChooser { + void operator ()(float& min,float& max) { + max = -1e10f; + min = 1e10f; +}}; +template <> struct MinMaxChooser { + void operator ()(double& min,double& max) { + max = -1e10; + min = 1e10; +}}; +template <> struct MinMaxChooser { + void operator ()(unsigned int& min,unsigned int& max) { + max = 0; + min = (1u<<(sizeof(unsigned int)*8-1)); +}}; + +template struct MinMaxChooser< aiVector3t > { + void operator ()(aiVector3t& min,aiVector3t& max) { + max = aiVector3t(-1e10f,-1e10f,-1e10f); + min = aiVector3t( 1e10f, 1e10f, 1e10f); +}}; +template struct MinMaxChooser< aiVector2t > { + void operator ()(aiVector2t& min,aiVector2t& max) { + max = aiVector2t(-1e10f,-1e10f); + min = aiVector2t( 1e10f, 1e10f); + }}; +template struct MinMaxChooser< aiColor4t > { + void operator ()(aiColor4t& min,aiColor4t& max) { + max = aiColor4t(-1e10f,-1e10f,-1e10f,-1e10f); + min = aiColor4t( 1e10f, 1e10f, 1e10f, 1e10f); +}}; + +template struct MinMaxChooser< aiQuaterniont > { + void operator ()(aiQuaterniont& min,aiQuaterniont& max) { + max = aiQuaterniont(-1e10f,-1e10f,-1e10f,-1e10f); + min = aiQuaterniont( 1e10f, 1e10f, 1e10f, 1e10f); +}}; + +template <> struct MinMaxChooser { + void operator ()(aiVectorKey& min,aiVectorKey& max) { + MinMaxChooser()(min.mTime,max.mTime); + MinMaxChooser()(min.mValue,max.mValue); +}}; +template <> struct MinMaxChooser { + void operator ()(aiQuatKey& min,aiQuatKey& max) { + MinMaxChooser()(min.mTime,max.mTime); + MinMaxChooser()(min.mValue,max.mValue); +}}; + +template <> struct MinMaxChooser { + void operator ()(aiVertexWeight& min,aiVertexWeight& max) { + MinMaxChooser()(min.mVertexId,max.mVertexId); + MinMaxChooser()(min.mWeight,max.mWeight); +}}; + +// ------------------------------------------------------------------------------- +/** @brief Find the min/max values of an array of Ts + * @param in Input array + * @param size Number of elements to process + * @param[out] min minimum value + * @param[out] max maximum value + */ +template +inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max) +{ + MinMaxChooser ()(min,max); + for (unsigned int i = 0; i < size;++i) { + min = std::min(in[i],min); + max = std::max(in[i],max); + } +} + + +// ------------------------------------------------------------------------------- +/** Little helper function to calculate the quadratic difference + * of two colours. + * @param pColor1 First color + * @param pColor2 second color + * @return Quadratic color difference */ +inline ai_real GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2) +{ + const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g, pColor1.b - pColor2.b, pColor1.a - pColor2.a); + return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a; +} + + +// ------------------------------------------------------------------------------- +/** @brief Extract single strings from a list of identifiers + * @param in Input string list. + * @param out Receives a list of clean output strings + * @sdee #AI_CONFIG_PP_OG_EXCLUDE_LIST */ +void ConvertListToStrings(const std::string& in, std::list& out); + + +// ------------------------------------------------------------------------------- +/** @brief Compute the AABB of a mesh after applying a given transform + * @param mesh Input mesh + * @param[out] min Receives minimum transformed vertex + * @param[out] max Receives maximum transformed vertex + * @param m Transformation matrix to be applied */ +void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, const aiMatrix4x4& m); + + +// ------------------------------------------------------------------------------- +/** @brief Helper function to determine the 'real' center of a mesh + * + * That is the center of its axis-aligned bounding box. + * @param mesh Input mesh + * @param[out] min Minimum vertex of the mesh + * @param[out] max maximum vertex of the mesh + * @param[out] out Center point */ +void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max); + +// ------------------------------------------------------------------------------- +/** @brief Helper function to determine the 'real' center of a scene + * + * That is the center of its axis-aligned bounding box. + * @param scene Input scene + * @param[out] min Minimum vertex of the scene + * @param[out] max maximum vertex of the scene + * @param[out] out Center point */ +void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max); + + +// ------------------------------------------------------------------------------- +// Helper function to determine the 'real' center of a mesh after applying a given transform +void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,aiVector3D& max, const aiMatrix4x4& m); + + +// ------------------------------------------------------------------------------- +// Helper function to determine the 'real' center of a mesh +void FindMeshCenter (aiMesh* mesh, aiVector3D& out); + + +// ------------------------------------------------------------------------------- +// Helper function to determine the 'real' center of a mesh after applying a given transform +void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,const aiMatrix4x4& m); + + +// ------------------------------------------------------------------------------- +// Compute a good epsilon value for position comparisons on a mesh +ai_real ComputePositionEpsilon(const aiMesh* pMesh); + + +// ------------------------------------------------------------------------------- +// Compute a good epsilon value for position comparisons on a array of meshes +ai_real ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num); + + +// ------------------------------------------------------------------------------- +// Compute an unique value for the vertex format of a mesh +unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh); + + +// defs for ComputeVertexBoneWeightTable() +typedef std::pair PerVertexWeight; +typedef std::vector VertexWeightTable; + +// ------------------------------------------------------------------------------- +// Compute a per-vertex bone weight table +VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh); + + +// ------------------------------------------------------------------------------- +// Get a string for a given aiTextureType +const char* TextureTypeToString(aiTextureType in); + + +// ------------------------------------------------------------------------------- +// Get a string for a given aiTextureMapping +const char* MappingTypeToString(aiTextureMapping in); + + +// flags for MakeSubmesh() +#define AI_SUBMESH_FLAGS_SANS_BONES 0x1 + +// ------------------------------------------------------------------------------- +// Split a mesh given a list of faces to be contained in the sub mesh +aiMesh* MakeSubmesh(const aiMesh *superMesh, const std::vector &subMeshFaces, unsigned int subFlags); + +// ------------------------------------------------------------------------------- +// Utility postprocess step to share the spatial sort tree between +// all steps which use it to speedup its computations. +class ComputeSpatialSortProcess : public BaseProcess +{ + bool IsActive( unsigned int pFlags) const + { + return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace | + aiProcess_GenNormals | aiProcess_JoinIdenticalVertices)); + } + + void Execute( aiScene* pScene) + { + typedef std::pair _Type; + ASSIMP_LOG_DEBUG("Generate spatially-sorted vertex cache"); + + std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes); + std::vector<_Type>::iterator it = p->begin(); + + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) { + aiMesh* mesh = pScene->mMeshes[i]; + _Type& blubb = *it; + blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D)); + blubb.second = ComputePositionEpsilon(mesh); + } + + shared->AddProperty(AI_SPP_SPATIAL_SORT,p); + } +}; + +// ------------------------------------------------------------------------------- +// ... and the same again to cleanup the whole stuff +class DestroySpatialSortProcess : public BaseProcess +{ + bool IsActive( unsigned int pFlags) const + { + return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace | + aiProcess_GenNormals | aiProcess_JoinIdenticalVertices)); + } + + void Execute( aiScene* /*pScene*/) + { + shared->RemoveProperty(AI_SPP_SPATIAL_SORT); + } +}; + + + +} // ! namespace Assimp +#endif // !! AI_PROCESS_HELPER_H_INCLUDED diff --git a/thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.cpp b/thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.cpp new file mode 100644 index 0000000000..49ec8f5c47 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.cpp @@ -0,0 +1,221 @@ +/* +--------------------------------------------------------------------------- +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 RemoveRedundantMaterials.cpp + * @brief Implementation of the "RemoveRedundantMaterials" post processing step +*/ + +// internal headers + +#include "RemoveRedundantMaterials.h" +#include +#include "ProcessHelper.h" +#include "Material/MaterialSystem.h" +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +RemoveRedundantMatsProcess::RemoveRedundantMatsProcess() +: mConfigFixedMaterials() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_RemoveRedundantMaterials) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Setup import properties +void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp) +{ + // Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST + mConfigFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,""); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void RemoveRedundantMatsProcess::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess begin"); + + unsigned int redundantRemoved = 0, unreferencedRemoved = 0; + if (pScene->mNumMaterials) + { + // Find out which materials are referenced by meshes + std::vector abReferenced(pScene->mNumMaterials,false); + for (unsigned int i = 0;i < pScene->mNumMeshes;++i) + abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true; + + // If a list of materials to be excluded was given, match the list with + // our imported materials and 'salt' all positive matches to ensure that + // we get unique hashes later. + if (mConfigFixedMaterials.length()) { + + std::list strings; + ConvertListToStrings(mConfigFixedMaterials,strings); + + for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { + aiMaterial* mat = pScene->mMaterials[i]; + + aiString name; + mat->Get(AI_MATKEY_NAME,name); + + if (name.length) { + std::list::const_iterator it = std::find(strings.begin(), strings.end(), name.data); + if (it != strings.end()) { + + // Our brilliant 'salt': A single material property with ~ as first + // character to mark it as internal and temporary. + const int dummy = 1; + ((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0); + + // Keep this material even if no mesh references it + abReferenced[i] = true; + ASSIMP_LOG_DEBUG_F( "Found positive match in exclusion list: \'", name.data, "\'"); + } + } + } + } + + // TODO: re-implement this algorithm to work in-place + unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials]; + for ( unsigned int i=0; imNumMaterials; i++ ) { + aiMappingTable[ i ] = 0; + } + unsigned int iNewNum = 0; + + // Iterate through all materials and calculate a hash for them + // store all hashes in a list and so a quick search whether + // we do already have a specific hash. This allows us to + // determine which materials are identical. + uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];; + for (unsigned int i = 0; i < pScene->mNumMaterials;++i) + { + // No mesh is referencing this material, remove it. + if (!abReferenced[i]) { + ++unreferencedRemoved; + delete pScene->mMaterials[i]; + pScene->mMaterials[i] = nullptr; + continue; + } + + // Check all previously mapped materials for a matching hash. + // On a match we can delete this material and just make it ref to the same index. + uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]); + for (unsigned int a = 0; a < i;++a) + { + if (abReferenced[a] && me == aiHashes[a]) { + ++redundantRemoved; + me = 0; + aiMappingTable[i] = aiMappingTable[a]; + delete pScene->mMaterials[i]; + pScene->mMaterials[i] = nullptr; + break; + } + } + // This is a new material that is referenced, add to the map. + if (me) { + aiMappingTable[i] = iNewNum++; + } + } + // If the new material count differs from the original, + // we need to rebuild the material list and remap mesh material indexes. + if (iNewNum != pScene->mNumMaterials) { + ai_assert(iNewNum > 0); + aiMaterial** ppcMaterials = new aiMaterial*[iNewNum]; + ::memset(ppcMaterials,0,sizeof(void*)*iNewNum); + for (unsigned int p = 0; p < pScene->mNumMaterials;++p) + { + // if the material is not referenced ... remove it + if (!abReferenced[p]) { + continue; + } + + // generate new names for modified materials that had no names + const unsigned int idx = aiMappingTable[p]; + if (ppcMaterials[idx]) { + aiString sz; + if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) { + sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p); + ((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME); + } + } else { + ppcMaterials[idx] = pScene->mMaterials[p]; + } + } + // update all material indices + for (unsigned int p = 0; p < pScene->mNumMeshes;++p) { + aiMesh* mesh = pScene->mMeshes[p]; + ai_assert( NULL!=mesh ); + mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex]; + } + // delete the old material list + delete[] pScene->mMaterials; + pScene->mMaterials = ppcMaterials; + pScene->mNumMaterials = iNewNum; + } + // delete temporary storage + delete[] aiHashes; + delete[] aiMappingTable; + } + if (redundantRemoved == 0 && unreferencedRemoved == 0) + { + ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess finished "); + } + else + { + ASSIMP_LOG_INFO_F("RemoveRedundantMatsProcess finished. Removed ", redundantRemoved, " redundant and ", + unreferencedRemoved, " unused materials."); + } +} diff --git a/thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.h b/thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.h new file mode 100644 index 0000000000..1f32a0abfb --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/RemoveRedundantMaterials.h @@ -0,0 +1,103 @@ +/* +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 RemoveRedundantMaterials.h + * @brief Defines a post processing step to remove redundant materials + */ +#ifndef AI_REMOVEREDUNDANTMATERIALS_H_INC +#define AI_REMOVEREDUNDANTMATERIALS_H_INC + +#include "Common/BaseProcess.h" +#include + +class RemoveRedundantMatsTest; + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** RemoveRedundantMatsProcess: Post-processing step to remove redundant + * materials from the imported scene. + */ +class ASSIMP_API RemoveRedundantMatsProcess : public BaseProcess { +public: + /// The default class constructor. + RemoveRedundantMatsProcess(); + + /// The class destructor. + ~RemoveRedundantMatsProcess(); + + // ------------------------------------------------------------------- + // Check whether step is active + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + // Execute step on a given scene + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + // Setup import settings + void SetupProperties(const Importer* pImp); + + // ------------------------------------------------------------------- + /** @brief Set list of fixed (inmutable) materials + * @param fixed See #AI_CONFIG_PP_RRM_EXCLUDE_LIST + */ + void SetFixedMaterialsString(const std::string& fixed = "") { + mConfigFixedMaterials = fixed; + } + + // ------------------------------------------------------------------- + /** @brief Get list of fixed (inmutable) materials + * @return See #AI_CONFIG_PP_RRM_EXCLUDE_LIST + */ + const std::string& GetFixedMaterialsString() const { + return mConfigFixedMaterials; + } + +private: + //! Configuration option: list of all fixed materials + std::string mConfigFixedMaterials; +}; + +} // end of namespace Assimp + +#endif // !!AI_REMOVEREDUNDANTMATERIALS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/RemoveVCProcess.cpp b/thirdparty/assimp/code/PostProcessing/RemoveVCProcess.cpp new file mode 100644 index 0000000000..99fd47a3aa --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/RemoveVCProcess.cpp @@ -0,0 +1,337 @@ +/* +--------------------------------------------------------------------------- +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 +#include +#include + +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 +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& childsOfParent,bool root) +{ + bool b = false; + + std::list 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::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; +} diff --git a/thirdparty/assimp/code/PostProcessing/RemoveVCProcess.h b/thirdparty/assimp/code/PostProcessing/RemoveVCProcess.h new file mode 100644 index 0000000000..7bb21a8330 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/RemoveVCProcess.h @@ -0,0 +1,124 @@ +/* +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 Defines a post processing step to remove specific parts of the scene */ +#ifndef AI_REMOVEVCPROCESS_H_INCLUDED +#define AI_REMOVEVCPROCESS_H_INCLUDED + +#include "Common/BaseProcess.h" + +#include + +class RemoveVCProcessTest; + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** RemoveVCProcess: Class to exclude specific parts of the data structure + * from further processing by removing them, +*/ +class ASSIMP_API RemoveVCProcess : public BaseProcess { +public: + /// The default class constructor. + RemoveVCProcess(); + + /// The class destructor. + ~RemoveVCProcess(); + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag field. + * @param pFlags The processing flags the importer was called with. A bitwise + * combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + /** Called prior to ExecuteOnScene(). + * The function is a request to the process to update its configuration + * basing on the Importer's configuration property list. + */ + virtual void SetupProperties(const Importer* pImp); + + // ------------------------------------------------------------------- + /** Manually setup the configuration flags for the step + * + * @param Bitwise combination of the #aiComponent enumerated values. + */ + void SetDeleteFlags(unsigned int f) + { + configDeleteFlags = f; + } + + // ------------------------------------------------------------------- + /** Query the current configuration. + */ + unsigned int GetDeleteFlags() const + { + return configDeleteFlags; + } + +private: + + bool ProcessMesh (aiMesh* pcMesh); + + /** Configuration flag + */ + unsigned int configDeleteFlags; + + /** The scene we're working with + */ + aiScene* mScene; +}; + +// --------------------------------------------------------------------------- + +} // end of namespace Assimp + +#endif // !!AI_REMOVEVCPROCESS_H_INCLUDED diff --git a/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp b/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp new file mode 100644 index 0000000000..6d458c4b11 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp @@ -0,0 +1,103 @@ +/* +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. + +---------------------------------------------------------------------- +*/ +#ifndef ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS + +#include "ScaleProcess.h" + +#include +#include + +namespace Assimp { + +ScaleProcess::ScaleProcess() +: BaseProcess() +, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) { + // empty +} + +ScaleProcess::~ScaleProcess() { + // empty +} + +void ScaleProcess::setScale( ai_real scale ) { + mScale = scale; +} + +ai_real ScaleProcess::getScale() const { + return mScale; +} + +bool ScaleProcess::IsActive( unsigned int pFlags ) const { + return ( pFlags & aiProcess_GlobalScale ) != 0; +} + +void ScaleProcess::SetupProperties( const Importer* pImp ) { + mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 0 ); +} + +void ScaleProcess::Execute( aiScene* pScene ) { + if ( nullptr == pScene ) { + return; + } + + if ( nullptr == pScene->mRootNode ) { + return; + } + + traverseNodes( pScene->mRootNode ); +} + +void ScaleProcess::traverseNodes( aiNode *node ) { + applyScaling( node ); +} + +void ScaleProcess::applyScaling( aiNode *currentNode ) { + if ( nullptr != currentNode ) { + currentNode->mTransformation.a1 = currentNode->mTransformation.a1 * mScale; + currentNode->mTransformation.b2 = currentNode->mTransformation.b2 * mScale; + currentNode->mTransformation.c3 = currentNode->mTransformation.c3 * mScale; + } +} + +} // Namespace Assimp + +#endif // !! ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS diff --git a/thirdparty/assimp/code/PostProcessing/ScaleProcess.h b/thirdparty/assimp/code/PostProcessing/ScaleProcess.h new file mode 100644 index 0000000000..2567378759 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ScaleProcess.h @@ -0,0 +1,88 @@ +/* +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. + +---------------------------------------------------------------------- +*/ +#pragma once + +#include "Common/BaseProcess.h" + +struct aiNode; + +#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT) +# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f +#endif // !! AI_DEBONE_THRESHOLD + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** ScaleProcess: Class to rescale the whole model. +*/ +class ASSIMP_API ScaleProcess : public BaseProcess { +public: + /// The default class constructor. + ScaleProcess(); + + /// The class destructor. + virtual ~ScaleProcess(); + + /// Will set the scale manually. + void setScale( ai_real scale ); + + /// Returns the current scaling value. + ai_real getScale() const; + + /// Overwritten, @see BaseProcess + virtual bool IsActive( unsigned int pFlags ) const; + + /// Overwritten, @see BaseProcess + virtual void SetupProperties( const Importer* pImp ); + + /// Overwritten, @see BaseProcess + virtual void Execute( aiScene* pScene ); + +private: + void traverseNodes( aiNode *currentNode ); + void applyScaling( aiNode *currentNode ); + +private: + ai_real mScale; +}; + +} // Namespace Assimp diff --git a/thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.cpp b/thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.cpp new file mode 100644 index 0000000000..be8405a17b --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.cpp @@ -0,0 +1,403 @@ +/* +--------------------------------------------------------------------------- +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 DeterminePTypeHelperProcess and + * SortByPTypeProcess post-process steps. +*/ + + + +// internal headers +#include "ProcessHelper.h" +#include "SortByPTypeProcess.h" +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +SortByPTypeProcess::SortByPTypeProcess() +: mConfigRemoveMeshes( 0 ) { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +SortByPTypeProcess::~SortByPTypeProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool SortByPTypeProcess::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_SortByPType) != 0; +} + +// ------------------------------------------------------------------------------------------------ +void SortByPTypeProcess::SetupProperties(const Importer* pImp) +{ + mConfigRemoveMeshes = pImp->GetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,0); +} + +// ------------------------------------------------------------------------------------------------ +// Update changed meshes in all nodes +void UpdateNodes(const std::vector& replaceMeshIndex, aiNode* node) +{ + if (node->mNumMeshes) + { + unsigned int newSize = 0; + for (unsigned int m = 0; m< node->mNumMeshes; ++m) + { + unsigned int add = node->mMeshes[m]<<2; + for (unsigned int i = 0; i < 4;++i) + { + if (UINT_MAX != replaceMeshIndex[add+i])++newSize; + } + } + if (!newSize) + { + delete[] node->mMeshes; + node->mNumMeshes = 0; + node->mMeshes = NULL; + } + else + { + // Try to reuse the old array if possible + unsigned int* newMeshes = (newSize > node->mNumMeshes + ? new unsigned int[newSize] : node->mMeshes); + + for (unsigned int m = 0; m< node->mNumMeshes; ++m) + { + unsigned int add = node->mMeshes[m]<<2; + for (unsigned int i = 0; i < 4;++i) + { + if (UINT_MAX != replaceMeshIndex[add+i]) + *newMeshes++ = replaceMeshIndex[add+i]; + } + } + if (newSize > node->mNumMeshes) + delete[] node->mMeshes; + + node->mMeshes = newMeshes-(node->mNumMeshes = newSize); + } + } + + // call all subnodes recursively + for (unsigned int m = 0; m < node->mNumChildren; ++m) + UpdateNodes(replaceMeshIndex,node->mChildren[m]); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void SortByPTypeProcess::Execute( aiScene* pScene) { + if ( 0 == pScene->mNumMeshes) { + ASSIMP_LOG_DEBUG("SortByPTypeProcess skipped, there are no meshes"); + return; + } + + ASSIMP_LOG_DEBUG("SortByPTypeProcess begin"); + + unsigned int aiNumMeshesPerPType[4] = {0,0,0,0}; + + std::vector outMeshes; + outMeshes.reserve(pScene->mNumMeshes<<1u); + + bool bAnyChanges = false; + + std::vector replaceMeshIndex(pScene->mNumMeshes*4,UINT_MAX); + std::vector::iterator meshIdx = replaceMeshIndex.begin(); + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + aiMesh* const mesh = pScene->mMeshes[i]; + ai_assert(0 != mesh->mPrimitiveTypes); + + // if there's just one primitive type in the mesh there's nothing to do for us + unsigned int num = 0; + if (mesh->mPrimitiveTypes & aiPrimitiveType_POINT) { + ++aiNumMeshesPerPType[0]; + ++num; + } + if (mesh->mPrimitiveTypes & aiPrimitiveType_LINE) { + ++aiNumMeshesPerPType[1]; + ++num; + } + if (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE) { + ++aiNumMeshesPerPType[2]; + ++num; + } + if (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON) { + ++aiNumMeshesPerPType[3]; + ++num; + } + + if (1 == num) { + if (!(mConfigRemoveMeshes & mesh->mPrimitiveTypes)) { + *meshIdx = static_cast( outMeshes.size() ); + outMeshes.push_back(mesh); + } else { + delete mesh; + pScene->mMeshes[ i ] = nullptr; + bAnyChanges = true; + } + + meshIdx += 4; + continue; + } + bAnyChanges = true; + + // reuse our current mesh arrays for the submesh + // with the largest number of primitives + unsigned int aiNumPerPType[4] = {0,0,0,0}; + aiFace* pFirstFace = mesh->mFaces; + aiFace* const pLastFace = pFirstFace + mesh->mNumFaces; + + unsigned int numPolyVerts = 0; + for (;pFirstFace != pLastFace; ++pFirstFace) { + if (pFirstFace->mNumIndices <= 3) + ++aiNumPerPType[pFirstFace->mNumIndices-1]; + else + { + ++aiNumPerPType[3]; + numPolyVerts += pFirstFace-> mNumIndices; + } + } + + VertexWeightTable* avw = ComputeVertexBoneWeightTable(mesh); + for (unsigned int real = 0; real < 4; ++real,++meshIdx) + { + if ( !aiNumPerPType[real] || mConfigRemoveMeshes & (1u << real)) + { + continue; + } + + *meshIdx = (unsigned int) outMeshes.size(); + outMeshes.push_back(new aiMesh()); + aiMesh* out = outMeshes.back(); + + // the name carries the adjacency information between the meshes + out->mName = mesh->mName; + + // copy data members + out->mPrimitiveTypes = 1u << real; + out->mMaterialIndex = mesh->mMaterialIndex; + + // allocate output storage + out->mNumFaces = aiNumPerPType[real]; + aiFace* outFaces = out->mFaces = new aiFace[out->mNumFaces]; + + out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real+1)); + + aiVector3D *vert(nullptr), *nor(nullptr), *tan(nullptr), *bit(nullptr); + aiVector3D *uv [AI_MAX_NUMBER_OF_TEXTURECOORDS]; + aiColor4D *cols [AI_MAX_NUMBER_OF_COLOR_SETS]; + + if (mesh->mVertices) { + vert = out->mVertices = new aiVector3D[out->mNumVertices]; + } + + if (mesh->mNormals) { + nor = out->mNormals = new aiVector3D[out->mNumVertices]; + } + + if (mesh->mTangents) { + tan = out->mTangents = new aiVector3D[out->mNumVertices]; + bit = out->mBitangents = new aiVector3D[out->mNumVertices]; + } + + for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_TEXTURECOORDS;++j) { + uv[j] = nullptr; + if (mesh->mTextureCoords[j]) { + uv[j] = out->mTextureCoords[j] = new aiVector3D[out->mNumVertices]; + } + + out->mNumUVComponents[j] = mesh->mNumUVComponents[j]; + } + + for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_COLOR_SETS;++j) { + cols[j] = nullptr; + if (mesh->mColors[j]) { + cols[j] = out->mColors[j] = new aiColor4D[out->mNumVertices]; + } + } + + typedef std::vector< aiVertexWeight > TempBoneInfo; + std::vector< TempBoneInfo > tempBones(mesh->mNumBones); + + // try to guess how much storage we'll need + for (unsigned int q = 0; q < mesh->mNumBones;++q) + { + tempBones[q].reserve(mesh->mBones[q]->mNumWeights / (num-1)); + } + + unsigned int outIdx = 0; + for (unsigned int m = 0; m < mesh->mNumFaces; ++m) + { + aiFace& in = mesh->mFaces[m]; + if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real+1)) + { + continue; + } + + outFaces->mNumIndices = in.mNumIndices; + outFaces->mIndices = in.mIndices; + + for (unsigned int q = 0; q < in.mNumIndices; ++q) + { + unsigned int idx = in.mIndices[q]; + + // process all bones of this index + if (avw) + { + VertexWeightTable& tbl = avw[idx]; + for (VertexWeightTable::const_iterator it = tbl.begin(), end = tbl.end(); + it != end; ++it) + { + tempBones[ (*it).first ].push_back( aiVertexWeight(outIdx, (*it).second) ); + } + } + + if (vert) + { + *vert++ = mesh->mVertices[idx]; + //mesh->mVertices[idx].x = get_qnan(); + } + if (nor )*nor++ = mesh->mNormals[idx]; + if (tan ) + { + *tan++ = mesh->mTangents[idx]; + *bit++ = mesh->mBitangents[idx]; + } + + for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++pp) + { + if (!uv[pp])break; + *uv[pp]++ = mesh->mTextureCoords[pp][idx]; + } + + for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_COLOR_SETS; ++pp) + { + if (!cols[pp])break; + *cols[pp]++ = mesh->mColors[pp][idx]; + } + + in.mIndices[q] = outIdx++; + } + + in.mIndices = nullptr; + ++outFaces; + } + ai_assert(outFaces == out->mFaces + out->mNumFaces); + + // now generate output bones + for (unsigned int q = 0; q < mesh->mNumBones;++q) + if (!tempBones[q].empty())++out->mNumBones; + + if (out->mNumBones) + { + out->mBones = new aiBone*[out->mNumBones]; + for (unsigned int q = 0, real = 0; q < mesh->mNumBones;++q) + { + TempBoneInfo& in = tempBones[q]; + if (in.empty())continue; + + aiBone* srcBone = mesh->mBones[q]; + aiBone* bone = out->mBones[real] = new aiBone(); + + bone->mName = srcBone->mName; + bone->mOffsetMatrix = srcBone->mOffsetMatrix; + + bone->mNumWeights = (unsigned int)in.size(); + bone->mWeights = new aiVertexWeight[bone->mNumWeights]; + + ::memcpy(bone->mWeights,&in[0],bone->mNumWeights*sizeof(aiVertexWeight)); + + ++real; + } + } + } + + // delete the per-vertex bone weights table + delete[] avw; + + // delete the input mesh + delete mesh; + + // avoid invalid pointer + pScene->mMeshes[i] = NULL; + } + + if (outMeshes.empty()) + { + // This should not occur + throw DeadlyImportError("No meshes remaining"); + } + + // If we added at least one mesh process all nodes in the node + // graph and update their respective mesh indices. + if (bAnyChanges) + { + UpdateNodes(replaceMeshIndex,pScene->mRootNode); + } + + if (outMeshes.size() != pScene->mNumMeshes) + { + delete[] pScene->mMeshes; + pScene->mNumMeshes = (unsigned int)outMeshes.size(); + pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; + } + ::memcpy(pScene->mMeshes,&outMeshes[0],pScene->mNumMeshes*sizeof(void*)); + + if (!DefaultLogger::isNullLogger()) + { + char buffer[1024]; + ::ai_snprintf(buffer,1024,"Points: %u%s, Lines: %u%s, Triangles: %u%s, Polygons: %u%s (Meshes, X = removed)", + aiNumMeshesPerPType[0], ((mConfigRemoveMeshes & aiPrimitiveType_POINT) ? "X" : ""), + aiNumMeshesPerPType[1], ((mConfigRemoveMeshes & aiPrimitiveType_LINE) ? "X" : ""), + aiNumMeshesPerPType[2], ((mConfigRemoveMeshes & aiPrimitiveType_TRIANGLE) ? "X" : ""), + aiNumMeshesPerPType[3], ((mConfigRemoveMeshes & aiPrimitiveType_POLYGON) ? "X" : "")); + ASSIMP_LOG_INFO(buffer); + ASSIMP_LOG_DEBUG("SortByPTypeProcess finished"); + } +} + diff --git a/thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.h b/thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.h new file mode 100644 index 0000000000..1d7ccfc152 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/SortByPTypeProcess.h @@ -0,0 +1,82 @@ +/* +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 Defines a post processing step to sort meshes by the types + of primitives they contain */ +#ifndef AI_SORTBYPTYPEPROCESS_H_INC +#define AI_SORTBYPTYPEPROCESS_H_INC + +#include "Common/BaseProcess.h" +#include + +class SortByPTypeProcessTest; + +namespace Assimp { + + +// --------------------------------------------------------------------------- +/** SortByPTypeProcess: Sorts meshes by the types of primitives they contain. + * A mesh with 5 lines, 3 points and 145 triangles would be split in 3 + * submeshes. +*/ +class ASSIMP_API SortByPTypeProcess : public BaseProcess { +public: + SortByPTypeProcess(); + ~SortByPTypeProcess(); + + // ------------------------------------------------------------------- + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + void SetupProperties(const Importer* pImp); + +private: + int mConfigRemoveMeshes; +}; + + +} // end of namespace Assimp + +#endif // !!AI_SORTBYPTYPEPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.cpp b/thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.cpp new file mode 100644 index 0000000000..1797b28d5a --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.cpp @@ -0,0 +1,623 @@ +/* +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 SplitLargeMeshes postprocessing step + */ + +// internal headers of the post-processing framework +#include "SplitLargeMeshes.h" +#include "ProcessHelper.h" + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle() { + LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES; +} + +// ------------------------------------------------------------------------------------------------ +SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const { + return (pFlags & aiProcess_SplitLargeMeshes) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene) { + if (0xffffffff == this->LIMIT || nullptr == pScene ) { + return; + } + + ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Triangle begin"); + std::vector > avList; + + for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) { + this->SplitMesh(a, pScene->mMeshes[a],avList); + } + + if (avList.size() != pScene->mNumMeshes) { + // it seems something has been split. rebuild the mesh list + delete[] pScene->mMeshes; + pScene->mNumMeshes = (unsigned int)avList.size(); + pScene->mMeshes = new aiMesh*[avList.size()]; + + for (unsigned int i = 0; i < avList.size();++i) { + pScene->mMeshes[i] = avList[i].first; + } + + // now we need to update all nodes + this->UpdateNode(pScene->mRootNode,avList); + ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Triangle finished. Meshes have been split"); + } else { + ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Triangle finished. There was nothing to do"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Setup properties +void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp) { + // get the current value of the split property + this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES); +} + +// ------------------------------------------------------------------------------------------------ +// Update a node after some meshes have been split +void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode, + const std::vector >& avList) { + // for every index in out list build a new entry + std::vector aiEntries; + aiEntries.reserve(pcNode->mNumMeshes + 1); + for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) { + for (unsigned int a = 0; a < avList.size();++a) { + if (avList[a].second == pcNode->mMeshes[i]) { + aiEntries.push_back(a); + } + } + } + + // now build the new list + delete[] pcNode->mMeshes; + pcNode->mNumMeshes = (unsigned int)aiEntries.size(); + pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes]; + + for (unsigned int b = 0; b < pcNode->mNumMeshes;++b) { + pcNode->mMeshes[b] = aiEntries[b]; + } + + // recusively update all other nodes + for (unsigned int i = 0; i < pcNode->mNumChildren;++i) { + UpdateNode ( pcNode->mChildren[i], avList ); + } +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void SplitLargeMeshesProcess_Triangle::SplitMesh( + unsigned int a, + aiMesh* pMesh, + std::vector >& avList) { + if (pMesh->mNumFaces > SplitLargeMeshesProcess_Triangle::LIMIT) { + ASSIMP_LOG_INFO("Mesh exceeds the triangle limit. It will be split ..."); + + // we need to split this mesh into sub meshes + // determine the size of a submesh + const unsigned int iSubMeshes = (pMesh->mNumFaces / LIMIT) + 1; + + const unsigned int iOutFaceNum = pMesh->mNumFaces / iSubMeshes; + const unsigned int iOutVertexNum = iOutFaceNum * 3; + + // now generate all submeshes + for (unsigned int i = 0; i < iSubMeshes;++i) { + aiMesh* pcMesh = new aiMesh; + pcMesh->mNumFaces = iOutFaceNum; + pcMesh->mMaterialIndex = pMesh->mMaterialIndex; + + // the name carries the adjacency information between the meshes + pcMesh->mName = pMesh->mName; + + if (i == iSubMeshes-1) { + pcMesh->mNumFaces = iOutFaceNum + ( + pMesh->mNumFaces - iOutFaceNum * iSubMeshes); + } + // copy the list of faces + pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; + + const unsigned int iBase = iOutFaceNum * i; + + // get the total number of indices + unsigned int iCnt = 0; + for (unsigned int p = iBase; p < pcMesh->mNumFaces + iBase;++p) { + iCnt += pMesh->mFaces[p].mNumIndices; + } + pcMesh->mNumVertices = iCnt; + + // allocate storage + if (pMesh->mVertices != nullptr) { + pcMesh->mVertices = new aiVector3D[iCnt]; + } + + if (pMesh->HasNormals()) { + pcMesh->mNormals = new aiVector3D[iCnt]; + } + + if (pMesh->HasTangentsAndBitangents()) { + pcMesh->mTangents = new aiVector3D[iCnt]; + pcMesh->mBitangents = new aiVector3D[iCnt]; + } + + // texture coordinates + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { + pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c]; + if (pMesh->HasTextureCoords( c)) { + pcMesh->mTextureCoords[c] = new aiVector3D[iCnt]; + } + } + + // vertex colors + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) { + if (pMesh->HasVertexColors( c)) { + pcMesh->mColors[c] = new aiColor4D[iCnt]; + } + } + + if (pMesh->HasBones()) { + // assume the number of bones won't change in most cases + pcMesh->mBones = new aiBone*[pMesh->mNumBones]; + + // iterate through all bones of the mesh and find those which + // need to be copied to the split mesh + std::vector avTempWeights; + for (unsigned int p = 0; p < pcMesh->mNumBones;++p) { + aiBone* const bone = pcMesh->mBones[p]; + avTempWeights.clear(); + avTempWeights.reserve(bone->mNumWeights / iSubMeshes); + + for (unsigned int q = 0; q < bone->mNumWeights;++q) { + aiVertexWeight& weight = bone->mWeights[q]; + if(weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum) { + avTempWeights.push_back(weight); + weight = avTempWeights.back(); + weight.mVertexId -= iBase; + } + } + + if (!avTempWeights.empty()) { + // we'll need this bone. Copy it ... + aiBone* pc = new aiBone(); + pcMesh->mBones[pcMesh->mNumBones++] = pc; + pc->mName = aiString(bone->mName); + pc->mNumWeights = (unsigned int)avTempWeights.size(); + pc->mOffsetMatrix = bone->mOffsetMatrix; + + // no need to reallocate the array for the last submesh. + // Here we can reuse the (large) source array, although + // we'll waste some memory + if (iSubMeshes-1 == i) { + pc->mWeights = bone->mWeights; + bone->mWeights = nullptr; + } else { + pc->mWeights = new aiVertexWeight[pc->mNumWeights]; + } + + // copy the weights + ::memcpy(pc->mWeights,&avTempWeights[0],sizeof(aiVertexWeight)*pc->mNumWeights); + } + } + } + + // (we will also need to copy the array of indices) + unsigned int iCurrent = 0; + for (unsigned int p = 0; p < pcMesh->mNumFaces;++p) { + pcMesh->mFaces[p].mNumIndices = 3; + // allocate a new array + const unsigned int iTemp = p + iBase; + const unsigned int iNumIndices = pMesh->mFaces[iTemp].mNumIndices; + + // setup face type and number of indices + pcMesh->mFaces[p].mNumIndices = iNumIndices; + unsigned int* pi = pMesh->mFaces[iTemp].mIndices; + unsigned int* piOut = pcMesh->mFaces[p].mIndices = new unsigned int[iNumIndices]; + + // need to update the output primitive types + switch (iNumIndices) { + case 1: + pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT; + break; + case 2: + pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE; + break; + case 3: + pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; + break; + default: + pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; + } + + // and copy the contents of the old array, offset by current base + for (unsigned int v = 0; v < iNumIndices;++v) { + unsigned int iIndex = pi[v]; + unsigned int iIndexOut = iCurrent++; + piOut[v] = iIndexOut; + + // copy positions + if (pMesh->mVertices != nullptr) { + pcMesh->mVertices[iIndexOut] = pMesh->mVertices[iIndex]; + } + + // copy normals + if (pMesh->HasNormals()) { + pcMesh->mNormals[iIndexOut] = pMesh->mNormals[iIndex]; + } + + // copy tangents/bitangents + if (pMesh->HasTangentsAndBitangents()) { + pcMesh->mTangents[iIndexOut] = pMesh->mTangents[iIndex]; + pcMesh->mBitangents[iIndexOut] = pMesh->mBitangents[iIndex]; + } + + // texture coordinates + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { + if (pMesh->HasTextureCoords( c ) ) { + pcMesh->mTextureCoords[c][iIndexOut] = pMesh->mTextureCoords[c][iIndex]; + } + } + // vertex colors + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) { + if (pMesh->HasVertexColors( c)) { + pcMesh->mColors[c][iIndexOut] = pMesh->mColors[c][iIndex]; + } + } + } + } + + // add the newly created mesh to the list + avList.push_back(std::pair(pcMesh,a)); + } + + // now delete the old mesh data + delete pMesh; + } else { + avList.push_back(std::pair(pMesh,a)); + } +} + +// ------------------------------------------------------------------------------------------------ +SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex() { + LIMIT = AI_SLM_DEFAULT_MAX_VERTICES; +} + +// ------------------------------------------------------------------------------------------------ +SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex() { + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const { + return (pFlags & aiProcess_SplitLargeMeshes) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene) { + if (0xffffffff == this->LIMIT || nullptr == pScene ) { + return; + } + + ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Vertex begin"); + + std::vector > avList; + + //Check for point cloud first, + //Do not process point cloud, splitMesh works only with faces data + for (unsigned int a = 0; a < pScene->mNumMeshes; a++) { + if ( pScene->mMeshes[a]->mPrimitiveTypes == aiPrimitiveType_POINT ) { + return; + } + } + + for( unsigned int a = 0; a < pScene->mNumMeshes; ++a ) { + this->SplitMesh(a, pScene->mMeshes[a], avList); + } + + if (avList.size() != pScene->mNumMeshes) { + // it seems something has been split. rebuild the mesh list + delete[] pScene->mMeshes; + pScene->mNumMeshes = (unsigned int)avList.size(); + pScene->mMeshes = new aiMesh*[avList.size()]; + + for (unsigned int i = 0; i < avList.size();++i) { + pScene->mMeshes[i] = avList[i].first; + } + + // now we need to update all nodes + SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList); + ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Vertex finished. Meshes have been split"); + } else { + ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Vertex finished. There was nothing to do"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Setup properties +void SplitLargeMeshesProcess_Vertex::SetupProperties( const Importer* pImp) { + this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES); +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void SplitLargeMeshesProcess_Vertex::SplitMesh( + unsigned int a, + aiMesh* pMesh, + std::vector >& avList) { + if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT) { + typedef std::vector< std::pair > VertexWeightTable; + + // build a per-vertex weight list if necessary + VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(pMesh); + + // we need to split this mesh into sub meshes + // determine the estimated size of a submesh + // (this could be too large. Max waste is a single digit percentage) + const unsigned int iSubMeshes = (pMesh->mNumVertices / SplitLargeMeshesProcess_Vertex::LIMIT) + 1; + + // create a std::vector to indicate which vertices + // have already been copied + std::vector avWasCopied; + avWasCopied.resize(pMesh->mNumVertices,0xFFFFFFFF); + + // try to find a good estimate for the number of output faces + // per mesh. Add 12.5% as buffer + unsigned int iEstimatedSize = pMesh->mNumFaces / iSubMeshes; + iEstimatedSize += iEstimatedSize >> 3; + + // now generate all submeshes + unsigned int iBase( 0 ); + while (true) { + const unsigned int iOutVertexNum = SplitLargeMeshesProcess_Vertex::LIMIT; + aiMesh* pcMesh = new aiMesh; + pcMesh->mNumVertices = 0; + pcMesh->mMaterialIndex = pMesh->mMaterialIndex; + + // the name carries the adjacency information between the meshes + pcMesh->mName = pMesh->mName; + + typedef std::vector BoneWeightList; + if (pMesh->HasBones()) { + pcMesh->mBones = new aiBone*[pMesh->mNumBones]; + ::memset(pcMesh->mBones,0,sizeof(void*)*pMesh->mNumBones); + } + + // clear the temporary helper array + if (iBase) { + // we can't use memset here we unsigned int needn' be 32 bits + for (auto &elem : avWasCopied) { + elem = 0xffffffff; + } + } + + // output vectors + std::vector vFaces; + + // reserve enough storage for most cases + if (pMesh->HasPositions()) { + pcMesh->mVertices = new aiVector3D[iOutVertexNum]; + } + if (pMesh->HasNormals()) { + pcMesh->mNormals = new aiVector3D[iOutVertexNum]; + } + if (pMesh->HasTangentsAndBitangents()) { + pcMesh->mTangents = new aiVector3D[iOutVertexNum]; + pcMesh->mBitangents = new aiVector3D[iOutVertexNum]; + } + for (unsigned int c = 0; pMesh->HasVertexColors(c);++c) { + pcMesh->mColors[c] = new aiColor4D[iOutVertexNum]; + } + for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c) { + pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c]; + pcMesh->mTextureCoords[c] = new aiVector3D[iOutVertexNum]; + } + vFaces.reserve(iEstimatedSize); + + // (we will also need to copy the array of indices) + while (iBase < pMesh->mNumFaces) { + // allocate a new array + const unsigned int iNumIndices = pMesh->mFaces[iBase].mNumIndices; + + // doesn't catch degenerates but is quite fast + unsigned int iNeed = 0; + for (unsigned int v = 0; v < iNumIndices;++v) { + unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v]; + + // check whether we do already have this vertex + if (0xFFFFFFFF == avWasCopied[iIndex]) { + iNeed++; + } + } + if (pcMesh->mNumVertices + iNeed > iOutVertexNum) { + // don't use this face + break; + } + + vFaces.push_back(aiFace()); + aiFace& rFace = vFaces.back(); + + // setup face type and number of indices + rFace.mNumIndices = iNumIndices; + rFace.mIndices = new unsigned int[iNumIndices]; + + // need to update the output primitive types + switch (rFace.mNumIndices) { + case 1: + pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT; + break; + case 2: + pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE; + break; + case 3: + pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; + break; + default: + pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; + } + + // and copy the contents of the old array, offset by current base + for (unsigned int v = 0; v < iNumIndices;++v) { + unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v]; + + // check whether we do already have this vertex + if (0xFFFFFFFF != avWasCopied[iIndex]) { + rFace.mIndices[v] = avWasCopied[iIndex]; + continue; + } + + // copy positions + pcMesh->mVertices[pcMesh->mNumVertices] = (pMesh->mVertices[iIndex]); + + // copy normals + if (pMesh->HasNormals()) { + pcMesh->mNormals[pcMesh->mNumVertices] = (pMesh->mNormals[iIndex]); + } + + // copy tangents/bitangents + if (pMesh->HasTangentsAndBitangents()) { + pcMesh->mTangents[pcMesh->mNumVertices] = (pMesh->mTangents[iIndex]); + pcMesh->mBitangents[pcMesh->mNumVertices] = (pMesh->mBitangents[iIndex]); + } + + // texture coordinates + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { + if (pMesh->HasTextureCoords( c)) { + pcMesh->mTextureCoords[c][pcMesh->mNumVertices] = pMesh->mTextureCoords[c][iIndex]; + } + } + // vertex colors + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) { + if (pMesh->HasVertexColors( c)) { + pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex]; + } + } + // check whether we have bone weights assigned to this vertex + rFace.mIndices[v] = pcMesh->mNumVertices; + if (avPerVertexWeights) { + VertexWeightTable& table = avPerVertexWeights[ pcMesh->mNumVertices ]; + if( !table.empty() ) { + for (VertexWeightTable::const_iterator iter = table.begin(); + iter != table.end();++iter) { + // allocate the bone weight array if necessary + BoneWeightList* pcWeightList = (BoneWeightList*)pcMesh->mBones[(*iter).first]; + if (nullptr == pcWeightList) { + pcMesh->mBones[(*iter).first] = (aiBone*)(pcWeightList = new BoneWeightList()); + } + pcWeightList->push_back(aiVertexWeight(pcMesh->mNumVertices,(*iter).second)); + } + } + } + + avWasCopied[iIndex] = pcMesh->mNumVertices; + pcMesh->mNumVertices++; + } + ++iBase; + if(pcMesh->mNumVertices == iOutVertexNum) { + // break here. The face is only added if it was complete + break; + } + } + + // check which bones we'll need to create for this submesh + if (pMesh->HasBones()) { + aiBone** ppCurrent = pcMesh->mBones; + for (unsigned int k = 0; k < pMesh->mNumBones;++k) { + // check whether the bone is existing + BoneWeightList* pcWeightList; + if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k])) { + aiBone* pcOldBone = pMesh->mBones[k]; + aiBone* pcOut( nullptr ); + *ppCurrent++ = pcOut = new aiBone(); + pcOut->mName = aiString(pcOldBone->mName); + pcOut->mOffsetMatrix = pcOldBone->mOffsetMatrix; + pcOut->mNumWeights = (unsigned int)pcWeightList->size(); + pcOut->mWeights = new aiVertexWeight[pcOut->mNumWeights]; + + // copy the vertex weights + ::memcpy(pcOut->mWeights,&pcWeightList->operator[](0), + pcOut->mNumWeights * sizeof(aiVertexWeight)); + + // delete the temporary bone weight list + delete pcWeightList; + pcMesh->mNumBones++; + } + } + } + + // copy the face list to the mesh + pcMesh->mFaces = new aiFace[vFaces.size()]; + pcMesh->mNumFaces = (unsigned int)vFaces.size(); + + for (unsigned int p = 0; p < pcMesh->mNumFaces;++p) { + pcMesh->mFaces[p] = vFaces[p]; + } + + // add the newly created mesh to the list + avList.push_back(std::pair(pcMesh,a)); + + if (iBase == pMesh->mNumFaces) { + // have all faces ... finish the outer loop, too + break; + } + } + + // delete the per-vertex weight list again + delete[] avPerVertexWeights; + + // now delete the old mesh data + delete pMesh; + return; + } + avList.push_back(std::pair(pMesh,a)); +} diff --git a/thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.h b/thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.h new file mode 100644 index 0000000000..3f90576ea9 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/SplitLargeMeshes.h @@ -0,0 +1,209 @@ +/* +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 Defines a post processing step to split large meshes into sub-meshes + */ +#ifndef AI_SPLITLARGEMESHES_H_INC +#define AI_SPLITLARGEMESHES_H_INC + +#include +#include "Common/BaseProcess.h" + +#include +#include + +// Forward declarations +class SplitLargeMeshesTest; + +namespace Assimp { + +class SplitLargeMeshesProcess_Triangle; +class SplitLargeMeshesProcess_Vertex; + +// NOTE: If you change these limits, don't forget to change the +// corresponding values in all Assimp ports + +// ********************************************************** +// Java: ConfigProperty.java, +// ConfigProperty.DEFAULT_VERTEX_SPLIT_LIMIT +// ConfigProperty.DEFAULT_TRIANGLE_SPLIT_LIMIT +// ********************************************************** + +// default limit for vertices +#if (!defined AI_SLM_DEFAULT_MAX_VERTICES) +# define AI_SLM_DEFAULT_MAX_VERTICES 1000000 +#endif + +// default limit for triangles +#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES) +# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000 +#endif + +// --------------------------------------------------------------------------- +/** Post-processing filter to split large meshes into sub-meshes + * + * Applied BEFORE the JoinVertices-Step occurs. + * Returns NON-UNIQUE vertices, splits by triangle number. +*/ +class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess +{ + friend class SplitLargeMeshesProcess_Vertex; + +public: + + SplitLargeMeshesProcess_Triangle(); + ~SplitLargeMeshesProcess_Triangle(); + +public: + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag. + * @param pFlags The processing flags the importer was called with. A + * bitwise combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, + * false if not. + */ + bool IsActive( unsigned int pFlags) const; + + + // ------------------------------------------------------------------- + /** Called prior to ExecuteOnScene(). + * The function is a request to the process to update its configuration + * basing on the Importer's configuration property list. + */ + virtual void SetupProperties(const Importer* pImp); + + + //! Set the split limit - needed for unit testing + inline void SetLimit(unsigned int l) + {LIMIT = l;} + + //! Get the split limit + inline unsigned int GetLimit() const + {return LIMIT;} + +public: + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + //! Apply the algorithm to a given mesh + void SplitMesh (unsigned int a, aiMesh* pcMesh, + std::vector >& avList); + + // ------------------------------------------------------------------- + //! Update a node in the asset after a few of its meshes + //! have been split + static void UpdateNode(aiNode* pcNode, + const std::vector >& avList); + +public: + //! Triangle limit + unsigned int LIMIT; +}; + + +// --------------------------------------------------------------------------- +/** Post-processing filter to split large meshes into sub-meshes + * + * Applied AFTER the JoinVertices-Step occurs. + * Returns UNIQUE vertices, splits by vertex number. +*/ +class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess +{ +public: + + SplitLargeMeshesProcess_Vertex(); + ~SplitLargeMeshesProcess_Vertex(); + +public: + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag field. + * @param pFlags The processing flags the importer was called with. A bitwise + * combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Called prior to ExecuteOnScene(). + * The function is a request to the process to update its configuration + * basing on the Importer's configuration property list. + */ + virtual void SetupProperties(const Importer* pImp); + + + //! Set the split limit - needed for unit testing + inline void SetLimit(unsigned int l) + {LIMIT = l;} + + //! Get the split limit + inline unsigned int GetLimit() const + {return LIMIT;} + +public: + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + //! Apply the algorithm to a given mesh + void SplitMesh (unsigned int a, aiMesh* pcMesh, + std::vector >& avList); + + // NOTE: Reuse SplitLargeMeshesProcess_Triangle::UpdateNode() + +public: + //! Triangle limit + unsigned int LIMIT; +}; + +} // end of namespace Assimp + +#endif // !!AI_SPLITLARGEMESHES_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/TextureTransform.cpp b/thirdparty/assimp/code/PostProcessing/TextureTransform.cpp new file mode 100644 index 0000000000..8ae2ba7218 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/TextureTransform.cpp @@ -0,0 +1,566 @@ +/* +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 A helper class that processes texture transformations */ + + + +#include +#include +#include +#include + +#include "TextureTransform.h" +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +TextureTransformStep::TextureTransformStep() : + configFlags() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +TextureTransformStep::~TextureTransformStep() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool TextureTransformStep::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_TransformUVCoords) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Setup properties +void TextureTransformStep::SetupProperties(const Importer* pImp) +{ + configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL); +} + +// ------------------------------------------------------------------------------------------------ +void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info) +{ + /* This function tries to simplify the input UV transformation. + * That's very important as it allows us to reduce the number + * of output UV channels. The order in which the transformations + * are applied is - as always - scaling, rotation, translation. + */ + + char szTemp[512]; + int rounded = 0; + + + /* Optimize the rotation angle. That's slightly difficult as + * we have an inprecise floating-point number (when comparing + * UV transformations we'll take that into account by using + * an epsilon of 5 degrees). If there is a rotation value, we can't + * perform any further optimizations. + */ + if (info.mRotation) + { + float out = info.mRotation; + if ((rounded = static_cast((info.mRotation / static_cast(AI_MATH_TWO_PI))))) + { + out -= rounded * static_cast(AI_MATH_PI); + ASSIMP_LOG_INFO_F("Texture coordinate rotation ", info.mRotation, " can be simplified to ", out); + } + + // Next step - convert negative rotation angles to positives + if (out < 0.f) + out = (float)AI_MATH_TWO_PI * 2 + out; + + info.mRotation = out; + return; + } + + + /* Optimize UV translation in the U direction. To determine whether + * or not we can optimize we need to look at the requested mapping + * type (e.g. if mirroring is active there IS a difference between + * offset 2 and 3) + */ + if ((rounded = (int)info.mTranslation.x)) { + float out = 0.0f; + szTemp[0] = 0; + if (aiTextureMapMode_Wrap == info.mapU) { + // Wrap - simple take the fraction of the field + out = info.mTranslation.x-(float)rounded; + ai_snprintf(szTemp, 512, "[w] UV U offset %f can be simplified to %f", info.mTranslation.x, out); + } + else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) { + // Mirror + if (rounded % 2) + rounded--; + out = info.mTranslation.x-(float)rounded; + + ai_snprintf(szTemp,512,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out); + } + else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU) { + // Clamp - translations beyond 1,1 are senseless + ai_snprintf(szTemp,512,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x); + + out = 1.f; + } + if (szTemp[0]) { + ASSIMP_LOG_INFO(szTemp); + info.mTranslation.x = out; + } + } + + /* Optimize UV translation in the V direction. To determine whether + * or not we can optimize we need to look at the requested mapping + * type (e.g. if mirroring is active there IS a difference between + * offset 2 and 3) + */ + if ((rounded = (int)info.mTranslation.y)) { + float out = 0.0f; + szTemp[0] = 0; + if (aiTextureMapMode_Wrap == info.mapV) { + // Wrap - simple take the fraction of the field + out = info.mTranslation.y-(float)rounded; + ::ai_snprintf(szTemp,512,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out); + } + else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) { + // Mirror + if (rounded % 2) + rounded--; + out = info.mTranslation.x-(float)rounded; + + ::ai_snprintf(szTemp,512,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out); + } + else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) { + // Clamp - translations beyond 1,1 are senseless + ::ai_snprintf(szTemp,512,"[c] UV V offset %f canbe clamped to 1.0f",info.mTranslation.y); + + out = 1.f; + } + if (szTemp[0]) { + ASSIMP_LOG_INFO(szTemp); + info.mTranslation.y = out; + } + } + return; +} + +// ------------------------------------------------------------------------------------------------ +void UpdateUVIndex(const std::list& l, unsigned int n) +{ + // Don't set if == 0 && wasn't set before + for (std::list::const_iterator it = l.begin();it != l.end(); ++it) { + const TTUpdateInfo& info = *it; + + if (info.directShortcut) + *info.directShortcut = n; + else if (!n) + { + info.mat->AddProperty((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index)); + } + } +} + +// ------------------------------------------------------------------------------------------------ +inline const char* MappingModeToChar(aiTextureMapMode map) +{ + if (aiTextureMapMode_Wrap == map) + return "-w"; + + if (aiTextureMapMode_Mirror == map) + return "-m"; + + return "-c"; +} + +// ------------------------------------------------------------------------------------------------ +void TextureTransformStep::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("TransformUVCoordsProcess begin"); + + + /* We build a per-mesh list of texture transformations we'll need + * to apply. To achieve this, we iterate through all materials, + * find all textures and get their transformations and UV indices. + * Then we search for all meshes using this material. + */ + typedef std::list MeshTrafoList; + std::vector meshLists(pScene->mNumMeshes); + + for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { + + aiMaterial* mat = pScene->mMaterials[i]; + for (unsigned int a = 0; a < mat->mNumProperties;++a) { + + aiMaterialProperty* prop = mat->mProperties[a]; + if (!::strcmp( prop->mKey.data, "$tex.file")) { + STransformVecInfo info; + + // Setup a shortcut structure to allow for a fast updating + // of the UV index later + TTUpdateInfo update; + update.mat = (aiMaterial*) mat; + update.semantic = prop->mSemantic; + update.index = prop->mIndex; + + // Get textured properties and transform + for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) { + aiMaterialProperty* prop2 = mat->mProperties[a2]; + if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) { + continue; + } + + if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) { + info.uvIndex = *((int*)prop2->mData); + + // Store a direct pointer for later use + update.directShortcut = (unsigned int*) prop2->mData; + } + + else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) { + info.mapU = *((aiTextureMapMode*)prop2->mData); + } + else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) { + info.mapV = *((aiTextureMapMode*)prop2->mData); + } + else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) { + // ValidateDS should check this + ai_assert(prop2->mDataLength >= 20); + ::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5); + + // Directly remove this property from the list + mat->mNumProperties--; + for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) { + mat->mProperties[a3] = mat->mProperties[a3+1]; + } + + delete prop2; + + // Warn: could be an underflow, but this does not invoke undefined behaviour + --a2; + } + } + + // Find out which transformations are to be evaluated + if (!(configFlags & AI_UVTRAFO_ROTATION)) { + info.mRotation = 0.f; + } + if (!(configFlags & AI_UVTRAFO_SCALING)) { + info.mScaling = aiVector2D(1.f,1.f); + } + if (!(configFlags & AI_UVTRAFO_TRANSLATION)) { + info.mTranslation = aiVector2D(0.f,0.f); + } + + // Do some preprocessing + PreProcessUVTransform(info); + info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u); + + // Find out whether this material is used by more than + // one mesh. This will make our task much, much more difficult! + unsigned int cnt = 0; + for (unsigned int n = 0; n < pScene->mNumMeshes;++n) { + if (pScene->mMeshes[n]->mMaterialIndex == i) + ++cnt; + } + + if (!cnt) + continue; + else if (1 != cnt) { + // This material is referenced by more than one mesh! + // So we need to make sure the UV index for the texture + // is identical for each of it ... + info.lockedPos = AI_TT_UV_IDX_LOCK_TBD; + } + + // Get all corresponding meshes + for (unsigned int n = 0; n < pScene->mNumMeshes;++n) { + aiMesh* mesh = pScene->mMeshes[n]; + if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0]) + continue; + + unsigned int uv = info.uvIndex; + if (!mesh->mTextureCoords[uv]) { + // If the requested UV index is not available, take the first one instead. + uv = 0; + } + + if (mesh->mNumUVComponents[info.uvIndex] >= 3){ + ASSIMP_LOG_WARN("UV transformations on 3D mapping channels are not supported"); + continue; + } + + MeshTrafoList::iterator it; + + // Check whether we have this transform setup already + for (it = meshLists[n].begin();it != meshLists[n].end(); ++it) { + + if ((*it) == info && (*it).uvIndex == uv) { + (*it).updateList.push_back(update); + break; + } + } + + if (it == meshLists[n].end()) { + meshLists[n].push_back(info); + meshLists[n].back().uvIndex = uv; + meshLists[n].back().updateList.push_back(update); + } + } + } + } + } + + char buffer[1024]; // should be sufficiently large + unsigned int outChannels = 0, inChannels = 0, transformedChannels = 0; + + // Now process all meshes. Important: we don't remove unreferenced UV channels. + // This is a job for the RemoveUnreferencedData-Step. + for (unsigned int q = 0; q < pScene->mNumMeshes;++q) { + + aiMesh* mesh = pScene->mMeshes[q]; + MeshTrafoList& trafo = meshLists[q]; + + inChannels += mesh->GetNumUVChannels(); + + if (!mesh->mTextureCoords[0] || trafo.empty() || (trafo.size() == 1 && trafo.begin()->IsUntransformed())) { + outChannels += mesh->GetNumUVChannels(); + continue; + } + + // Move untransformed UV channels to the first position in the list .... + // except if we need a new locked index which should be as small as possible + bool veto = false, need = false; + unsigned int cnt = 0; + unsigned int untransformed = 0; + + MeshTrafoList::iterator it,it2; + for (it = trafo.begin();it != trafo.end(); ++it,++cnt) { + + if (!(*it).IsUntransformed()) { + need = true; + } + + if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD) { + // Lock this index and make sure it won't be changed + (*it).lockedPos = cnt; + veto = true; + continue; + } + + if (!veto && it != trafo.begin() && (*it).IsUntransformed()) { + for (it2 = trafo.begin();it2 != it; ++it2) { + if (!(*it2).IsUntransformed()) + break; + } + trafo.insert(it2,*it); + trafo.erase(it); + break; + } + } + if (!need) + continue; + + // Find all that are not at their 'locked' position and move them to it. + // Conflicts are possible but quite unlikely. + cnt = 0; + for (it = trafo.begin();it != trafo.end(); ++it,++cnt) { + if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) { + it2 = trafo.begin();unsigned int t = 0; + while (t != (*it).lockedPos) + ++it2; + + if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) { + ASSIMP_LOG_ERROR("Channel mismatch, can't compute all transformations properly [design bug]"); + continue; + } + + std::swap(*it2,*it); + if ((*it).lockedPos == untransformed) + untransformed = cnt; + } + } + + // ... and add dummies for all unreferenced channels + // at the end of the list + bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) + ref[n] = (!mesh->mTextureCoords[n] ? true : false); + + for (it = trafo.begin();it != trafo.end(); ++it) + ref[(*it).uvIndex] = true; + + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { + if (ref[n]) + continue; + trafo.push_back(STransformVecInfo()); + trafo.back().uvIndex = n; + } + + // Then check whether this list breaks the channel limit. + // The unimportant ones are at the end of the list, so + // it shouldn't be too worse if we remove them. + unsigned int size = (unsigned int)trafo.size(); + if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) { + + if (!DefaultLogger::isNullLogger()) { + ASSIMP_LOG_ERROR_F(static_cast(trafo.size()), " UV channels required but just ", + AI_MAX_NUMBER_OF_TEXTURECOORDS, " available"); + } + size = AI_MAX_NUMBER_OF_TEXTURECOORDS; + } + + + aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) + old[n] = mesh->mTextureCoords[n]; + + // Now continue and generate the output channels. Channels + // that we're not going to need later can be overridden. + it = trafo.begin(); + for (unsigned int n = 0; n < trafo.size();++n,++it) { + + if (n >= size) { + // Try to use an untransformed channel for all channels we threw over board + UpdateUVIndex((*it).updateList,untransformed); + continue; + } + + outChannels++; + + // Write to the log + if (!DefaultLogger::isNullLogger()) { + ::ai_snprintf(buffer,1024,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s", + q,n, + (*it).mTranslation.x, + (*it).mTranslation.y, + (*it).mScaling.x, + (*it).mScaling.y, + AI_RAD_TO_DEG( (*it).mRotation), + MappingModeToChar ((*it).mapU), + MappingModeToChar ((*it).mapV)); + + ASSIMP_LOG_INFO(buffer); + } + + // Check whether we need a new buffer here + if (mesh->mTextureCoords[n]) { + + it2 = it;++it2; + for (unsigned int m = n+1; m < size;++m, ++it2) { + + if ((*it2).uvIndex == n){ + it2 = trafo.begin(); + break; + } + } + if (it2 == trafo.begin()){ + mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices]; + } + } + else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices]; + + aiVector3D* src = old[(*it).uvIndex]; + aiVector3D* dest, *end; + dest = mesh->mTextureCoords[n]; + + ai_assert(NULL != src); + + // Copy the data to the destination array + if (dest != src) + ::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices); + + end = dest + mesh->mNumVertices; + + // Build a transformation matrix and transform all UV coords with it + if (!(*it).IsUntransformed()) { + const aiVector2D& trl = (*it).mTranslation; + const aiVector2D& scl = (*it).mScaling; + + // fixme: simplify .. + ++transformedChannels; + aiMatrix3x3 matrix; + + aiMatrix3x3 m2,m3,m4,m5; + + m4.a1 = scl.x; + m4.b2 = scl.y; + + m2.a3 = m2.b3 = 0.5f; + m3.a3 = m3.b3 = -0.5f; + + if ((*it).mRotation > AI_TT_ROTATION_EPSILON ) + aiMatrix3x3::RotationZ((*it).mRotation,matrix); + + m5.a3 += trl.x; m5.b3 += trl.y; + matrix = m2 * m4 * matrix * m3 * m5; + + for (src = dest; src != end; ++src) { /* manual homogenious divide */ + src->z = 1.f; + *src = matrix * *src; + src->x /= src->z; + src->y /= src->z; + src->z = 0.f; + } + } + + // Update all UV indices + UpdateUVIndex((*it).updateList,n); + } + } + + // Print some detailed statistics into the log + if (!DefaultLogger::isNullLogger()) { + + if (transformedChannels) { + ASSIMP_LOG_INFO_F("TransformUVCoordsProcess end: ", outChannels, " output channels (in: ", inChannels, ", modified: ", transformedChannels,")"); + } else { + ASSIMP_LOG_DEBUG("TransformUVCoordsProcess finished"); + } + } +} + + diff --git a/thirdparty/assimp/code/PostProcessing/TextureTransform.h b/thirdparty/assimp/code/PostProcessing/TextureTransform.h new file mode 100644 index 0000000000..2a5d623d7f --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/TextureTransform.h @@ -0,0 +1,232 @@ +/* +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 +#include "Common/BaseProcess.h" + +#include +#include + +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 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 diff --git a/thirdparty/assimp/code/PostProcessing/TriangulateProcess.cpp b/thirdparty/assimp/code/PostProcessing/TriangulateProcess.cpp new file mode 100644 index 0000000000..1040836bbe --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/TriangulateProcess.cpp @@ -0,0 +1,530 @@ +/* +--------------------------------------------------------------------------- +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 TriangulateProcess.cpp + * @brief Implementation of the post processing step to split up + * all faces with more than three indices into triangles. + * + * + * The triangulation algorithm will handle concave or convex polygons. + * Self-intersecting or non-planar polygons are not rejected, but + * they're probably not triangulated correctly. + * + * DEBUG SWITCHES - do not enable any of them in release builds: + * + * AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING + * - generates vertex colors to represent the face winding order. + * the first vertex of a polygon becomes red, the last blue. + * AI_BUILD_TRIANGULATE_DEBUG_POLYS + * - dump all polygons and their triangulation sequences to + * a file + */ +#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS + +#include "PostProcessing/TriangulateProcess.h" +#include "PostProcessing/ProcessHelper.h" +#include "Common/PolyTools.h" + +#include + +//#define AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING +//#define AI_BUILD_TRIANGULATE_DEBUG_POLYS + +#define POLY_GRID_Y 40 +#define POLY_GRID_X 70 +#define POLY_GRID_XPAD 20 +#define POLY_OUTPUT_FILE "assimp_polygons_debug.txt" + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +TriangulateProcess::TriangulateProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +TriangulateProcess::~TriangulateProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool TriangulateProcess::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_Triangulate) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void TriangulateProcess::Execute( aiScene* pScene) +{ + ASSIMP_LOG_DEBUG("TriangulateProcess begin"); + + bool bHas = false; + for( unsigned int a = 0; a < pScene->mNumMeshes; a++) + { + if (pScene->mMeshes[ a ]) { + if ( TriangulateMesh( pScene->mMeshes[ a ] ) ) { + bHas = true; + } + } + } + if ( bHas ) { + ASSIMP_LOG_INFO( "TriangulateProcess finished. All polygons have been triangulated." ); + } else { + ASSIMP_LOG_DEBUG( "TriangulateProcess finished. There was nothing to be done." ); + } +} + +// ------------------------------------------------------------------------------------------------ +// Triangulates the given mesh. +bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) +{ + // Now we have aiMesh::mPrimitiveTypes, so this is only here for test cases + if (!pMesh->mPrimitiveTypes) { + bool bNeed = false; + + for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { + const aiFace& face = pMesh->mFaces[a]; + + if( face.mNumIndices != 3) { + bNeed = true; + } + } + if (!bNeed) + return false; + } + else if (!(pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) { + return false; + } + + // Find out how many output faces we'll get + unsigned int numOut = 0, max_out = 0; + bool get_normals = true; + for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { + aiFace& face = pMesh->mFaces[a]; + if (face.mNumIndices <= 4) { + get_normals = false; + } + if( face.mNumIndices <= 3) { + numOut++; + + } + else { + numOut += face.mNumIndices-2; + max_out = std::max(max_out,face.mNumIndices); + } + } + + // Just another check whether aiMesh::mPrimitiveTypes is correct + ai_assert(numOut != pMesh->mNumFaces); + + aiVector3D* nor_out = NULL; + + // if we don't have normals yet, but expect them to be a cheap side + // product of triangulation anyway, allocate storage for them. + if (!pMesh->mNormals && get_normals) { + // XXX need a mechanism to inform the GenVertexNormals process to treat these normals as preprocessed per-face normals + // nor_out = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; + } + + // the output mesh will contain triangles, but no polys anymore + pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; + pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON; + + aiFace* out = new aiFace[numOut](), *curOut = out; + std::vector temp_verts3d(max_out+2); /* temporary storage for vertices */ + std::vector temp_verts(max_out+2); + + // Apply vertex colors to represent the face winding? +#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING + if (!pMesh->mColors[0]) + pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices]; + else + new(pMesh->mColors[0]) aiColor4D[pMesh->mNumVertices]; + + aiColor4D* clr = pMesh->mColors[0]; +#endif + +#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS + FILE* fout = fopen(POLY_OUTPUT_FILE,"a"); +#endif + + const aiVector3D* verts = pMesh->mVertices; + + // use std::unique_ptr to avoid slow std::vector specialiations + std::unique_ptr done(new bool[max_out]); + for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { + aiFace& face = pMesh->mFaces[a]; + + unsigned int* idx = face.mIndices; + int num = (int)face.mNumIndices, ear = 0, tmp, prev = num-1, next = 0, max = num; + + // Apply vertex colors to represent the face winding? +#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING + for (unsigned int i = 0; i < face.mNumIndices; ++i) { + aiColor4D& c = clr[idx[i]]; + c.r = (i+1) / (float)max; + c.b = 1.f - c.r; + } +#endif + + aiFace* const last_face = curOut; + + // if it's a simple point,line or triangle: just copy it + if( face.mNumIndices <= 3) + { + aiFace& nface = *curOut++; + nface.mNumIndices = face.mNumIndices; + nface.mIndices = face.mIndices; + + face.mIndices = NULL; + continue; + } + // optimized code for quadrilaterals + else if ( face.mNumIndices == 4) { + + // quads can have at maximum one concave vertex. Determine + // this vertex (if it exists) and start tri-fanning from + // it. + unsigned int start_vertex = 0; + for (unsigned int i = 0; i < 4; ++i) { + const aiVector3D& v0 = verts[face.mIndices[(i+3) % 4]]; + const aiVector3D& v1 = verts[face.mIndices[(i+2) % 4]]; + const aiVector3D& v2 = verts[face.mIndices[(i+1) % 4]]; + + const aiVector3D& v = verts[face.mIndices[i]]; + + aiVector3D left = (v0-v); + aiVector3D diag = (v1-v); + aiVector3D right = (v2-v); + + left.Normalize(); + diag.Normalize(); + right.Normalize(); + + const float angle = std::acos(left*diag) + std::acos(right*diag); + if (angle > AI_MATH_PI_F) { + // this is the concave point + start_vertex = i; + break; + } + } + + const unsigned int temp[] = {face.mIndices[0], face.mIndices[1], face.mIndices[2], face.mIndices[3]}; + + aiFace& nface = *curOut++; + nface.mNumIndices = 3; + nface.mIndices = face.mIndices; + + nface.mIndices[0] = temp[start_vertex]; + nface.mIndices[1] = temp[(start_vertex + 1) % 4]; + nface.mIndices[2] = temp[(start_vertex + 2) % 4]; + + aiFace& sface = *curOut++; + sface.mNumIndices = 3; + sface.mIndices = new unsigned int[3]; + + sface.mIndices[0] = temp[start_vertex]; + sface.mIndices[1] = temp[(start_vertex + 2) % 4]; + sface.mIndices[2] = temp[(start_vertex + 3) % 4]; + + // prevent double deletion of the indices field + face.mIndices = NULL; + continue; + } + else + { + // A polygon with more than 3 vertices can be either concave or convex. + // Usually everything we're getting is convex and we could easily + // triangulate by tri-fanning. However, LightWave is probably the only + // modeling suite to make extensive use of highly concave, monster polygons ... + // so we need to apply the full 'ear cutting' algorithm to get it right. + + // RERQUIREMENT: polygon is expected to be simple and *nearly* planar. + // We project it onto a plane to get a 2d triangle. + + // Collect all vertices of of the polygon. + for (tmp = 0; tmp < max; ++tmp) { + temp_verts3d[tmp] = verts[idx[tmp]]; + } + + // Get newell normal of the polygon. Store it for future use if it's a polygon-only mesh + aiVector3D n; + NewellNormal<3,3,3>(n,max,&temp_verts3d.front().x,&temp_verts3d.front().y,&temp_verts3d.front().z); + if (nor_out) { + for (tmp = 0; tmp < max; ++tmp) + nor_out[idx[tmp]] = n; + } + + // Select largest normal coordinate to ignore for projection + const float ax = (n.x>0 ? n.x : -n.x); + const float ay = (n.y>0 ? n.y : -n.y); + const float az = (n.z>0 ? n.z : -n.z); + + unsigned int ac = 0, bc = 1; /* no z coord. projection to xy */ + float inv = n.z; + if (ax > ay) { + if (ax > az) { /* no x coord. projection to yz */ + ac = 1; bc = 2; + inv = n.x; + } + } + else if (ay > az) { /* no y coord. projection to zy */ + ac = 2; bc = 0; + inv = n.y; + } + + // Swap projection axes to take the negated projection vector into account + if (inv < 0.f) { + std::swap(ac,bc); + } + + for (tmp =0; tmp < max; ++tmp) { + temp_verts[tmp].x = verts[idx[tmp]][ac]; + temp_verts[tmp].y = verts[idx[tmp]][bc]; + done[tmp] = false; + } + +#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS + // plot the plane onto which we mapped the polygon to a 2D ASCII pic + aiVector2D bmin,bmax; + ArrayBounds(&temp_verts[0],max,bmin,bmax); + + char grid[POLY_GRID_Y][POLY_GRID_X+POLY_GRID_XPAD]; + std::fill_n((char*)grid,POLY_GRID_Y*(POLY_GRID_X+POLY_GRID_XPAD),' '); + + for (int i =0; i < max; ++i) { + const aiVector2D& v = (temp_verts[i] - bmin) / (bmax-bmin); + const size_t x = static_cast(v.x*(POLY_GRID_X-1)), y = static_cast(v.y*(POLY_GRID_Y-1)); + char* loc = grid[y]+x; + if (grid[y][x] != ' ') { + for(;*loc != ' '; ++loc); + *loc++ = '_'; + } + *(loc+::ai_snprintf(loc, POLY_GRID_XPAD,"%i",i)) = ' '; + } + + + for(size_t y = 0; y < POLY_GRID_Y; ++y) { + grid[y][POLY_GRID_X+POLY_GRID_XPAD-1] = '\0'; + fprintf(fout,"%s\n",grid[y]); + } + + fprintf(fout,"\ntriangulation sequence: "); +#endif + + // + // FIXME: currently this is the slow O(kn) variant with a worst case + // complexity of O(n^2) (I think). Can be done in O(n). + while (num > 3) { + + // Find the next ear of the polygon + int num_found = 0; + for (ear = next;;prev = ear,ear = next) { + + // break after we looped two times without a positive match + for (next=ear+1;done[(next>=max?next=0:next)];++next); + if (next < ear) { + if (++num_found == 2) { + break; + } + } + const aiVector2D* pnt1 = &temp_verts[ear], + *pnt0 = &temp_verts[prev], + *pnt2 = &temp_verts[next]; + + // Must be a convex point. Assuming ccw winding, it must be on the right of the line between p-1 and p+1. + if (OnLeftSideOfLine2D(*pnt0,*pnt2,*pnt1)) { + continue; + } + + // and no other point may be contained in this triangle + for ( tmp = 0; tmp < max; ++tmp) { + + // We need to compare the actual values because it's possible that multiple indexes in + // the polygon are referring to the same position. concave_polygon.obj is a sample + // + // FIXME: Use 'epsiloned' comparisons instead? Due to numeric inaccuracies in + // PointInTriangle() I'm guessing that it's actually possible to construct + // input data that would cause us to end up with no ears. The problem is, + // which epsilon? If we chose a too large value, we'd get wrong results + const aiVector2D& vtmp = temp_verts[tmp]; + if ( vtmp != *pnt1 && vtmp != *pnt2 && vtmp != *pnt0 && PointInTriangle2D(*pnt0,*pnt1,*pnt2,vtmp)) { + break; + } + } + if (tmp != max) { + continue; + } + + // this vertex is an ear + break; + } + if (num_found == 2) { + + // Due to the 'two ear theorem', every simple polygon with more than three points must + // have 2 'ears'. Here's definitely something wrong ... but we don't give up yet. + // + + // Instead we're continuing with the standard tri-fanning algorithm which we'd + // use if we had only convex polygons. That's life. + ASSIMP_LOG_ERROR("Failed to triangulate polygon (no ear found). Probably not a simple polygon?"); + +#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS + fprintf(fout,"critical error here, no ear found! "); +#endif + num = 0; + break; + + curOut -= (max-num); /* undo all previous work */ + for (tmp = 0; tmp < max-2; ++tmp) { + aiFace& nface = *curOut++; + + nface.mNumIndices = 3; + if (!nface.mIndices) + nface.mIndices = new unsigned int[3]; + + nface.mIndices[0] = 0; + nface.mIndices[1] = tmp+1; + nface.mIndices[2] = tmp+2; + + } + num = 0; + break; + } + + aiFace& nface = *curOut++; + nface.mNumIndices = 3; + + if (!nface.mIndices) { + nface.mIndices = new unsigned int[3]; + } + + // setup indices for the new triangle ... + nface.mIndices[0] = prev; + nface.mIndices[1] = ear; + nface.mIndices[2] = next; + + // exclude the ear from most further processing + done[ear] = true; + --num; + } + if (num > 0) { + // We have three indices forming the last 'ear' remaining. Collect them. + aiFace& nface = *curOut++; + nface.mNumIndices = 3; + if (!nface.mIndices) { + nface.mIndices = new unsigned int[3]; + } + + for (tmp = 0; done[tmp]; ++tmp); + nface.mIndices[0] = tmp; + + for (++tmp; done[tmp]; ++tmp); + nface.mIndices[1] = tmp; + + for (++tmp; done[tmp]; ++tmp); + nface.mIndices[2] = tmp; + + } + } + +#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS + + for(aiFace* f = last_face; f != curOut; ++f) { + unsigned int* i = f->mIndices; + fprintf(fout," (%i %i %i)",i[0],i[1],i[2]); + } + + fprintf(fout,"\n*********************************************************************\n"); + fflush(fout); + +#endif + + for(aiFace* f = last_face; f != curOut; ) { + unsigned int* i = f->mIndices; + + // drop dumb 0-area triangles - deactivated for now: + //FindDegenerates post processing step can do the same thing + //if (std::fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) { + // ASSIMP_LOG_DEBUG("Dropping triangle with area 0"); + // --curOut; + + // delete[] f->mIndices; + // f->mIndices = nullptr; + + // for(aiFace* ff = f; ff != curOut; ++ff) { + // ff->mNumIndices = (ff+1)->mNumIndices; + // ff->mIndices = (ff+1)->mIndices; + // (ff+1)->mIndices = nullptr; + // } + // continue; + //} + + i[0] = idx[i[0]]; + i[1] = idx[i[1]]; + i[2] = idx[i[2]]; + ++f; + } + + delete[] face.mIndices; + face.mIndices = NULL; + } + +#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS + fclose(fout); +#endif + + // kill the old faces + delete [] pMesh->mFaces; + + // ... and store the new ones + pMesh->mFaces = out; + pMesh->mNumFaces = (unsigned int)(curOut-out); /* not necessarily equal to numOut */ + return true; +} + +#endif // !! ASSIMP_BUILD_NO_TRIANGULATE_PROCESS diff --git a/thirdparty/assimp/code/PostProcessing/TriangulateProcess.h b/thirdparty/assimp/code/PostProcessing/TriangulateProcess.h new file mode 100644 index 0000000000..916b5103dd --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/TriangulateProcess.h @@ -0,0 +1,91 @@ +/* +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 Defines a post processing step to triangulate all faces + with more than three vertices. + */ +#ifndef AI_TRIANGULATEPROCESS_H_INC +#define AI_TRIANGULATEPROCESS_H_INC + +#include "Common/BaseProcess.h" + +struct aiMesh; + +class TriangulateProcessTest; + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** The TriangulateProcess splits up all faces with more than three indices + * into triangles. You usually want this to happen because the graphics cards + * need their data as triangles. + */ +class ASSIMP_API TriangulateProcess : public BaseProcess { +public: + TriangulateProcess(); + ~TriangulateProcess(); + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag field. + * @param pFlags The processing flags the importer was called with. A bitwise + * combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, false if not. + */ + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * At the moment a process is not supposed to fail. + * @param pScene The imported data to work at. + */ + void Execute( aiScene* pScene); + + // ------------------------------------------------------------------- + /** Triangulates the given mesh. + * @param pMesh The mesh to triangulate. + */ + bool TriangulateMesh( aiMesh* pMesh); +}; + +} // end of namespace Assimp + +#endif // AI_TRIANGULATEPROCESS_H_INC diff --git a/thirdparty/assimp/code/PostProcessing/ValidateDataStructure.cpp b/thirdparty/assimp/code/PostProcessing/ValidateDataStructure.cpp new file mode 100644 index 0000000000..712fd6943d --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ValidateDataStructure.cpp @@ -0,0 +1,979 @@ +/* +--------------------------------------------------------------------------- +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 ValidateDataStructure.cpp + * @brief Implementation of the post processing step to validate + * the data structure returned by Assimp. + */ + +// internal headers +#include "ValidateDataStructure.h" +#include +#include +#include "ProcessHelper.h" +#include + +// CRT headers +#include + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +ValidateDSProcess::ValidateDSProcess() : + mScene() +{} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +ValidateDSProcess::~ValidateDSProcess() +{} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the processing step is present in the given flag field. +bool ValidateDSProcess::IsActive( unsigned int pFlags) const +{ + return (pFlags & aiProcess_ValidateDataStructure) != 0; +} +// ------------------------------------------------------------------------------------------------ +AI_WONT_RETURN void ValidateDSProcess::ReportError(const char* msg,...) +{ + ai_assert(NULL != msg); + + va_list args; + va_start(args,msg); + + char szBuffer[3000]; + const int iLen = vsprintf(szBuffer,msg,args); + ai_assert(iLen > 0); + + va_end(args); + + throw DeadlyImportError("Validation failed: " + std::string(szBuffer,iLen)); +} +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::ReportWarning(const char* msg,...) +{ + ai_assert(NULL != msg); + + va_list args; + va_start(args,msg); + + char szBuffer[3000]; + const int iLen = vsprintf(szBuffer,msg,args); + ai_assert(iLen > 0); + + va_end(args); + ASSIMP_LOG_WARN("Validation warning: " + std::string(szBuffer,iLen)); +} + +// ------------------------------------------------------------------------------------------------ +inline +int HasNameMatch(const aiString& in, aiNode* node) { + int result = (node->mName == in ? 1 : 0 ); + for (unsigned int i = 0; i < node->mNumChildren;++i) { + result += HasNameMatch(in,node->mChildren[i]); + } + return result; +} + +// ------------------------------------------------------------------------------------------------ +template +inline +void ValidateDSProcess::DoValidation(T** parray, unsigned int size, const char* firstName, const char* secondName) { + // validate all entries + if (size) + { + if (!parray) + { + ReportError("aiScene::%s is NULL (aiScene::%s is %i)", + firstName, secondName, size); + } + for (unsigned int i = 0; i < size;++i) + { + if (!parray[i]) + { + ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)", + firstName,i,secondName,size); + } + Validate(parray[i]); + } + } +} + +// ------------------------------------------------------------------------------------------------ +template +inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size, + const char* firstName, const char* secondName) +{ + // validate all entries + if (size) + { + if (!parray) { + ReportError("aiScene::%s is NULL (aiScene::%s is %i)", + firstName, secondName, size); + } + for (unsigned int i = 0; i < size;++i) + { + if (!parray[i]) + { + ReportError("aiScene::%s[%u] is NULL (aiScene::%s is %u)", + firstName,i,secondName,size); + } + Validate(parray[i]); + + // check whether there are duplicate names + for (unsigned int a = i+1; a < size;++a) + { + if (parray[i]->mName == parray[a]->mName) + { + ReportError("aiScene::%s[%u] has the same name as " + "aiScene::%s[%u]",firstName, i,secondName, a); + } + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +template +inline +void ValidateDSProcess::DoValidationWithNameCheck(T** array, unsigned int size, const char* firstName, + const char* secondName) { + // validate all entries + DoValidationEx(array,size,firstName,secondName); + + for (unsigned int i = 0; i < size;++i) { + int res = HasNameMatch(array[i]->mName,mScene->mRootNode); + if (0 == res) { + const std::string name = static_cast(array[i]->mName.data); + ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)", + firstName,i, name.c_str()); + } else if (1 != res) { + const std::string name = static_cast(array[i]->mName.data); + ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name", + firstName,i, name.c_str()); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Executes the post processing step on the given imported data. +void ValidateDSProcess::Execute( aiScene* pScene) { + mScene = pScene; + ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin"); + + // validate the node graph of the scene + Validate(pScene->mRootNode); + + // validate all meshes + if (pScene->mNumMeshes) { + DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes"); + } + else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) { + ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there"); + } + else if (pScene->mMeshes) { + ReportError("aiScene::mMeshes is non-null although there are no meshes"); + } + + // validate all animations + if (pScene->mNumAnimations) { + DoValidation(pScene->mAnimations,pScene->mNumAnimations, + "mAnimations","mNumAnimations"); + } + else if (pScene->mAnimations) { + ReportError("aiScene::mAnimations is non-null although there are no animations"); + } + + // validate all cameras + if (pScene->mNumCameras) { + DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras, + "mCameras","mNumCameras"); + } + else if (pScene->mCameras) { + ReportError("aiScene::mCameras is non-null although there are no cameras"); + } + + // validate all lights + if (pScene->mNumLights) { + DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights, + "mLights","mNumLights"); + } + else if (pScene->mLights) { + ReportError("aiScene::mLights is non-null although there are no lights"); + } + + // validate all textures + if (pScene->mNumTextures) { + DoValidation(pScene->mTextures,pScene->mNumTextures, + "mTextures","mNumTextures"); + } + else if (pScene->mTextures) { + ReportError("aiScene::mTextures is non-null although there are no textures"); + } + + // validate all materials + if (pScene->mNumMaterials) { + DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials"); + } +#if 0 + // NOTE: ScenePreprocessor generates a default material if none is there + else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) { + ReportError("aiScene::mNumMaterials is 0. At least one material must be there"); + } +#endif + else if (pScene->mMaterials) { + ReportError("aiScene::mMaterials is non-null although there are no materials"); + } + +// if (!has)ReportError("The aiScene data structure is empty"); + ASSIMP_LOG_DEBUG("ValidateDataStructureProcess end"); +} + +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::Validate( const aiLight* pLight) +{ + if (pLight->mType == aiLightSource_UNDEFINED) + ReportWarning("aiLight::mType is aiLightSource_UNDEFINED"); + + if (!pLight->mAttenuationConstant && + !pLight->mAttenuationLinear && + !pLight->mAttenuationQuadratic) { + ReportWarning("aiLight::mAttenuationXXX - all are zero"); + } + + if (pLight->mAngleInnerCone > pLight->mAngleOuterCone) + ReportError("aiLight::mAngleInnerCone is larger than aiLight::mAngleOuterCone"); + + if (pLight->mColorDiffuse.IsBlack() && pLight->mColorAmbient.IsBlack() + && pLight->mColorSpecular.IsBlack()) + { + ReportWarning("aiLight::mColorXXX - all are black and won't have any influence"); + } +} + +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::Validate( const aiCamera* pCamera) +{ + if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear) + ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear"); + + // FIX: there are many 3ds files with invalid FOVs. No reason to + // reject them at all ... a warning is appropriate. + if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI) + ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV",pCamera->mHorizontalFOV); +} + +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::Validate( const aiMesh* pMesh) +{ + // validate the material index of the mesh + if (mScene->mNumMaterials && pMesh->mMaterialIndex >= mScene->mNumMaterials) + { + ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)", + pMesh->mMaterialIndex,mScene->mNumMaterials-1); + } + + Validate(&pMesh->mName); + + for (unsigned int i = 0; i < pMesh->mNumFaces; ++i) + { + aiFace& face = pMesh->mFaces[i]; + + if (pMesh->mPrimitiveTypes) + { + switch (face.mNumIndices) + { + case 0: + ReportError("aiMesh::mFaces[%i].mNumIndices is 0",i); + break; + case 1: + if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POINT)) + { + ReportError("aiMesh::mFaces[%i] is a POINT but aiMesh::mPrimitiveTypes " + "does not report the POINT flag",i); + } + break; + case 2: + if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_LINE)) + { + ReportError("aiMesh::mFaces[%i] is a LINE but aiMesh::mPrimitiveTypes " + "does not report the LINE flag",i); + } + break; + case 3: + if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE)) + { + ReportError("aiMesh::mFaces[%i] is a TRIANGLE but aiMesh::mPrimitiveTypes " + "does not report the TRIANGLE flag",i); + } + break; + default: + if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) + { + this->ReportError("aiMesh::mFaces[%i] is a POLYGON but aiMesh::mPrimitiveTypes " + "does not report the POLYGON flag",i); + } + break; + }; + } + + if (!face.mIndices) + ReportError("aiMesh::mFaces[%i].mIndices is NULL",i); + } + + // positions must always be there ... + if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) { + ReportError("The mesh %s contains no vertices", pMesh->mName.C_Str()); + } + + if (pMesh->mNumVertices > AI_MAX_VERTICES) { + ReportError("Mesh has too many vertices: %u, but the limit is %u",pMesh->mNumVertices,AI_MAX_VERTICES); + } + if (pMesh->mNumFaces > AI_MAX_FACES) { + ReportError("Mesh has too many faces: %u, but the limit is %u",pMesh->mNumFaces,AI_MAX_FACES); + } + + // if tangents are there there must also be bitangent vectors ... + if ((pMesh->mTangents != NULL) != (pMesh->mBitangents != NULL)) { + ReportError("If there are tangents, bitangent vectors must be present as well"); + } + + // faces, too + if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) { + ReportError("Mesh %s contains no faces", pMesh->mName.C_Str()); + } + + // now check whether the face indexing layout is correct: + // unique vertices, pseudo-indexed. + std::vector abRefList; + abRefList.resize(pMesh->mNumVertices,false); + for (unsigned int i = 0; i < pMesh->mNumFaces;++i) + { + aiFace& face = pMesh->mFaces[i]; + if (face.mNumIndices > AI_MAX_FACE_INDICES) { + ReportError("Face %u has too many faces: %u, but the limit is %u",i,face.mNumIndices,AI_MAX_FACE_INDICES); + } + + for (unsigned int a = 0; a < face.mNumIndices;++a) + { + if (face.mIndices[a] >= pMesh->mNumVertices) { + ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range",i,a); + } + // the MSB flag is temporarily used by the extra verbose + // mode to tell us that the JoinVerticesProcess might have + // been executed already. + /*if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && !(this->mScene->mFlags & AI_SCENE_FLAGS_ALLOW_SHARED) && + abRefList[face.mIndices[a]]) + { + ReportError("aiMesh::mVertices[%i] is referenced twice - second " + "time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a); + }*/ + abRefList[face.mIndices[a]] = true; + } + } + + // check whether there are vertices that aren't referenced by a face + bool b = false; + for (unsigned int i = 0; i < pMesh->mNumVertices;++i) { + if (!abRefList[i])b = true; + } + abRefList.clear(); + if (b) { + ReportWarning("There are unreferenced vertices"); + } + + // texture channel 2 may not be set if channel 1 is zero ... + { + unsigned int i = 0; + for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i) + { + if (!pMesh->HasTextureCoords(i))break; + } + for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i) + if (pMesh->HasTextureCoords(i)) + { + ReportError("Texture coordinate channel %i exists " + "although the previous channel was NULL.",i); + } + } + // the same for the vertex colors + { + unsigned int i = 0; + for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i) + { + if (!pMesh->HasVertexColors(i))break; + } + for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i) + if (pMesh->HasVertexColors(i)) + { + ReportError("Vertex color channel %i is exists " + "although the previous channel was NULL.",i); + } + } + + + // now validate all bones + if (pMesh->mNumBones) + { + if (!pMesh->mBones) + { + ReportError("aiMesh::mBones is NULL (aiMesh::mNumBones is %i)", + pMesh->mNumBones); + } + std::unique_ptr afSum(nullptr); + if (pMesh->mNumVertices) + { + afSum.reset(new float[pMesh->mNumVertices]); + for (unsigned int i = 0; i < pMesh->mNumVertices;++i) + afSum[i] = 0.0f; + } + + // check whether there are duplicate bone names + for (unsigned int i = 0; i < pMesh->mNumBones;++i) + { + const aiBone* bone = pMesh->mBones[i]; + if (bone->mNumWeights > AI_MAX_BONE_WEIGHTS) { + ReportError("Bone %u has too many weights: %u, but the limit is %u",i,bone->mNumWeights,AI_MAX_BONE_WEIGHTS); + } + + if (!pMesh->mBones[i]) + { + ReportError("aiMesh::mBones[%i] is NULL (aiMesh::mNumBones is %i)", + i,pMesh->mNumBones); + } + Validate(pMesh,pMesh->mBones[i],afSum.get()); + + for (unsigned int a = i+1; a < pMesh->mNumBones;++a) + { + if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName) + { + const char *name = "unknown"; + if (nullptr != pMesh->mBones[ i ]->mName.C_Str()) { + name = pMesh->mBones[ i ]->mName.C_Str(); + } + ReportError("aiMesh::mBones[%i], name = \"%s\" has the same name as " + "aiMesh::mBones[%i]", i, name, a ); + } + } + } + // check whether all bone weights for a vertex sum to 1.0 ... + for (unsigned int i = 0; i < pMesh->mNumVertices;++i) + { + if (afSum[i] && (afSum[i] <= 0.94 || afSum[i] >= 1.05)) { + ReportWarning("aiMesh::mVertices[%i]: bone weight sum != 1.0 (sum is %f)",i,afSum[i]); + } + } + } + else if (pMesh->mBones) + { + ReportError("aiMesh::mBones is non-null although there are no bones"); + } +} + +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::Validate( const aiMesh* pMesh, const aiBone* pBone,float* afSum) { + this->Validate(&pBone->mName); + + if (!pBone->mNumWeights) { + //ReportError("aiBone::mNumWeights is zero"); + } + + // check whether all vertices affected by this bone are valid + for (unsigned int i = 0; i < pBone->mNumWeights;++i) + { + if (pBone->mWeights[i].mVertexId >= pMesh->mNumVertices) { + ReportError("aiBone::mWeights[%i].mVertexId is out of range",i); + } + else if (!pBone->mWeights[i].mWeight || pBone->mWeights[i].mWeight > 1.0f) { + ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value",i); + } + afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight; + } +} + +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::Validate( const aiAnimation* pAnimation) +{ + Validate(&pAnimation->mName); + + // validate all materials + if (pAnimation->mNumChannels) + { + if (!pAnimation->mChannels) { + ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)", + pAnimation->mNumChannels); + } + for (unsigned int i = 0; i < pAnimation->mNumChannels;++i) + { + if (!pAnimation->mChannels[i]) + { + ReportError("aiAnimation::mChannels[%i] is NULL (aiAnimation::mNumChannels is %i)", + i, pAnimation->mNumChannels); + } + Validate(pAnimation, pAnimation->mChannels[i]); + } + } + else { + ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there."); + } +} + +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial, + aiTextureType type) +{ + const char* szType = TextureTypeToString(type); + + // **************************************************************************** + // Search all keys of the material ... + // textures must be specified with ascending indices + // (e.g. diffuse #2 may not be specified if diffuse #1 is not there ...) + // **************************************************************************** + + int iNumIndices = 0; + int iIndex = -1; + for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) { + aiMaterialProperty* prop = pMaterial->mProperties[ i ]; + ai_assert(nullptr != prop); + if ( !::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == static_cast(type)) { + iIndex = std::max(iIndex, (int) prop->mIndex); + ++iNumIndices; + + if (aiPTI_String != prop->mType) { + ReportError("Material property %s is expected to be a string", prop->mKey.data); + } + } + } + if (iIndex +1 != iNumIndices) { + ReportError("%s #%i is set, but there are only %i %s textures", + szType,iIndex,iNumIndices,szType); + } + if (!iNumIndices)return; + std::vector mappings(iNumIndices); + + // Now check whether all UV indices are valid ... + bool bNoSpecified = true; + for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) + { + aiMaterialProperty* prop = pMaterial->mProperties[i]; + if (prop->mSemantic != type)continue; + + if ((int)prop->mIndex >= iNumIndices) + { + ReportError("Found texture property with index %i, although there " + "are only %i textures of type %s", + prop->mIndex, iNumIndices, szType); + } + + if (!::strcmp(prop->mKey.data,"$tex.mapping")) { + if (aiPTI_Integer != prop->mType || prop->mDataLength < sizeof(aiTextureMapping)) + { + ReportError("Material property %s%i is expected to be an integer (size is %i)", + prop->mKey.data,prop->mIndex,prop->mDataLength); + } + mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData); + } + else if (!::strcmp(prop->mKey.data,"$tex.uvtrafo")) { + if (aiPTI_Float != prop->mType || prop->mDataLength < sizeof(aiUVTransform)) + { + ReportError("Material property %s%i is expected to be 5 floats large (size is %i)", + prop->mKey.data,prop->mIndex, prop->mDataLength); + } + mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData); + } + else if (!::strcmp(prop->mKey.data,"$tex.uvwsrc")) { + if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength) + { + ReportError("Material property %s%i is expected to be an integer (size is %i)", + prop->mKey.data,prop->mIndex,prop->mDataLength); + } + bNoSpecified = false; + + // Ignore UV indices for texture channels that are not there ... + + // Get the value + iIndex = *((unsigned int*)prop->mData); + + // Check whether there is a mesh using this material + // which has not enough UV channels ... + for (unsigned int a = 0; a < mScene->mNumMeshes;++a) + { + aiMesh* mesh = this->mScene->mMeshes[a]; + if(mesh->mMaterialIndex == (unsigned int)i) + { + int iChannels = 0; + while (mesh->HasTextureCoords(iChannels))++iChannels; + if (iIndex >= iChannels) + { + ReportWarning("Invalid UV index: %i (key %s). Mesh %i has only %i UV channels", + iIndex,prop->mKey.data,a,iChannels); + } + } + } + } + } + if (bNoSpecified) + { + // Assume that all textures are using the first UV channel + for (unsigned int a = 0; a < mScene->mNumMeshes;++a) + { + aiMesh* mesh = mScene->mMeshes[a]; + if(mesh->mMaterialIndex == (unsigned int)iIndex && mappings[0] == aiTextureMapping_UV) + { + if (!mesh->mTextureCoords[0]) + { + // This is a special case ... it could be that the + // original mesh format intended the use of a special + // mapping here. + ReportWarning("UV-mapped texture, but there are no UV coords"); + } + } + } + } +} +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::Validate( const aiMaterial* pMaterial) +{ + // check whether there are material keys that are obviously not legal + for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) + { + const aiMaterialProperty* prop = pMaterial->mProperties[i]; + if (!prop) { + ReportError("aiMaterial::mProperties[%i] is NULL (aiMaterial::mNumProperties is %i)", + i,pMaterial->mNumProperties); + } + if (!prop->mDataLength || !prop->mData) { + ReportError("aiMaterial::mProperties[%i].mDataLength or " + "aiMaterial::mProperties[%i].mData is 0",i,i); + } + // check all predefined types + if (aiPTI_String == prop->mType) { + // FIX: strings are now stored in a less expensive way, but we can't use the + // validation routine for 'normal' aiStrings + if (prop->mDataLength < 5 || prop->mDataLength < 4 + (*reinterpret_cast(prop->mData)) + 1) { + ReportError("aiMaterial::mProperties[%i].mDataLength is " + "too small to contain a string (%i, needed: %i)", + i,prop->mDataLength,static_cast(sizeof(aiString))); + } + if(prop->mData[prop->mDataLength-1]) { + ReportError("Missing null-terminator in string material property"); + } + // Validate((const aiString*)prop->mData); + } + else if (aiPTI_Float == prop->mType) { + if (prop->mDataLength < sizeof(float)) { + ReportError("aiMaterial::mProperties[%i].mDataLength is " + "too small to contain a float (%i, needed: %i)", + i,prop->mDataLength, static_cast(sizeof(float))); + } + } + else if (aiPTI_Integer == prop->mType) { + if (prop->mDataLength < sizeof(int)) { + ReportError("aiMaterial::mProperties[%i].mDataLength is " + "too small to contain an integer (%i, needed: %i)", + i,prop->mDataLength, static_cast(sizeof(int))); + } + } + // TODO: check whether there is a key with an unknown name ... + } + + // make some more specific tests + ai_real fTemp; + int iShading; + if (AI_SUCCESS == aiGetMaterialInteger( pMaterial,AI_MATKEY_SHADING_MODEL,&iShading)) { + switch ((aiShadingMode)iShading) + { + case aiShadingMode_Blinn: + case aiShadingMode_CookTorrance: + case aiShadingMode_Phong: + + if (AI_SUCCESS != aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS,&fTemp)) { + ReportWarning("A specular shading model is specified but there is no " + "AI_MATKEY_SHININESS key"); + } + if (AI_SUCCESS == aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS_STRENGTH,&fTemp) && !fTemp) { + ReportWarning("A specular shading model is specified but the value of the " + "AI_MATKEY_SHININESS_STRENGTH key is 0.0"); + } + break; + default: + break; + } + } + + if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) { + ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)"); + } + + // Check whether there are invalid texture keys + // TODO: that's a relict of the past, where texture type and index were baked + // into the material string ... we could do that in one single pass. + SearchForInvalidTextures(pMaterial,aiTextureType_DIFFUSE); + SearchForInvalidTextures(pMaterial,aiTextureType_SPECULAR); + SearchForInvalidTextures(pMaterial,aiTextureType_AMBIENT); + SearchForInvalidTextures(pMaterial,aiTextureType_EMISSIVE); + SearchForInvalidTextures(pMaterial,aiTextureType_OPACITY); + SearchForInvalidTextures(pMaterial,aiTextureType_SHININESS); + SearchForInvalidTextures(pMaterial,aiTextureType_HEIGHT); + SearchForInvalidTextures(pMaterial,aiTextureType_NORMALS); + SearchForInvalidTextures(pMaterial,aiTextureType_DISPLACEMENT); + SearchForInvalidTextures(pMaterial,aiTextureType_LIGHTMAP); + SearchForInvalidTextures(pMaterial,aiTextureType_REFLECTION); +} + +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::Validate( const aiTexture* pTexture) +{ + // the data section may NEVER be NULL + if (!pTexture->pcData) { + ReportError("aiTexture::pcData is NULL"); + } + if (pTexture->mHeight) + { + if (!pTexture->mWidth){ + ReportError("aiTexture::mWidth is zero (aiTexture::mHeight is %i, uncompressed texture)", + pTexture->mHeight); + } + } + else + { + if (!pTexture->mWidth) { + ReportError("aiTexture::mWidth is zero (compressed texture)"); + } + if ('\0' != pTexture->achFormatHint[3]) { + ReportWarning("aiTexture::achFormatHint must be zero-terminated"); + } + else if ('.' == pTexture->achFormatHint[0]) { + ReportWarning("aiTexture::achFormatHint should contain a file extension " + "without a leading dot (format hint: %s).",pTexture->achFormatHint); + } + } + + const char* sz = pTexture->achFormatHint; + if ((sz[0] >= 'A' && sz[0] <= 'Z') || + (sz[1] >= 'A' && sz[1] <= 'Z') || + (sz[2] >= 'A' && sz[2] <= 'Z') || + (sz[3] >= 'A' && sz[3] <= 'Z')) { + ReportError("aiTexture::achFormatHint contains non-lowercase letters"); + } +} + +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::Validate( const aiAnimation* pAnimation, + const aiNodeAnim* pNodeAnim) +{ + Validate(&pNodeAnim->mNodeName); + + if (!pNodeAnim->mNumPositionKeys && !pNodeAnim->mScalingKeys && !pNodeAnim->mNumRotationKeys) { + ReportError("Empty node animation channel"); + } + // otherwise check whether one of the keys exceeds the total duration of the animation + if (pNodeAnim->mNumPositionKeys) + { + if (!pNodeAnim->mPositionKeys) + { + ReportError("aiNodeAnim::mPositionKeys is NULL (aiNodeAnim::mNumPositionKeys is %i)", + pNodeAnim->mNumPositionKeys); + } + double dLast = -10e10; + for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys;++i) + { + // ScenePreprocessor will compute the duration if still the default value + // (Aramis) Add small epsilon, comparison tended to fail if max_time == duration, + // seems to be due the compilers register usage/width. + if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration+0.001) + { + ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger " + "than aiAnimation::mDuration (which is %.5f)",i, + (float)pNodeAnim->mPositionKeys[i].mTime, + (float)pAnimation->mDuration); + } + if (i && pNodeAnim->mPositionKeys[i].mTime <= dLast) + { + ReportWarning("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is smaller " + "than aiAnimation::mPositionKeys[%i] (which is %.5f)",i, + (float)pNodeAnim->mPositionKeys[i].mTime, + i-1, (float)dLast); + } + dLast = pNodeAnim->mPositionKeys[i].mTime; + } + } + // rotation keys + if (pNodeAnim->mNumRotationKeys) + { + if (!pNodeAnim->mRotationKeys) + { + ReportError("aiNodeAnim::mRotationKeys is NULL (aiNodeAnim::mNumRotationKeys is %i)", + pNodeAnim->mNumRotationKeys); + } + double dLast = -10e10; + for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys;++i) + { + if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration+0.001) + { + ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger " + "than aiAnimation::mDuration (which is %.5f)",i, + (float)pNodeAnim->mRotationKeys[i].mTime, + (float)pAnimation->mDuration); + } + if (i && pNodeAnim->mRotationKeys[i].mTime <= dLast) + { + ReportWarning("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is smaller " + "than aiAnimation::mRotationKeys[%i] (which is %.5f)",i, + (float)pNodeAnim->mRotationKeys[i].mTime, + i-1, (float)dLast); + } + dLast = pNodeAnim->mRotationKeys[i].mTime; + } + } + // scaling keys + if (pNodeAnim->mNumScalingKeys) + { + if (!pNodeAnim->mScalingKeys) { + ReportError("aiNodeAnim::mScalingKeys is NULL (aiNodeAnim::mNumScalingKeys is %i)", + pNodeAnim->mNumScalingKeys); + } + double dLast = -10e10; + for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys;++i) + { + if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration+0.001) + { + ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger " + "than aiAnimation::mDuration (which is %.5f)",i, + (float)pNodeAnim->mScalingKeys[i].mTime, + (float)pAnimation->mDuration); + } + if (i && pNodeAnim->mScalingKeys[i].mTime <= dLast) + { + ReportWarning("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is smaller " + "than aiAnimation::mScalingKeys[%i] (which is %.5f)",i, + (float)pNodeAnim->mScalingKeys[i].mTime, + i-1, (float)dLast); + } + dLast = pNodeAnim->mScalingKeys[i].mTime; + } + } + + if (!pNodeAnim->mNumScalingKeys && !pNodeAnim->mNumRotationKeys && + !pNodeAnim->mNumPositionKeys) + { + ReportError("A node animation channel must have at least one subtrack"); + } +} + +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::Validate( const aiNode* pNode) +{ + if (!pNode) { + ReportError("A node of the scenegraph is NULL"); + } + // Validate node name string first so that it's safe to use in below expressions + this->Validate(&pNode->mName); + const char* nodeName = (&pNode->mName)->C_Str(); + if (pNode != mScene->mRootNode && !pNode->mParent){ + ReportError("Non-root node %s lacks a valid parent (aiNode::mParent is NULL) ", nodeName); + } + + // validate all meshes + if (pNode->mNumMeshes) + { + if (!pNode->mMeshes) + { + ReportError("aiNode::mMeshes is NULL for node %s (aiNode::mNumMeshes is %i)", + nodeName, pNode->mNumMeshes); + } + std::vector abHadMesh; + abHadMesh.resize(mScene->mNumMeshes,false); + for (unsigned int i = 0; i < pNode->mNumMeshes;++i) + { + if (pNode->mMeshes[i] >= mScene->mNumMeshes) + { + ReportError("aiNode::mMeshes[%i] is out of range for node %s (maximum is %i)", + pNode->mMeshes[i], nodeName, mScene->mNumMeshes-1); + } + if (abHadMesh[pNode->mMeshes[i]]) + { + ReportError("aiNode::mMeshes[%i] is already referenced by this node %s (value: %i)", + i, nodeName, pNode->mMeshes[i]); + } + abHadMesh[pNode->mMeshes[i]] = true; + } + } + if (pNode->mNumChildren) + { + if (!pNode->mChildren) { + ReportError("aiNode::mChildren is NULL for node %s (aiNode::mNumChildren is %i)", + nodeName, pNode->mNumChildren); + } + for (unsigned int i = 0; i < pNode->mNumChildren;++i) { + Validate(pNode->mChildren[i]); + } + } +} + +// ------------------------------------------------------------------------------------------------ +void ValidateDSProcess::Validate( const aiString* pString) +{ + if (pString->length > MAXLEN) + { + ReportError("aiString::length is too large (%lu, maximum is %lu)", + pString->length,MAXLEN); + } + const char* sz = pString->data; + while (true) + { + if ('\0' == *sz) + { + if (pString->length != (unsigned int)(sz-pString->data)) { + ReportError("aiString::data is invalid: the terminal zero is at a wrong offset"); + } + break; + } + else if (sz >= &pString->data[MAXLEN]) { + ReportError("aiString::data is invalid. There is no terminal character"); + } + ++sz; + } +} diff --git a/thirdparty/assimp/code/PostProcessing/ValidateDataStructure.h b/thirdparty/assimp/code/PostProcessing/ValidateDataStructure.h new file mode 100644 index 0000000000..0b891ef414 --- /dev/null +++ b/thirdparty/assimp/code/PostProcessing/ValidateDataStructure.h @@ -0,0 +1,189 @@ +/* +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 Defines a (dummy) post processing step to validate the loader's + * output data structure (for debugging) + */ +#ifndef AI_VALIDATEPROCESS_H_INC +#define AI_VALIDATEPROCESS_H_INC + +#include +#include + +#include "Common/BaseProcess.h" + +struct aiBone; +struct aiMesh; +struct aiAnimation; +struct aiNodeAnim; +struct aiTexture; +struct aiMaterial; +struct aiNode; +struct aiString; +struct aiCamera; +struct aiLight; + +namespace Assimp { + +// -------------------------------------------------------------------------------------- +/** Validates the whole ASSIMP scene data structure for correctness. + * ImportErrorException is thrown of the scene is corrupt.*/ +// -------------------------------------------------------------------------------------- +class ValidateDSProcess : public BaseProcess +{ +public: + + ValidateDSProcess(); + ~ValidateDSProcess(); + +public: + // ------------------------------------------------------------------- + bool IsActive( unsigned int pFlags) const; + + // ------------------------------------------------------------------- + void Execute( aiScene* pScene); + +protected: + + // ------------------------------------------------------------------- + /** Report a validation error. This will throw an exception, + * control won't return. + * @param msg Format string for sprintf().*/ + AI_WONT_RETURN void ReportError(const char* msg,...) AI_WONT_RETURN_SUFFIX; + + + // ------------------------------------------------------------------- + /** Report a validation warning. This won't throw an exception, + * control will return to the caller. + * @param msg Format string for sprintf().*/ + void ReportWarning(const char* msg,...); + + + // ------------------------------------------------------------------- + /** Validates a mesh + * @param pMesh Input mesh*/ + void Validate( const aiMesh* pMesh); + + // ------------------------------------------------------------------- + /** Validates a bone + * @param pMesh Input mesh + * @param pBone Input bone*/ + void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum); + + // ------------------------------------------------------------------- + /** Validates an animation + * @param pAnimation Input animation*/ + void Validate( const aiAnimation* pAnimation); + + // ------------------------------------------------------------------- + /** Validates a material + * @param pMaterial Input material*/ + void Validate( const aiMaterial* pMaterial); + + // ------------------------------------------------------------------- + /** Search the material data structure for invalid or corrupt + * texture keys. + * @param pMaterial Input material + * @param type Type of the texture*/ + void SearchForInvalidTextures(const aiMaterial* pMaterial, + aiTextureType type); + + // ------------------------------------------------------------------- + /** Validates a texture + * @param pTexture Input texture*/ + void Validate( const aiTexture* pTexture); + + // ------------------------------------------------------------------- + /** Validates a light source + * @param pLight Input light + */ + void Validate( const aiLight* pLight); + + // ------------------------------------------------------------------- + /** Validates a camera + * @param pCamera Input camera*/ + void Validate( const aiCamera* pCamera); + + // ------------------------------------------------------------------- + /** Validates a bone animation channel + * @param pAnimation Animation channel. + * @param pBoneAnim Input bone animation */ + void Validate( const aiAnimation* pAnimation, + const aiNodeAnim* pBoneAnim); + + // ------------------------------------------------------------------- + /** Validates a node and all of its subnodes + * @param Node Input node*/ + void Validate( const aiNode* pNode); + + // ------------------------------------------------------------------- + /** Validates a string + * @param pString Input string*/ + void Validate( const aiString* pString); + +private: + + // template to validate one of the aiScene::mXXX arrays + template + inline void DoValidation(T** array, unsigned int size, + const char* firstName, const char* secondName); + + // extended version: checks whether T::mName occurs twice + template + inline void DoValidationEx(T** array, unsigned int size, + const char* firstName, const char* secondName); + + // extension to the first template which does also search + // the nodegraph for an item with the same name + template + inline void DoValidationWithNameCheck(T** array, unsigned int size, + const char* firstName, const char* secondName); + + aiScene* mScene; +}; + + + + +} // end of namespace Assimp + +#endif // AI_VALIDATEPROCESS_H_INC -- cgit v1.2.3 From ad214c03560d721d9b8bbff03835fc7fa4884943 Mon Sep 17 00:00:00 2001 From: Gordon MacPherson Date: Fri, 30 Aug 2019 02:21:40 +0100 Subject: Assimp FBX Import support Issues fixed: - Updated assimp to latest and backported fixes into godot. - Fixed file scale being ignored from FBX file. - Fixed bone removal - Implemented proper armature binding - Fixed recursion not always going through the entire path - Implemented assimp global scaling system - Fixed assimp global scale process to support unit conversion - Implemented proper fbx scaling - Fixed asserts caused by missing faces in some models which could crash - Fixed valid bone removal - Fixed root node being overwriten by assimp which caused data loss - Fixed armature construction so that it works with multiple roots - Implemented basic support for FBX standard materials - Refactoring to improve code quality and improve function reuse. - Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone. - Creating meshes is now done after hierarchy is created so that the skeleton is always available. - Added support to assimp to support file scale in all formats which call SetFileScale. - Many other fixes provided into assimp. Known issues: - FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks) - Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node. - When an animated mesh has not executed any animation the rest pose is wrong. Co-authored-by: K. S. Ernest (iFire) Lee --- modules/assimp/editor_scene_importer_assimp.cpp | 1595 ++++++----------- modules/assimp/editor_scene_importer_assimp.h | 147 +- modules/assimp/import_state.h | 115 ++ modules/assimp/import_utils.h | 448 +++++ thirdparty/assimp/assimp/config.h | 7 + thirdparty/assimp/code/Common/BaseImporter.cpp | 27 +- thirdparty/assimp/code/FBX/FBXConverter.cpp | 96 +- thirdparty/assimp/code/FBX/FBXConverter.h | 7 - thirdparty/assimp/code/FBX/FBXDocument.cpp | 8 - thirdparty/assimp/code/FBX/FBXExporter.cpp | 43 +- thirdparty/assimp/code/FBX/FBXImporter.cpp | 10 +- thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp | 7 +- .../code/PostProcessing/CalcTangentsProcess.cpp | 6 +- .../assimp/code/PostProcessing/ScaleProcess.cpp | 125 +- .../assimp/code/PostProcessing/ScaleProcess.h | 13 +- thirdparty/assimp/contrib/utf8cpp/doc/ReleaseNotes | 12 + thirdparty/assimp/contrib/utf8cpp/doc/utf8cpp.html | 1789 ++++++++++++++++++++ thirdparty/assimp/include/assimp/.editorconfig | 8 - thirdparty/assimp/include/assimp/BaseImporter.h | 61 +- thirdparty/assimp/include/assimp/config.h.in | 9 +- thirdparty/assimp/include/assimp/irrXMLWrapper.h | 144 -- thirdparty/assimp/include/assimp/scene.h | 2 +- 22 files changed, 3221 insertions(+), 1458 deletions(-) create mode 100644 modules/assimp/import_state.h create mode 100644 modules/assimp/import_utils.h create mode 100644 thirdparty/assimp/contrib/utf8cpp/doc/ReleaseNotes create mode 100644 thirdparty/assimp/contrib/utf8cpp/doc/utf8cpp.html delete mode 100644 thirdparty/assimp/include/assimp/.editorconfig delete mode 100644 thirdparty/assimp/include/assimp/irrXMLWrapper.h (limited to 'thirdparty/assimp/code/PostProcessing') diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp index 05f9120a07..e5439fd132 100644 --- a/modules/assimp/editor_scene_importer_assimp.cpp +++ b/modules/assimp/editor_scene_importer_assimp.cpp @@ -28,24 +28,13 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "assimp/DefaultLogger.hpp" -#include "assimp/Importer.hpp" -#include "assimp/LogStream.hpp" -#include "assimp/Logger.hpp" -#include "assimp/SceneCombiner.h" -#include "assimp/cexport.h" -#include "assimp/cimport.h" -#include "assimp/matrix4x4.h" -#include "assimp/pbrmaterial.h" -#include "assimp/postprocess.h" -#include "assimp/scene.h" - +#include "editor_scene_importer_assimp.h" #include "core/bind/core_bind.h" #include "core/io/image_loader.h" #include "editor/editor_file_system.h" #include "editor/import/resource_importer_scene.h" -#include "editor_scene_importer_assimp.h" #include "editor_settings.h" +#include "import_utils.h" #include "scene/3d/camera.h" #include "scene/3d/light.h" #include "scene/3d/mesh_instance.h" @@ -53,7 +42,19 @@ #include "scene/main/node.h" #include "scene/resources/material.h" #include "scene/resources/surface_tool.h" -#include "zutil.h" + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include #include void EditorSceneImporterAssimp::get_extensions(List *r_extensions) const { @@ -92,18 +93,6 @@ uint32_t EditorSceneImporterAssimp::get_import_flags() const { return IMPORT_SCENE; } -AssimpStream::AssimpStream() { - // empty -} - -AssimpStream::~AssimpStream() { - // empty -} - -void AssimpStream::write(const char *message) { - print_verbose(String("Open Asset Import: ") + String(message).strip_edges()); -} - void EditorSceneImporterAssimp::_bind_methods() { } @@ -122,35 +111,36 @@ Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_f //} importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT); + //importer.SetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD, 1.0f); int32_t post_process_Steps = aiProcess_CalcTangentSpace | + aiProcess_GlobalScale | // imports models and listens to their file scale for CM to M conversions //aiProcess_FlipUVs | - //aiProcess_FlipWindingOrder | + aiProcess_FlipWindingOrder | // very important for culling so that it is done in the correct order. //aiProcess_DropNormals | //aiProcess_GenSmoothNormals | - aiProcess_JoinIdenticalVertices | + //aiProcess_JoinIdenticalVertices | aiProcess_ImproveCacheLocality | - aiProcess_LimitBoneWeights | //aiProcess_RemoveRedundantMaterials | // Causes a crash - aiProcess_SplitLargeMeshes | + //aiProcess_SplitLargeMeshes | aiProcess_Triangulate | aiProcess_GenUVCoords | //aiProcess_FindDegenerates | - aiProcess_SortByPType | - aiProcess_FindInvalidData | + //aiProcess_SortByPType | + // aiProcess_FindInvalidData | aiProcess_TransformUVCoords | aiProcess_FindInstances | //aiProcess_FixInfacingNormals | - //aiProcess_ValidateDataStructure | + aiProcess_ValidateDataStructure | aiProcess_OptimizeMeshes | //aiProcess_OptimizeGraph | //aiProcess_Debone | - aiProcess_EmbedTextures | - aiProcess_SplitByBoneCount | + // aiProcess_EmbedTextures | + //aiProcess_SplitByBoneCount | 0; - const aiScene *scene = importer.ReadFile(s_path.c_str(), - post_process_Steps); - ERR_FAIL_COND_V_MSG(scene == NULL, NULL, String("Open Asset Import failed to open: ") + String(importer.GetErrorString()) + "."); + aiScene *scene = (aiScene *)importer.ReadFile(s_path.c_str(), post_process_Steps); + ERR_EXPLAIN(String("Open Asset Import failed to open: ") + String(importer.GetErrorString())); + ERR_FAIL_COND_V(scene == NULL, NULL); return _generate_scene(p_path, scene, p_flags, p_bake_fps, max_bone_weights); } @@ -281,158 +271,7 @@ T EditorSceneImporterAssimp::_interpolate_track(const Vector &p_times, co ERR_FAIL_V(p_values[0]); } -void EditorSceneImporterAssimp::_generate_bone_groups(ImportState &state, const aiNode *p_assimp_node, Map &ownership, Map &bind_xforms) { - - Transform mesh_offset = _get_global_assimp_node_transform(p_assimp_node); - //mesh_offset.basis = Basis(); - for (uint32_t i = 0; i < p_assimp_node->mNumMeshes; i++) { - const aiMesh *mesh = state.assimp_scene->mMeshes[i]; - int owned_by = -1; - for (uint32_t j = 0; j < mesh->mNumBones; j++) { - const aiBone *bone = mesh->mBones[j]; - String name = _assimp_get_string(bone->mName); - - if (ownership.has(name)) { - owned_by = ownership[name]; - break; - } - } - - if (owned_by == -1) { //no owned, create new unique id - owned_by = 1; - for (Map::Element *E = ownership.front(); E; E = E->next()) { - owned_by = MAX(E->get() + 1, owned_by); - } - } - - for (uint32_t j = 0; j < mesh->mNumBones; j++) { - const aiBone *bone = mesh->mBones[j]; - String name = _assimp_get_string(bone->mName); - ownership[name] = owned_by; - //store the actual full path for the bone transform - //when skeleton finds its place in the tree, it will be restored - bind_xforms[name] = mesh_offset * _assimp_matrix_transform(bone->mOffsetMatrix); - } - } - - for (size_t i = 0; i < p_assimp_node->mNumChildren; i++) { - _generate_bone_groups(state, p_assimp_node->mChildren[i], ownership, bind_xforms); - } -} - -void EditorSceneImporterAssimp::_fill_node_relationships(ImportState &state, const aiNode *p_assimp_node, Map &ownership, Map &skeleton_map, int p_skeleton_id, Skeleton *p_skeleton, const String &p_parent_name, int &holecount, const Vector &p_holes, const Map &bind_xforms) { - - String name = _assimp_get_string(p_assimp_node->mName); - if (name == String()) { - name = "AuxiliaryBone" + itos(holecount++); - } - - Transform pose = _assimp_matrix_transform(p_assimp_node->mTransformation); - - if (!ownership.has(name)) { - //not a bone, it's a hole - Vector holes = p_holes; - SkeletonHole hole; //add a new one - hole.name = name; - hole.pose = pose; - hole.node = p_assimp_node; - hole.parent = p_parent_name; - holes.push_back(hole); - - for (size_t i = 0; i < p_assimp_node->mNumChildren; i++) { - _fill_node_relationships(state, p_assimp_node->mChildren[i], ownership, skeleton_map, p_skeleton_id, p_skeleton, name, holecount, holes, bind_xforms); - } - - return; - } else if (ownership[name] != p_skeleton_id) { - //oh, it's from another skeleton? fine.. reparent all bones to this skeleton. - int prev_owner = ownership[name]; - ERR_FAIL_COND_MSG(skeleton_map.has(prev_owner), "A previous skeleton exists for bone '" + name + "', this type of skeleton layout is unsupported."); - for (Map::Element *E = ownership.front(); E; E = E->next()) { - if (E->get() == prev_owner) { - E->get() = p_skeleton_id; - } - } - } - - //valid bone, first fill holes if needed - for (int i = 0; i < p_holes.size(); i++) { - - int bone_idx = p_skeleton->get_bone_count(); - p_skeleton->add_bone(p_holes[i].name); - int parent_idx = p_skeleton->find_bone(p_holes[i].parent); - if (parent_idx >= 0) { - p_skeleton->set_bone_parent(bone_idx, parent_idx); - } - - Transform pose_transform = _get_global_assimp_node_transform(p_holes[i].node); - p_skeleton->set_bone_rest(bone_idx, pose_transform); - - state.bone_owners[p_holes[i].name] = skeleton_map[p_skeleton_id]; - } - - //finally fill bone - - int bone_idx = p_skeleton->get_bone_count(); - p_skeleton->add_bone(name); - int parent_idx = p_skeleton->find_bone(p_parent_name); - if (parent_idx >= 0) { - p_skeleton->set_bone_parent(bone_idx, parent_idx); - } - //p_skeleton->set_bone_pose(bone_idx, pose); - if (bind_xforms.has(name)) { - //for now this is the full path to the bone in rest pose - //when skeleton finds it's place in the tree, it will get fixed - p_skeleton->set_bone_rest(bone_idx, bind_xforms[name]); - } - state.bone_owners[name] = skeleton_map[p_skeleton_id]; - //go to children - for (size_t i = 0; i < p_assimp_node->mNumChildren; i++) { - _fill_node_relationships(state, p_assimp_node->mChildren[i], ownership, skeleton_map, p_skeleton_id, p_skeleton, name, holecount, Vector(), bind_xforms); - } -} - -void EditorSceneImporterAssimp::_generate_skeletons(ImportState &state, const aiNode *p_assimp_node, Map &ownership, Map &skeleton_map, const Map &bind_xforms) { - - //find skeletons at this level, there may be multiple root nodes for each - Map > skeletons_found; - for (size_t i = 0; i < p_assimp_node->mNumChildren; i++) { - String name = _assimp_get_string(p_assimp_node->mChildren[i]->mName); - if (ownership.has(name)) { - int skeleton = ownership[name]; - if (!skeletons_found.has(skeleton)) { - skeletons_found[skeleton] = List(); - } - skeletons_found[skeleton].push_back(p_assimp_node->mChildren[i]); - } - } - - //go via the potential skeletons found and generate the actual skeleton - for (Map >::Element *E = skeletons_found.front(); E; E = E->next()) { - ERR_CONTINUE(skeleton_map.has(E->key())); //skeleton already exists? this can't be.. skip - Skeleton *skeleton = memnew(Skeleton); - //this the only way to reliably use multiple meshes with one skeleton, at the cost of less precision - skeleton->set_use_bones_in_world_transform(true); - skeleton_map[E->key()] = state.skeletons.size(); - state.skeletons.push_back(skeleton); - int holecount = 1; - //fill the bones and their relationships - for (List::Element *F = E->get().front(); F; F = F->next()) { - _fill_node_relationships(state, F->get(), ownership, skeleton_map, E->key(), skeleton, "", holecount, Vector(), bind_xforms); - } - } - - //go to the children - for (uint32_t i = 0; i < p_assimp_node->mNumChildren; i++) { - String name = _assimp_get_string(p_assimp_node->mChildren[i]->mName); - if (ownership.has(name)) { - continue; //a bone, so don't bother with this - } - _generate_skeletons(state, p_assimp_node->mChildren[i], ownership, skeleton_map, bind_xforms); - } -} - -Spatial *EditorSceneImporterAssimp::_generate_scene(const String &p_path, const aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights) { +Spatial *EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights) { ERR_FAIL_COND_V(scene == NULL, NULL); ImportState state; @@ -443,60 +282,37 @@ Spatial *EditorSceneImporterAssimp::_generate_scene(const String &p_path, const state.fbx = false; state.animation_player = NULL; - real_t scale_factor = 1.0f; - { - //handle scale - String ext = p_path.get_file().get_extension().to_lower(); - if (ext == "fbx") { - if (scene->mMetaData != NULL) { - float factor = 1.0; - scene->mMetaData->Get("UnitScaleFactor", factor); - scale_factor = factor * 0.01f; - } - state.fbx = true; - } - } - - state.root->set_scale(Vector3(scale_factor, scale_factor, scale_factor)); - //fill light map cache for (size_t l = 0; l < scene->mNumLights; l++) { aiLight *ai_light = scene->mLights[l]; ERR_CONTINUE(ai_light == NULL); - state.light_cache[_assimp_get_string(ai_light->mName)] = l; + state.light_cache[AssimpUtils::get_assimp_string(ai_light->mName)] = l; } //fill camera cache for (size_t c = 0; c < scene->mNumCameras; c++) { aiCamera *ai_camera = scene->mCameras[c]; ERR_CONTINUE(ai_camera == NULL); - state.camera_cache[_assimp_get_string(ai_camera->mName)] = c; + state.camera_cache[AssimpUtils::get_assimp_string(ai_camera->mName)] = c; } if (scene->mRootNode) { - Map bind_xforms; //temporary map to store bind transforms - //guess the skeletons, since assimp does not really support them directly - Map ownership; //bone names to groups - //fill this map with bone names and which group where they detected to, going mesh by mesh - _generate_bone_groups(state, state.assimp_scene->mRootNode, ownership, bind_xforms); - Map skeleton_map; //maps previously created groups to actual skeletons - //generates the skeletons when bones are found in the hierarchy, and follows them (including gaps/holes). - _generate_skeletons(state, state.assimp_scene->mRootNode, ownership, skeleton_map, bind_xforms); //generate nodes for (uint32_t i = 0; i < scene->mRootNode->mNumChildren; i++) { - _generate_node(state, scene->mRootNode->mChildren[i], state.root); + _generate_node(state, NULL, scene->mRootNode->mChildren[i], state.root); } - //assign skeletons to nodes - - for (Map::Element *E = state.mesh_skeletons.front(); E; E = E->next()) { - MeshInstance *mesh = E->key(); - Skeleton *skeleton = E->get(); - NodePath skeleton_path = mesh->get_path_to(skeleton); - mesh->set_skeleton_path(skeleton_path); + // finalize skeleton + for (Map::Element *key_value_pair = state.armature_skeletons.front(); key_value_pair; key_value_pair = key_value_pair->next()) { + Skeleton *skeleton = key_value_pair->key(); + // convert world to local for skeleton bone rests + skeleton->localize_rests(); } + + print_verbose("generating mesh phase from skeletal mesh"); + generate_mesh_phase_from_skeletal_mesh(state); } if (p_flags & IMPORT_ANIMATION && scene->mNumAnimations) { @@ -601,12 +417,14 @@ void EditorSceneImporterAssimp::_insert_animation_track(ImportState &scene, cons } } +// animation tracks are per bone + void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_animation_index, int p_bake_fps) { ERR_FAIL_INDEX(p_animation_index, (int)state.assimp_scene->mNumAnimations); const aiAnimation *anim = state.assimp_scene->mAnimations[p_animation_index]; - String name = _assimp_anim_string_to_string(anim->mName); + String name = AssimpUtils::get_anim_string_from_assimp(anim->mName); if (name == String()) { name = "Animation " + itos(p_animation_index + 1); } @@ -616,7 +434,7 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim if (state.assimp_scene->mMetaData != NULL && Math::is_equal_approx(ticks_per_second, 0.0f)) { int32_t time_mode = 0; state.assimp_scene->mMetaData->Get("TimeMode", time_mode); - ticks_per_second = _get_fbx_fps(time_mode, state.assimp_scene); + ticks_per_second = AssimpUtils::get_fbx_fps(time_mode, state.assimp_scene); } //? @@ -637,36 +455,31 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim for (size_t i = 0; i < anim->mNumChannels; i++) { const aiNodeAnim *track = anim->mChannels[i]; - String node_name = _assimp_get_string(track->mNodeName); - /* - if (node_name.find(ASSIMP_FBX_KEY) != -1) { - String p_track_type = node_name.get_slice(ASSIMP_FBX_KEY, 1); - if (p_track_type == "_Translation" || p_track_type == "_Rotation" || p_track_type == "_Scaling") { - continue; - } - } -*/ + String node_name = AssimpUtils::get_assimp_string(track->mNodeName); + if (track->mNumRotationKeys == 0 && track->mNumPositionKeys == 0 && track->mNumScalingKeys == 0) { continue; //do not bother } - bool is_bone = state.bone_owners.has(node_name); - NodePath node_path; - Skeleton *skeleton = NULL; + for (Map::Element *key_value_pair = state.armature_skeletons.front(); key_value_pair; key_value_pair = key_value_pair->next()) { + Skeleton *skeleton = key_value_pair->key(); - if (is_bone) { - skeleton = state.skeletons[state.bone_owners[node_name]]; - String path = state.root->get_path_to(skeleton); - path += ":" + node_name; - node_path = path; - } else { + bool is_bone = skeleton->find_bone(node_name) != -1; + //print_verbose("Bone " + node_name + " is bone? " + (is_bone ? "Yes" : "No")); + NodePath node_path; - ERR_CONTINUE(!state.node_map.has(node_name)); - Node *node = state.node_map[node_name]; - node_path = state.root->get_path_to(node); - } + if (is_bone) { + String path = state.root->get_path_to(skeleton); + path += ":" + node_name; + node_path = path; + } else { + ERR_CONTINUE(!state.node_map.has(node_name)); + Node *node = state.node_map[node_name]; + node_path = state.root->get_path_to(node); + } - _insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton, node_path, node_name); + _insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton, node_path, node_name); + } } //blend shape tracks @@ -675,7 +488,7 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i]; - const String prop_name = _assimp_get_string(anim_mesh->mName); + const String prop_name = AssimpUtils::get_assimp_string(anim_mesh->mName); const String mesh_name = prop_name.split("*")[0]; ERR_CONTINUE(prop_name.split("*").size() != 2); @@ -715,513 +528,22 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim } } -float EditorSceneImporterAssimp::_get_fbx_fps(int32_t time_mode, const aiScene *p_scene) { - switch (time_mode) { - case AssetImportFbx::TIME_MODE_DEFAULT: return 24; //hack - case AssetImportFbx::TIME_MODE_120: return 120; - case AssetImportFbx::TIME_MODE_100: return 100; - case AssetImportFbx::TIME_MODE_60: return 60; - case AssetImportFbx::TIME_MODE_50: return 50; - case AssetImportFbx::TIME_MODE_48: return 48; - case AssetImportFbx::TIME_MODE_30: return 30; - case AssetImportFbx::TIME_MODE_30_DROP: return 30; - case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME: return 29.9700262f; - case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME: return 29.9700262f; - case AssetImportFbx::TIME_MODE_PAL: return 25; - case AssetImportFbx::TIME_MODE_CINEMA: return 24; - case AssetImportFbx::TIME_MODE_1000: return 1000; - case AssetImportFbx::TIME_MODE_CINEMA_ND: return 23.976f; - case AssetImportFbx::TIME_MODE_CUSTOM: - int32_t frame_rate; - p_scene->mMetaData->Get("FrameRate", frame_rate); - return frame_rate; - } - return 0; -} - -Transform EditorSceneImporterAssimp::_get_global_assimp_node_transform(const aiNode *p_current_node) { - aiNode const *current_node = p_current_node; - Transform xform; - while (current_node != NULL) { - xform = _assimp_matrix_transform(current_node->mTransformation) * xform; - current_node = current_node->mParent; - } - return xform; -} - -Ref EditorSceneImporterAssimp::_load_texture(ImportState &state, String p_path) { - Vector split_path = p_path.get_basename().split("*"); - if (split_path.size() == 2) { - size_t texture_idx = split_path[1].to_int(); - ERR_FAIL_COND_V(texture_idx >= state.assimp_scene->mNumTextures, Ref()); - aiTexture *tex = state.assimp_scene->mTextures[texture_idx]; - String filename = _assimp_raw_string_to_string(tex->mFilename); - filename = filename.get_file(); - print_verbose("Open Asset Import: Loading embedded texture " + filename); - if (tex->mHeight == 0) { - if (tex->CheckFormat("png")) { - Ref img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth); - ERR_FAIL_COND_V(img.is_null(), Ref()); - - Ref t; - t.instance(); - t->create_from_image(img); - t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); - return t; - } else if (tex->CheckFormat("jpg")) { - Ref img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth); - ERR_FAIL_COND_V(img.is_null(), Ref()); - Ref t; - t.instance(); - t->create_from_image(img); - t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); - return t; - } else if (tex->CheckFormat("dds")) { - ERR_FAIL_V_MSG(Ref(), "Open Asset Import: Embedded dds not implemented."); - //Ref img = Image::_dds_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth); - //ERR_FAIL_COND_V(img.is_null(), Ref()); - //Ref t; - //t.instance(); - //t->create_from_image(img); - //t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); - //return t; - } - } else { - Ref img; - img.instance(); - PoolByteArray arr; - uint32_t size = tex->mWidth * tex->mHeight; - arr.resize(size); - memcpy(arr.write().ptr(), tex->pcData, size); - ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref()); - //ARGB8888 to RGBA8888 - for (int32_t i = 0; i < arr.size() / 4; i++) { - arr.write().ptr()[(4 * i) + 3] = arr[(4 * i) + 0]; - arr.write().ptr()[(4 * i) + 0] = arr[(4 * i) + 1]; - arr.write().ptr()[(4 * i) + 1] = arr[(4 * i) + 2]; - arr.write().ptr()[(4 * i) + 2] = arr[(4 * i) + 3]; - } - img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr); - ERR_FAIL_COND_V(img.is_null(), Ref()); - - Ref t; - t.instance(); - t->create_from_image(img); - t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); - return t; - } - return Ref(); - } - Ref p_texture = ResourceLoader::load(p_path, "Texture"); - return p_texture; -} - -Ref EditorSceneImporterAssimp::_generate_material_from_index(ImportState &state, int p_index, bool p_double_sided) { - - ERR_FAIL_INDEX_V(p_index, (int)state.assimp_scene->mNumMaterials, Ref()); - - aiMaterial *ai_material = state.assimp_scene->mMaterials[p_index]; - Ref mat; - mat.instance(); - - int32_t mat_two_sided = 0; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) { - if (mat_two_sided > 0) { - mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); - } - } - - //const String mesh_name = _assimp_get_string(ai_mesh->mName); - aiString mat_name; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_NAME, mat_name)) { - mat->set_name(_assimp_get_string(mat_name)); - } - - aiTextureType tex_normal = aiTextureType_NORMALS; - { - aiString ai_filename = aiString(); - String filename = ""; - aiTextureMapMode map_mode[2]; - - if (AI_SUCCESS == ai_material->GetTexture(tex_normal, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) { - filename = _assimp_raw_string_to_string(ai_filename); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - - if (texture.is_valid()) { - _set_texture_mapping_mode(map_mode, texture); - mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); - } - } - } - } - - { - aiString ai_filename = aiString(); - String filename = ""; - - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, ai_filename)) { - filename = _assimp_raw_string_to_string(ai_filename); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - if (texture != NULL) { - mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); - } - } - } - } - - aiTextureType tex_emissive = aiTextureType_EMISSIVE; - - if (ai_material->GetTextureCount(tex_emissive) > 0) { - - aiString ai_filename = aiString(); - String filename = ""; - aiTextureMapMode map_mode[2]; - - if (AI_SUCCESS == ai_material->GetTexture(tex_emissive, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) { - filename = _assimp_raw_string_to_string(ai_filename); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - if (texture != NULL) { - _set_texture_mapping_mode(map_mode, texture); - mat->set_feature(SpatialMaterial::FEATURE_EMISSION, true); - mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, texture); - } - } - } - } - - aiTextureType tex_albedo = aiTextureType_DIFFUSE; - if (ai_material->GetTextureCount(tex_albedo) > 0) { - - aiString ai_filename = aiString(); - String filename = ""; - aiTextureMapMode map_mode[2]; - if (AI_SUCCESS == ai_material->GetTexture(tex_albedo, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) { - filename = _assimp_raw_string_to_string(ai_filename); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - if (texture != NULL) { - if (texture->get_data()->detect_alpha() != Image::ALPHA_NONE) { - _set_texture_mapping_mode(map_mode, texture); - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); - } - } - } - } else { - aiColor4D clr_diffuse; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) { - if (Math::is_equal_approx(clr_diffuse.a, 1.0f) == false) { - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a)); - } - } - - aiString tex_gltf_base_color_path = aiString(); - aiTextureMapMode map_mode[2]; - if (AI_SUCCESS == ai_material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE, &tex_gltf_base_color_path, NULL, NULL, NULL, NULL, map_mode)) { - String filename = _assimp_raw_string_to_string(tex_gltf_base_color_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - _find_texture_path(state.path, path, found); - if (texture != NULL) { - if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { - _set_texture_mapping_mode(map_mode, texture); - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); - } - } - } else { - aiColor4D pbr_base_color; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR, pbr_base_color)) { - if (Math::is_equal_approx(pbr_base_color.a, 1.0f) == false) { - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a)); - } - } - { - aiString tex_fbx_pbs_base_color_path = aiString(); - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE, tex_fbx_pbs_base_color_path)) { - String filename = _assimp_raw_string_to_string(tex_fbx_pbs_base_color_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - _find_texture_path(state.path, path, found); - if (texture != NULL) { - if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); - } - } - } else { - aiColor4D pbr_base_color; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR, pbr_base_color)) { - mat->set_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a)); - } - } - - aiUVTransform pbr_base_color_uv_xform; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM, pbr_base_color_uv_xform)) { - mat->set_uv1_offset(Vector3(pbr_base_color_uv_xform.mTranslation.x, pbr_base_color_uv_xform.mTranslation.y, 0.0f)); - mat->set_uv1_scale(Vector3(pbr_base_color_uv_xform.mScaling.x, pbr_base_color_uv_xform.mScaling.y, 1.0f)); - } - } - - { - aiString tex_fbx_pbs_normal_path = aiString(); - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE, tex_fbx_pbs_normal_path)) { - String filename = _assimp_raw_string_to_string(tex_fbx_pbs_normal_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - _find_texture_path(state.path, path, found); - if (texture != NULL) { - mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); - } - } - } - } - - if (p_double_sided) { - mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); - } - - { - aiString tex_fbx_stingray_normal_path = aiString(); - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE, tex_fbx_stingray_normal_path)) { - String filename = _assimp_raw_string_to_string(tex_fbx_stingray_normal_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - _find_texture_path(state.path, path, found); - if (texture != NULL) { - mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); - } - } - } - } - - { - aiString tex_fbx_pbs_base_color_path = aiString(); - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE, tex_fbx_pbs_base_color_path)) { - String filename = _assimp_raw_string_to_string(tex_fbx_pbs_base_color_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - _find_texture_path(state.path, path, found); - if (texture != NULL) { - if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); - } - } - } else { - aiColor4D pbr_base_color; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR, pbr_base_color)) { - mat->set_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a)); - } - } - - aiUVTransform pbr_base_color_uv_xform; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM, pbr_base_color_uv_xform)) { - mat->set_uv1_offset(Vector3(pbr_base_color_uv_xform.mTranslation.x, pbr_base_color_uv_xform.mTranslation.y, 0.0f)); - mat->set_uv1_scale(Vector3(pbr_base_color_uv_xform.mScaling.x, pbr_base_color_uv_xform.mScaling.y, 1.0f)); - } - } - - { - aiString tex_fbx_pbs_emissive_path = aiString(); - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE, tex_fbx_pbs_emissive_path)) { - String filename = _assimp_raw_string_to_string(tex_fbx_pbs_emissive_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - _find_texture_path(state.path, path, found); - if (texture != NULL) { - if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); - } - } - } else { - aiColor4D pbr_emmissive_color; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR, pbr_emmissive_color)) { - mat->set_emission(Color(pbr_emmissive_color.r, pbr_emmissive_color.g, pbr_emmissive_color.b, pbr_emmissive_color.a)); - } - } - - real_t pbr_emission_intensity; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR, pbr_emission_intensity)) { - mat->set_emission_energy(pbr_emission_intensity); - } - } - - aiString tex_gltf_pbr_metallicroughness_path; - if (AI_SUCCESS == ai_material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &tex_gltf_pbr_metallicroughness_path)) { - String filename = _assimp_raw_string_to_string(tex_gltf_pbr_metallicroughness_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - if (texture != NULL) { - mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture); - mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_BLUE); - mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture); - mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GREEN); - } - } - } else { - float pbr_roughness = 0.0f; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, pbr_roughness)) { - mat->set_roughness(pbr_roughness); - } - float pbr_metallic = 0.0f; - - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, pbr_metallic)) { - mat->set_metallic(pbr_metallic); - } - } - { - aiString tex_fbx_pbs_metallic_path; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE, tex_fbx_pbs_metallic_path)) { - String filename = _assimp_raw_string_to_string(tex_fbx_pbs_metallic_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - if (texture != NULL) { - mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture); - mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); - } - } - } else { - float pbr_metallic = 0.0f; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR, pbr_metallic)) { - mat->set_metallic(pbr_metallic); - } - } - - aiString tex_fbx_pbs_rough_path; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE, tex_fbx_pbs_rough_path)) { - String filename = _assimp_raw_string_to_string(tex_fbx_pbs_rough_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - if (texture != NULL) { - mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture); - mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); - } - } - } else { - float pbr_roughness = 0.04f; - - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR, pbr_roughness)) { - mat->set_roughness(pbr_roughness); - } - } - } - - { - aiString tex_fbx_pbs_metallic_path; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE, tex_fbx_pbs_metallic_path)) { - String filename = _assimp_raw_string_to_string(tex_fbx_pbs_metallic_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - if (texture != NULL) { - mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture); - mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); - } - } - } else { - float pbr_metallic = 0.0f; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_METALNESS_FACTOR, pbr_metallic)) { - mat->set_metallic(pbr_metallic); - } - } - - aiString tex_fbx_pbs_rough_path; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE, tex_fbx_pbs_rough_path)) { - String filename = _assimp_raw_string_to_string(tex_fbx_pbs_rough_path); - String path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - _find_texture_path(state.path, path, found); - if (found) { - Ref texture = _load_texture(state, path); - if (texture != NULL) { - mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture); - mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); - } - } - } else { - float pbr_roughness = 0.04f; - - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR, pbr_roughness)) { - mat->set_roughness(pbr_roughness); - } - } - } - - return mat; -} - -Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &state, const Vector &p_surface_indices, Skeleton *p_skeleton, bool p_double_sided_material) { +// +// Mesh Generation from indicies ? why do we need so much mesh code +// [debt needs looked into] +Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( + ImportState &state, + const Vector &p_surface_indices, + const aiNode *assimp_node, + Skeleton *p_skeleton) { Ref mesh; mesh.instance(); bool has_uvs = false; + // + // Process Vertex Weights + // for (int i = 0; i < p_surface_indices.size(); i++) { const unsigned int mesh_idx = p_surface_indices[i]; const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx]; @@ -1231,7 +553,7 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS if (p_skeleton) { for (size_t b = 0; b < ai_mesh->mNumBones; b++) { aiBone *bone = ai_mesh->mBones[b]; - String bone_name = _assimp_get_string(bone->mName); + String bone_name = AssimpUtils::get_assimp_string(bone->mName); int bone_index = p_skeleton->find_bone(bone_name); ERR_CONTINUE(bone_index == -1); //bone refers to an unexisting index, wtf. @@ -1244,7 +566,6 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS uint32_t vertex_index = ai_weights.mVertexId; bi.bone = bone_index; bi.weight = ai_weights.mWeight; - ; if (!vertex_weights.has(vertex_index)) { vertex_weights[vertex_index] = Vector(); @@ -1255,23 +576,34 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS } } + // + // Create mesh from data from assimp + // + Ref st; st.instance(); st->begin(Mesh::PRIMITIVE_TRIANGLES); for (size_t j = 0; j < ai_mesh->mNumVertices; j++) { + + // Get the texture coordinates if they exist if (ai_mesh->HasTextureCoords(0)) { has_uvs = true; st->add_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y)); } + if (ai_mesh->HasTextureCoords(1)) { has_uvs = true; st->add_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y)); } + + // Assign vertex colors if (ai_mesh->HasVertexColors(0)) { Color color = Color(ai_mesh->mColors[0]->r, ai_mesh->mColors[0]->g, ai_mesh->mColors[0]->b, ai_mesh->mColors[0]->a); st->add_color(color); } + + // Work out normal calculations? - this needs work it doesn't work properly on huestos if (ai_mesh->mNormals != NULL) { const aiVector3D normals = ai_mesh->mNormals[j]; const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z); @@ -1286,6 +618,7 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS } } + // We have vertex weights right? if (vertex_weights.has(j)) { Vector bone_info = vertex_weights[j]; @@ -1293,6 +626,8 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS bones.resize(bone_info.size()); Vector weights; weights.resize(bone_info.size()); + + // todo? do we really need to loop over all bones? - assimp may have helper to find all influences on this vertex. for (int k = 0; k < bone_info.size(); k++) { bones.write[k] = bone_info[k].bone; weights.write[k] = bone_info[k].weight; @@ -1302,30 +637,152 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS st->add_weights(weights); } + // Assign vertex const aiVector3D pos = ai_mesh->mVertices[j]; + + // note we must include node offset transform as this is relative to world space not local space. Vector3 godot_pos = Vector3(pos.x, pos.y, pos.z); st->add_vertex(godot_pos); } + // fire replacement for face handling for (size_t j = 0; j < ai_mesh->mNumFaces; j++) { const aiFace face = ai_mesh->mFaces[j]; - ERR_CONTINUE(face.mNumIndices != 3); - Vector order; - order.push_back(2); - order.push_back(1); - order.push_back(0); - for (int32_t k = 0; k < order.size(); k++) { - st->add_index(face.mIndices[order[k]]); + for (unsigned int k = 0; k < face.mNumIndices; k++) { + st->add_index(face.mIndices[k]); } } + if (ai_mesh->HasTangentsAndBitangents() == false && has_uvs) { st->generate_tangents(); } - Ref material; + aiMaterial *ai_material = state.assimp_scene->mMaterials[ai_mesh->mMaterialIndex]; + Ref mat; + mat.instance(); + + int32_t mat_two_sided = 0; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) { + if (mat_two_sided > 0) { + mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); + } + } + + const String mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mName); + aiString mat_name; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_NAME, mat_name)) { + mat->set_name(AssimpUtils::get_assimp_string(mat_name)); + } + + // Culling handling for meshes + + // cull all back faces + mat->set_cull_mode(SpatialMaterial::CULL_BACK); + + // Now process materials + aiTextureType tex_diffuse = aiTextureType_DIFFUSE; + { + String filename, path; + AssimpImageData image_data; + + if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_diffuse, filename, path, image_data)) { + AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); + + // anything transparent must be culled + if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) { + mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); + mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); + mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode + } + + mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, image_data.texture); + } + + aiColor4D clr_diffuse; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) { + if (Math::is_equal_approx(clr_diffuse.a, 1.0f) == false) { + mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); + mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); + mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode + } + mat->set_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a)); + } + } + + aiTextureType tex_normal = aiTextureType_NORMALS; + { + String filename, path; + Ref texture; + AssimpImageData image_data; + + // Process texture normal map + if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal, filename, path, image_data)) { + AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); + mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); + mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture); + } else { + aiString texture_path; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, AI_PROPERTIES, texture_path)) { + if (AssimpUtils::CreateAssimpTexture(state, texture_path, filename, path, image_data)) { + mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); + mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture); + } + } + } + } + + aiTextureType tex_emissive = aiTextureType_EMISSIVE; + { + String filename = ""; + String path = ""; + Ref texture; + AssimpImageData image_data; + + if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emissive, filename, path, image_data)) { + AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); + mat->set_feature(SpatialMaterial::FEATURE_EMISSION, true); + mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, image_data.texture); + } else { + // Process emission textures + aiString texture_emissive_path; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE, AI_PROPERTIES, texture_emissive_path)) { + if (AssimpUtils::CreateAssimpTexture(state, texture_emissive_path, filename, path, image_data)) { + mat->set_feature(SpatialMaterial::FEATURE_EMISSION, true); + mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, image_data.texture); + } + } else { + float pbr_emission = 0.0f; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSIVE_FACTOR, AI_NULL, pbr_emission)) { + mat->set_emission(Color(pbr_emission, pbr_emission, pbr_emission, 1.0f)); + } + } + } + } + + aiTextureType tex_specular = aiTextureType_SPECULAR; + { + String filename, path; + Ref texture; + AssimpImageData image_data; + + // Process texture normal map + if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_specular, filename, path, image_data)) { + AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); + mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, image_data.texture); + } + } - if (!state.material_cache.has(ai_mesh->mMaterialIndex)) { - material = _generate_material_from_index(state, ai_mesh->mMaterialIndex, p_double_sided_material); + aiTextureType tex_roughness = aiTextureType_SHININESS; + { + String filename, path; + Ref texture; + AssimpImageData image_data; + + // Process texture normal map + if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) { + AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); + mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, image_data.texture); + } } Array array_mesh = st->commit_to_arrays(); @@ -1335,16 +792,13 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS Map morph_mesh_idx_names; for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) { - if (i == 0) { - //only do this the first time - String ai_anim_mesh_name = _assimp_get_string(ai_mesh->mAnimMeshes[j]->mName); - mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); - if (ai_anim_mesh_name.empty()) { - ai_anim_mesh_name = String("morph_") + itos(j); - } - mesh->add_blend_shape(ai_anim_mesh_name); + String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName); + mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); + if (ai_anim_mesh_name.empty()) { + ai_anim_mesh_name = String("morph_") + itos(j); } - + mesh->add_blend_shape(ai_anim_mesh_name); + morph_mesh_idx_names.insert(j, ai_anim_mesh_name); Array array_copy; array_copy.resize(VisualServer::ARRAY_MAX); @@ -1363,12 +817,11 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS vertices.write()[l] = position; } PoolVector3Array new_vertices = array_copy[VisualServer::ARRAY_VERTEX].duplicate(true); - - for (int32_t l = 0; l < vertices.size(); l++) { + ERR_CONTINUE(vertices.size() != new_vertices.size()); + for (int32_t l = 0; l < new_vertices.size(); l++) { PoolVector3Array::Write w = new_vertices.write(); w[l] = vertices[l]; } - ERR_CONTINUE(vertices.size() != new_vertices.size()); array_copy[VisualServer::ARRAY_VERTEX] = new_vertices; } @@ -1382,7 +835,7 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS colors.write()[l] = color; } PoolColorArray new_colors = array_copy[VisualServer::ARRAY_COLOR].duplicate(true); - + ERR_CONTINUE(colors.size() != new_colors.size()); for (int32_t l = 0; l < colors.size(); l++) { PoolColorArray::Write w = new_colors.write(); w[l] = colors[l]; @@ -1394,12 +847,12 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS PoolVector3Array normals; normals.resize(num_vertices); for (size_t l = 0; l < num_vertices; l++) { - const aiVector3D ai_normal = ai_mesh->mAnimMeshes[i]->mNormals[l]; + const aiVector3D ai_normal = ai_mesh->mAnimMeshes[j]->mNormals[l]; Vector3 normal = Vector3(ai_normal.x, ai_normal.y, ai_normal.z); normals.write()[l] = normal; } PoolVector3Array new_normals = array_copy[VisualServer::ARRAY_NORMAL].duplicate(true); - + ERR_CONTINUE(normals.size() != new_normals.size()); for (int l = 0; l < normals.size(); l++) { PoolVector3Array::Write w = new_normals.write(); w[l] = normals[l]; @@ -1412,7 +865,7 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS tangents.resize(num_vertices); PoolColorArray::Write w = tangents.write(); for (size_t l = 0; l < num_vertices; l++) { - _calc_tangent_from_mesh(ai_mesh, j, l, l, w); + AssimpUtils::calc_tangent_from_mesh(ai_mesh, j, l, l, w); } PoolRealArray new_tangents = array_copy[VisualServer::ARRAY_TANGENT].duplicate(true); ERR_CONTINUE(new_tangents.size() != tangents.size() * 4); @@ -1422,340 +875,388 @@ Ref EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportS new_tangents.write()[l + 2] = tangents[l].b; new_tangents.write()[l + 3] = tangents[l].a; } - array_copy[VisualServer::ARRAY_TANGENT] = new_tangents; } morphs[j] = array_copy; } - mesh->add_surface_from_arrays(primitive, array_mesh, morphs); - mesh->surface_set_material(i, material); - mesh->surface_set_name(i, _assimp_get_string(ai_mesh->mName)); + mesh->surface_set_material(i, mat); + mesh->surface_set_name(i, AssimpUtils::get_assimp_string(ai_mesh->mName)); } return mesh; } -void EditorSceneImporterAssimp::_generate_node(ImportState &state, const aiNode *p_assimp_node, Node *p_parent) { +/* to be moved into assimp */ +aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) { + for (unsigned int mesh_id = 0; mesh_id < scene->mNumMeshes; ++mesh_id) { + aiMesh *mesh = scene->mMeshes[mesh_id]; - Spatial *new_node = NULL; - String node_name = _assimp_get_string(p_assimp_node->mName); - Transform node_transform = _assimp_matrix_transform(p_assimp_node->mTransformation); - - if (p_assimp_node->mNumMeshes > 0) { - /* MESH NODE */ - Ref mesh; - Skeleton *skeleton = NULL; - { + // iterate over all the bones on the mesh for this node only! + for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) { - //see if we have mesh cache for this. - Vector surface_indices; - for (uint32_t i = 0; i < p_assimp_node->mNumMeshes; i++) { - int mesh_index = p_assimp_node->mMeshes[i]; - surface_indices.push_back(mesh_index); - - //take the chance and attempt to find the skeleton from the bones - if (!skeleton) { - aiMesh *ai_mesh = state.assimp_scene->mMeshes[p_assimp_node->mMeshes[i]]; - for (uint32_t j = 0; j < ai_mesh->mNumBones; j++) { - aiBone *bone = ai_mesh->mBones[j]; - String bone_name = _assimp_get_string(bone->mName); - if (state.bone_owners.has(bone_name)) { - skeleton = state.skeletons[state.bone_owners[bone_name]]; - break; - } - } - } - } - surface_indices.sort(); - String mesh_key; - for (int i = 0; i < surface_indices.size(); i++) { - if (i > 0) { - mesh_key += ":"; - } - mesh_key += itos(surface_indices[i]); + aiBone *bone = mesh->mBones[boneIndex]; + if (bone->mName == bone_name) { + printf("matched bone by name: %s\n", bone->mName.C_Str()); + return bone; } + } + } - if (!state.mesh_cache.has(mesh_key)) { - //adding cache - aiString cull_mode; //cull is on mesh, which is kind of stupid tbh - bool double_sided_material = false; - if (p_assimp_node->mMetaData) { - p_assimp_node->mMetaData->Get("Culling", cull_mode); - } - if (cull_mode.length != 0 && cull_mode == aiString("CullingOff")) { - double_sided_material = true; - } + return NULL; +} - mesh = _generate_mesh_from_surface_indices(state, surface_indices, skeleton, double_sided_material); - state.mesh_cache[mesh_key] = mesh; +/** + * Create a new mesh for the node supplied + */ +void EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *current_node, Node *parent_node, Transform node_transform) { + /* MESH NODE */ + Ref mesh; + Skeleton *skeleton = NULL; + // see if we have mesh cache for this. + Vector surface_indices; + for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) { + int mesh_index = assimp_node->mMeshes[i]; + aiMesh *ai_mesh = state.assimp_scene->mMeshes[assimp_node->mMeshes[i]]; + + // Map // this is what we need + if (ai_mesh->mNumBones > 0) { + // we only need the first bone to retrieve the skeleton + const aiBone *first = ai_mesh->mBones[0]; + + ERR_FAIL_COND(first == NULL); + + Map::Element *match = state.bone_to_skeleton_lookup.find(first); + if (match != NULL) { + skeleton = match->value(); + + if (skeleton == NULL) { + print_error("failed to find bone skeleton for bone: " + AssimpUtils::get_assimp_string(first->mName)); + } else { + print_verbose("successfully found skeleton for first bone on mesh, can properly handle animations now!"); + } + // I really need the skeleton and bone to be known as this is something flaky in model exporters. + ERR_FAIL_COND(skeleton == NULL); // should not happen if bone was successfully created in previous step. } - - mesh = state.mesh_cache[mesh_key]; } + surface_indices.push_back(mesh_index); + } - MeshInstance *mesh_node = memnew(MeshInstance); - if (skeleton) { - state.mesh_skeletons[mesh_node] = skeleton; + surface_indices.sort(); + String mesh_key; + for (int i = 0; i < surface_indices.size(); i++) { + if (i > 0) { + mesh_key += ":"; } - mesh_node->set_mesh(mesh); - new_node = mesh_node; - - } else if (state.light_cache.has(node_name)) { - - Light *light = NULL; - aiLight *ai_light = state.assimp_scene->mLights[state.light_cache[node_name]]; - ERR_FAIL_COND(!ai_light); + mesh_key += itos(surface_indices[i]); + } - if (ai_light->mType == aiLightSource_DIRECTIONAL) { - light = memnew(DirectionalLight); - Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z); - dir.normalize(); - Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); - Vector3 up = Vector3(ai_light->mUp.x, ai_light->mUp.y, ai_light->mUp.z); - up.normalize(); + if (!state.mesh_cache.has(mesh_key)) { + mesh = _generate_mesh_from_surface_indices(state, surface_indices, assimp_node, skeleton); + state.mesh_cache[mesh_key] = mesh; + } - Transform light_transform; - light_transform.set_look_at(pos, pos + dir, up); + //Transform transform = recursive_state.node_transform; - node_transform *= light_transform; + // we must unfortunately overwrite mesh and skeleton transform with armature data + if (skeleton != NULL) { + print_verbose("Applying mesh and skeleton to armature"); + // required for blender, maya etc + Map::Element *match = state.armature_skeletons.find(skeleton); + node_transform = match->value()->get_transform(); + } - } else if (ai_light->mType == aiLightSource_POINT) { - light = memnew(OmniLight); - Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); - Transform xform; - xform.origin = pos; + MeshInstance *mesh_node = memnew(MeshInstance); + mesh = state.mesh_cache[mesh_key]; + mesh_node->set_mesh(mesh); - node_transform *= xform; + attach_new_node(state, + mesh_node, + assimp_node, + parent_node, + node_name, + node_transform); - light->set_transform(xform); + // set this once and for all + if (skeleton != NULL) { + // root must be informed of its new child + parent_node->add_child(skeleton); - //light->set_param(Light::PARAM_ATTENUATION, 1); - } else if (ai_light->mType == aiLightSource_SPOT) { - light = memnew(SpotLight); + // owner must be set after adding to tree + skeleton->set_owner(state.root); - Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z); - dir.normalize(); - Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); - Vector3 up = Vector3(ai_light->mUp.x, ai_light->mUp.y, ai_light->mUp.z); - up.normalize(); + skeleton->set_transform(node_transform); - Transform light_transform; - light_transform.set_look_at(pos, pos + dir, up); - node_transform *= light_transform; + // must be done after added to tree + mesh_node->set_skeleton_path(mesh_node->get_path_to(skeleton)); + } +} - //light->set_param(Light::PARAM_ATTENUATION, 0.0f); - } - ERR_FAIL_COND(light == NULL); - light->set_color(Color(ai_light->mColorDiffuse.r, ai_light->mColorDiffuse.g, ai_light->mColorDiffuse.b)); - new_node = light; - } else if (state.camera_cache.has(node_name)) { +/** generate_mesh_phase_from_skeletal_mesh + * This must be executed after generate_nodes because the skeleton doesn't exist until that has completed the first pass + */ +void EditorSceneImporterAssimp::generate_mesh_phase_from_skeletal_mesh(ImportState &state) { + // prevent more than one skeleton existing per mesh + // * multiple root bones have this + // * this simply filters the node out if it has already been added then references the skeleton so we know the actual skeleton for this node + for (Map::Element *key_value_pair = state.assimp_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) { + const aiNode *assimp_node = key_value_pair->key(); + Node *current_node = (Node *)key_value_pair->value(); + Node *parent_node = current_node->get_parent(); - aiCamera *ai_camera = state.assimp_scene->mCameras[state.camera_cache[node_name]]; - ERR_FAIL_COND(!ai_camera); + ERR_CONTINUE(assimp_node == NULL); + ERR_CONTINUE(parent_node == NULL); - Camera *camera = memnew(Camera); + String node_name = AssimpUtils::get_assimp_string(assimp_node->mName); + Transform node_transform = AssimpUtils::assimp_matrix_transform(assimp_node->mTransformation); - float near = ai_camera->mClipPlaneNear; - if (Math::is_equal_approx(near, 0.0f)) { - near = 0.1f; + if (assimp_node->mNumMeshes > 0) { + create_mesh(state, assimp_node, node_name, current_node, parent_node, node_transform); } - camera->set_perspective(Math::rad2deg(ai_camera->mHorizontalFOV) * 2.0f, near, ai_camera->mClipPlaneFar); + } +} - Vector3 pos = Vector3(ai_camera->mPosition.x, ai_camera->mPosition.y, ai_camera->mPosition.z); - Vector3 look_at = Vector3(ai_camera->mLookAt.y, ai_camera->mLookAt.x, ai_camera->mLookAt.z).normalized(); - Vector3 up = Vector3(ai_camera->mUp.x, ai_camera->mUp.y, ai_camera->mUp.z); +/** + * attach_new_node + * configures node, assigns parent node +**/ +void EditorSceneImporterAssimp::attach_new_node(ImportState &state, Spatial *new_node, const aiNode *node, Node *parent_node, String Name, Transform &transform) { + ERR_FAIL_COND(new_node == NULL); + ERR_FAIL_COND(node == NULL); + ERR_FAIL_COND(parent_node == NULL); + ERR_FAIL_COND(state.root == NULL); + + // assign properties to new godot note + new_node->set_name(Name); + new_node->set_transform(transform); + + // add element as child to parent + parent_node->add_child(new_node); + + // owner must be set after + new_node->set_owner(state.root); + + // cache node mapping results by name and then by aiNode* + state.node_map[Name] = new_node; + state.assimp_node_map[node] = new_node; +} +/** + * Create a light for the scene + * Automatically caches lights for lookup later + */ +void EditorSceneImporterAssimp::create_light(ImportState &state, RecursiveState &recursive_state) { + Light *light = NULL; + aiLight *ai_light = state.assimp_scene->mLights[state.light_cache[recursive_state.node_name]]; + ERR_FAIL_COND(!ai_light); + + if (ai_light->mType == aiLightSource_DIRECTIONAL) { + light = memnew(DirectionalLight); + Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z); + dir.normalize(); + Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); + Vector3 up = Vector3(ai_light->mUp.x, ai_light->mUp.y, ai_light->mUp.z); + up.normalize(); + + Transform light_transform; + light_transform.set_look_at(pos, pos + dir, up); + + recursive_state.node_transform *= light_transform; + + } else if (ai_light->mType == aiLightSource_POINT) { + light = memnew(OmniLight); + Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); Transform xform; - xform.set_look_at(pos, look_at, up); - - new_node = camera; - } else if (state.bone_owners.has(node_name)) { - - //have to actually put the skeleton somewhere, you know. - Skeleton *skeleton = state.skeletons[state.bone_owners[node_name]]; - if (skeleton->get_parent()) { - //a bone for a skeleton already added.. - //could go downwards here to add meshes children of skeleton bones - //but let's not support it for now. - return; - } - //restore rest poses to local, now that we know where the skeleton finally is - Transform skeleton_transform; - if (p_assimp_node->mParent) { - skeleton_transform = _get_global_assimp_node_transform(p_assimp_node->mParent); - } - for (int i = 0; i < skeleton->get_bone_count(); i++) { - Transform rest = skeleton_transform.affine_inverse() * skeleton->get_bone_rest(i); - skeleton->set_bone_rest(i, rest.affine_inverse()); - } + xform.origin = pos; - skeleton->localize_rests(); - node_name = "Skeleton"; //don't use the bone root name - node_transform = Transform(); //don't transform + recursive_state.node_transform *= xform; - new_node = skeleton; - } else { - //generic node - new_node = memnew(Spatial); - } + light->set_transform(xform); - { + //light->set_param(Light::PARAM_ATTENUATION, 1); + } else if (ai_light->mType == aiLightSource_SPOT) { + light = memnew(SpotLight); - new_node->set_name(node_name); - new_node->set_transform(node_transform); - p_parent->add_child(new_node); - new_node->set_owner(state.root); - } + Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z); + dir.normalize(); + Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); + Vector3 up = Vector3(ai_light->mUp.x, ai_light->mUp.y, ai_light->mUp.z); + up.normalize(); - state.node_map[node_name] = new_node; + Transform light_transform; + light_transform.set_look_at(pos, pos + dir, up); + recursive_state.node_transform *= light_transform; - for (size_t i = 0; i < p_assimp_node->mNumChildren; i++) { - _generate_node(state, p_assimp_node->mChildren[i], new_node); + //light->set_param(Light::PARAM_ATTENUATION, 0.0f); } -} + ERR_FAIL_COND(light == NULL); -void EditorSceneImporterAssimp::_calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w) { - const aiVector3D normals = ai_mesh->mAnimMeshes[i]->mNormals[tri_index]; - const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z); - const aiVector3D tangent = ai_mesh->mAnimMeshes[i]->mTangents[tri_index]; - const Vector3 godot_tangent = Vector3(tangent.x, tangent.y, tangent.z); - const aiVector3D bitangent = ai_mesh->mAnimMeshes[i]->mBitangents[tri_index]; - const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z); - float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f; - Color plane_tangent = Color(tangent.x, tangent.y, tangent.z, d); - w[index] = plane_tangent; + light->set_color(Color(ai_light->mColorDiffuse.r, ai_light->mColorDiffuse.g, ai_light->mColorDiffuse.b)); + recursive_state.new_node = light; + + attach_new_node(state, + recursive_state.new_node, + recursive_state.assimp_node, + recursive_state.parent_node, + recursive_state.node_name, + recursive_state.node_transform); } -void EditorSceneImporterAssimp::_set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref texture) { - ERR_FAIL_COND(map_mode == NULL); - aiTextureMapMode tex_mode = aiTextureMapMode::aiTextureMapMode_Wrap; - //for (size_t i = 0; i < 3; i++) { - tex_mode = map_mode[0]; - //} - int32_t flags = Texture::FLAGS_DEFAULT; - if (tex_mode == aiTextureMapMode_Wrap) { - //Default - } else if (tex_mode == aiTextureMapMode_Clamp) { - flags = flags & ~Texture::FLAG_REPEAT; - } else if (tex_mode == aiTextureMapMode_Mirror) { - flags = flags | Texture::FLAG_MIRRORED_REPEAT; +/** + * Create camera for the scene + */ +void EditorSceneImporterAssimp::create_camera(ImportState &state, RecursiveState &recursive_state) { + aiCamera *ai_camera = state.assimp_scene->mCameras[state.camera_cache[recursive_state.node_name]]; + ERR_FAIL_COND(!ai_camera); + + Camera *camera = memnew(Camera); + + float near = ai_camera->mClipPlaneNear; + if (Math::is_equal_approx(near, 0.0f)) { + near = 0.1f; } - texture->set_flags(flags); -} + camera->set_perspective(Math::rad2deg(ai_camera->mHorizontalFOV) * 2.0f, near, ai_camera->mClipPlaneFar); -void EditorSceneImporterAssimp::_find_texture_path(const String &r_p_path, String &r_path, bool &r_found) { + Vector3 pos = Vector3(ai_camera->mPosition.x, ai_camera->mPosition.y, ai_camera->mPosition.z); + Vector3 look_at = Vector3(ai_camera->mLookAt.y, ai_camera->mLookAt.x, ai_camera->mLookAt.z).normalized(); + Vector3 up = Vector3(ai_camera->mUp.x, ai_camera->mUp.y, ai_camera->mUp.z); - _Directory dir; + Transform xform; + xform.set_look_at(pos, look_at, up); - List exts; - ImageLoader::get_recognized_extensions(&exts); + recursive_state.new_node = camera; - Vector split_path = r_path.get_basename().split("*"); - if (split_path.size() == 2) { - r_found = true; - return; - } + attach_new_node(state, + recursive_state.new_node, + recursive_state.assimp_node, + recursive_state.parent_node, + recursive_state.node_name, + recursive_state.node_transform); +} - if (dir.file_exists(r_p_path.get_base_dir() + r_path.get_file())) { - r_path = r_p_path.get_base_dir() + r_path.get_file(); - r_found = true; - return; - } +/** + * Create Bone + * Create a bone in the scene + */ +void EditorSceneImporterAssimp::create_bone(ImportState &state, RecursiveState &recursive_state) { + // for each armature node we must make a new skeleton but ensure it + // has a bone in the child to ensure we don't make too many + // the reason you must do this is because a skeleton exists per mesh? + // and duplicate bone names are very bad for determining what is going on. + aiBone *parent_bone_assimp = get_bone_by_name(state.assimp_scene, recursive_state.assimp_node->mParent->mName); - for (int32_t i = 0; i < exts.size(); i++) { - if (r_found) { - return; - } - if (r_found == false) { - _find_texture_path(r_p_path, dir, r_path, r_found, "." + exts[i]); + // set to true when you want to use skeleton reference from cache. + bool do_not_create_armature = false; + + // prevent more than one skeleton existing per mesh + // * multiple root bones have this + // * this simply filters the node out if it has already been added then references the skeleton so we know the actual skeleton for this node + for (Map::Element *key_value_pair = state.armature_skeletons.front(); key_value_pair; key_value_pair = key_value_pair->next()) { + if (key_value_pair->value() == recursive_state.parent_node) { + // apply the skeleton for this mesh + recursive_state.skeleton = key_value_pair->key(); + + // force this off + do_not_create_armature = true; } } -} -void EditorSceneImporterAssimp::_find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension) { - String name = path.get_basename() + extension; - if (dir.file_exists(name)) { - found = true; - path = name; - return; - } - String name_ignore_sub_directory = p_path.get_base_dir().plus_file(path.get_file().get_basename()) + extension; - if (dir.file_exists(name_ignore_sub_directory)) { - found = true; - path = name_ignore_sub_directory; - return; - } + // check if parent was a bone + // if parent was not a bone this is the first bone. + // therefore parent is the 'armature'? + // also for multi root bone support make sure we don't already have the skeleton cached. + // if we do we must merge them - as this is all godot supports right now. + if (!parent_bone_assimp && recursive_state.skeleton == NULL && !do_not_create_armature) { + // create new skeleton on the root. + recursive_state.skeleton = memnew(Skeleton); - String name_find_texture_sub_directory = p_path.get_base_dir() + "/textures/" + path.get_file().get_basename() + extension; - if (dir.file_exists(name_find_texture_sub_directory)) { - found = true; - path = name_find_texture_sub_directory; - return; - } - String name_find_texture_upper_sub_directory = p_path.get_base_dir() + "/Textures/" + path.get_file().get_basename() + extension; - if (dir.file_exists(name_find_texture_upper_sub_directory)) { - found = true; - path = name_find_texture_upper_sub_directory; - return; - } - String name_find_texture_outside_sub_directory = p_path.get_base_dir() + "/../textures/" + path.get_file().get_basename() + extension; - if (dir.file_exists(name_find_texture_outside_sub_directory)) { - found = true; - path = name_find_texture_outside_sub_directory; - return; - } + ERR_FAIL_COND(state.root == NULL); + ERR_FAIL_COND(recursive_state.skeleton == NULL); - String name_find_upper_texture_outside_sub_directory = p_path.get_base_dir() + "/../Textures/" + path.get_file().get_basename() + extension; - if (dir.file_exists(name_find_upper_texture_outside_sub_directory)) { - found = true; - path = name_find_upper_texture_outside_sub_directory; - return; - } -} + print_verbose("Parent armature node is called " + recursive_state.parent_node->get_name()); + // store root node for this skeleton / used in animation playback and bone detection. + + state.armature_skeletons.insert(recursive_state.skeleton, Object::cast_to(recursive_state.parent_node)); -String EditorSceneImporterAssimp::_assimp_get_string(const aiString &p_string) const { - //convert an assimp String to a Godot String - String name; - name.parse_utf8(p_string.C_Str() /*,p_string.length*/); - if (name.find(":") != -1) { - String replaced_name = name.split(":")[1]; - print_verbose("Replacing " + name + " containing : with " + replaced_name); - name = replaced_name; + //skeleton->set_use_bones_in_world_transform(true); + print_verbose("Created new FBX skeleton for armature node"); } - name = name.replace(".", ""); //can break things, specially bone names + ERR_FAIL_COND_MSG(recursive_state.skeleton == NULL, "Mesh has invalid armature detection - report this"); - return name; -} + // this transform is a bone + recursive_state.skeleton->add_bone(recursive_state.node_name); -String EditorSceneImporterAssimp::_assimp_anim_string_to_string(const aiString &p_string) const { + ERR_FAIL_COND(recursive_state.skeleton == NULL); // serious bug we must now exit. + //ERR_FAIL_COND(recursive_state.skeleton->get_name() == ""); + print_verbose("Bone added to lookup: " + AssimpUtils::get_assimp_string(recursive_state.bone->mName)); + print_verbose("Skeleton attached to: " + recursive_state.skeleton->get_name()); + // make sure to write the bone lookup inverse so we can retrieve the mesh for this bone later + state.bone_to_skeleton_lookup.insert(recursive_state.bone, recursive_state.skeleton); - String name; - name.parse_utf8(p_string.C_Str() /*,p_string.length*/); - if (name.find(":") != -1) { - String replaced_name = name.split(":")[1]; - print_verbose("Replacing " + name + " containing : with " + replaced_name); - name = replaced_name; + Transform xform = AssimpUtils::assimp_matrix_transform(recursive_state.bone->mOffsetMatrix); + recursive_state.skeleton->set_bone_rest(recursive_state.skeleton->get_bone_count() - 1, xform.affine_inverse()); + + // get parent node of assimp node + const aiNode *parent_node_assimp = recursive_state.assimp_node->mParent; + + // ensure we have a parent + if (parent_node_assimp != NULL) { + int parent_bone_id = recursive_state.skeleton->find_bone(AssimpUtils::get_assimp_string(parent_node_assimp->mName)); + int current_bone_id = recursive_state.skeleton->find_bone(recursive_state.node_name); + print_verbose("Parent bone id " + itos(parent_bone_id) + " current bone id" + itos(current_bone_id)); + print_verbose("Bone debug: " + AssimpUtils::get_assimp_string(parent_node_assimp->mName)); + recursive_state.skeleton->set_bone_parent(current_bone_id, parent_bone_id); } - return name; } -String EditorSceneImporterAssimp::_assimp_raw_string_to_string(const aiString &p_string) const { - String name; - name.parse_utf8(p_string.C_Str() /*,p_string.length*/); - return name; -} +/** + * Generate node + * Recursive call to iterate over all nodes + */ +void EditorSceneImporterAssimp::_generate_node( + ImportState &state, + Skeleton *skeleton, + const aiNode *assimp_node, Node *parent_node) { + + // sanity check + ERR_FAIL_COND(state.root == NULL); + ERR_FAIL_COND(state.assimp_scene == NULL); + ERR_FAIL_COND(assimp_node == NULL); + ERR_FAIL_COND(parent_node == NULL); -Ref EditorSceneImporterAssimp::import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) { - return Ref(); -} + Spatial *new_node = NULL; + String node_name = AssimpUtils::get_assimp_string(assimp_node->mName); + Transform node_transform = AssimpUtils::assimp_matrix_transform(assimp_node->mTransformation); -const Transform EditorSceneImporterAssimp::_assimp_matrix_transform(const aiMatrix4x4 p_matrix) { - aiMatrix4x4 matrix = p_matrix; - Transform xform; - //xform.set(matrix.a1, matrix.b1, matrix.c1, matrix.a2, matrix.b2, matrix.c2, matrix.a3, matrix.b3, matrix.c3, matrix.a4, matrix.b4, matrix.c4); - xform.set(matrix.a1, matrix.a2, matrix.a3, matrix.b1, matrix.b2, matrix.b3, matrix.c1, matrix.c2, matrix.c3, matrix.a4, matrix.b4, matrix.c4); - return xform; -} + // can safely return null - is this node a bone? + aiBone *bone = get_bone_by_name(state.assimp_scene, assimp_node->mName); + + // out arguments helper - for pushing state down into creation functions + RecursiveState recursive_state(node_transform, skeleton, new_node, node_name, assimp_node, parent_node, bone); + + // Creation code + if (state.light_cache.has(node_name)) { + create_light(state, recursive_state); + } else if (state.camera_cache.has(node_name)) { + create_camera(state, recursive_state); + } else if (bone != NULL) { + create_bone(state, recursive_state); + } else { + //generic node + recursive_state.new_node = memnew(Spatial); + attach_new_node(state, + recursive_state.new_node, + recursive_state.assimp_node, + recursive_state.parent_node, + recursive_state.node_name, + recursive_state.node_transform); + } + + // recurse into all child elements + for (size_t i = 0; i < recursive_state.assimp_node->mNumChildren; i++) { + _generate_node(state, recursive_state.skeleton, recursive_state.assimp_node->mChildren[i], + recursive_state.new_node != NULL ? recursive_state.new_node : recursive_state.parent_node); + } +} \ No newline at end of file diff --git a/modules/assimp/editor_scene_importer_assimp.h b/modules/assimp/editor_scene_importer_assimp.h index 7a30816e3b..787376c9af 100644 --- a/modules/assimp/editor_scene_importer_assimp.h +++ b/modules/assimp/editor_scene_importer_assimp.h @@ -44,60 +44,31 @@ #include "scene/resources/animation.h" #include "scene/resources/surface_tool.h" -#include "assimp/DefaultLogger.hpp" -#include "assimp/LogStream.hpp" -#include "assimp/Logger.hpp" -#include "assimp/matrix4x4.h" -#include "assimp/scene.h" -#include "assimp/types.h" +#include +#include +#include +#include +#include +#include + +#include "import_state.h" +#include "import_utils.h" + +using namespace AssimpImporter; class AssimpStream : public Assimp::LogStream { public: // Constructor - AssimpStream(); + AssimpStream() {} // Destructor - ~AssimpStream(); + ~AssimpStream() {} // Write something using your own functionality - void write(const char *message); + void write(const char *message) { + print_verbose(String("Open Asset Import: ") + String(message).strip_edges()); + } }; -#define AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR "$raw.Maya|baseColor", 0, 0 -#define AI_MATKEY_FBX_MAYA_METALNESS_FACTOR "$raw.Maya|metalness", 0, 0 -#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR "$raw.Maya|diffuseRoughness", 0, 0 - -#define AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE "$raw.Maya|metalness|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_METALNESS_UV_XFORM "$raw.Maya|metalness|uvtrafo", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE "$raw.Maya|diffuseRoughness|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_UV_XFORM "$raw.Maya|diffuseRoughness|uvtrafo", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE "$raw.Maya|baseColor|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM "$raw.Maya|baseColor|uvtrafo", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE "$raw.Maya|normalCamera|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo", aiTextureType_UNKNOWN, 0 - -#define AI_MATKEY_FBX_NORMAL_TEXTURE "$raw.Maya|normalCamera|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo", aiTextureType_UNKNOWN, 0 - -#define AI_MATKEY_FBX_MAYA_STINGRAY_DISPLACEMENT_SCALING_FACTOR "$raw.Maya|displacementscaling", 0, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR "$raw.Maya|base_color", 0, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR "$raw.Maya|emissive", 0, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR "$raw.Maya|metallic", 0, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR "$raw.Maya|roughness", 0, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR "$raw.Maya|emissive_intensity", 0, 0 - -#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE "$raw.Maya|TEX_normal_map|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_UV_XFORM "$raw.Maya|TEX_normal_map|uvtrafo", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE "$raw.Maya|TEX_color_map|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM "$raw.Maya|TEX_color_map|uvtrafo", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE "$raw.Maya|TEX_metallic_map|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_UV_XFORM "$raw.Maya|TEX_metallic_map|uvtrafo", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE "$raw.Maya|TEX_roughness_map|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_UV_XFORM "$raw.Maya|TEX_roughness_map|uvtrafo", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE "$raw.Maya|TEX_emissive_map|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_UV_XFORM "$raw.Maya|TEX_emissive_map|uvtrafo", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_TEXTURE "$raw.Maya|TEX_ao_map|file", aiTextureType_UNKNOWN, 0 -#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_UV_XFORM "$raw.Maya|TEX_ao_map|uvtrafo", aiTextureType_UNKNOWN, 0 - class EditorSceneImporterAssimp : public EditorSceneImporter { private: GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter); @@ -112,59 +83,6 @@ private: }; }; - struct AssetImportFbx { - enum ETimeMode { - TIME_MODE_DEFAULT = 0, - TIME_MODE_120 = 1, - TIME_MODE_100 = 2, - TIME_MODE_60 = 3, - TIME_MODE_50 = 4, - TIME_MODE_48 = 5, - TIME_MODE_30 = 6, - TIME_MODE_30_DROP = 7, - TIME_MODE_NTSC_DROP_FRAME = 8, - TIME_MODE_NTSC_FULL_FRAME = 9, - TIME_MODE_PAL = 10, - TIME_MODE_CINEMA = 11, - TIME_MODE_1000 = 12, - TIME_MODE_CINEMA_ND = 13, - TIME_MODE_CUSTOM = 14, - TIME_MODE_TIME_MODE_COUNT = 15 - }; - enum UpAxis { - UP_VECTOR_AXIS_X = 1, - UP_VECTOR_AXIS_Y = 2, - UP_VECTOR_AXIS_Z = 3 - }; - enum FrontAxis { - FRONT_PARITY_EVEN = 1, - FRONT_PARITY_ODD = 2, - }; - - enum CoordAxis { - COORD_RIGHT = 0, - COORD_LEFT = 1 - }; - }; - - struct ImportState { - - String path; - const aiScene *assimp_scene; - uint32_t max_bone_weights; - Spatial *root; - Map > mesh_cache; - Map > material_cache; - Map light_cache; - Map camera_cache; - Vector skeletons; - Map bone_owners; //maps bones to skeleton index owned by - Map node_map; - Map mesh_skeletons; - bool fbx; //for some reason assimp does some things different for FBX - AnimationPlayer *animation_player; - }; - struct BoneInfo { uint32_t bone; float weight; @@ -177,28 +95,29 @@ private: const aiNode *node; }; - const Transform _assimp_matrix_transform(const aiMatrix4x4 p_matrix); - String _assimp_get_string(const aiString &p_string) const; - Transform _get_global_assimp_node_transform(const aiNode *p_current_node); - void _calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w); void _set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref texture); - void _find_texture_path(const String &p_path, String &path, bool &r_found); - void _find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension); - - Ref _load_texture(ImportState &state, String p_path); - Ref _generate_material_from_index(ImportState &state, int p_index, bool p_double_sided); - Ref _generate_mesh_from_surface_indices(ImportState &state, const Vector &p_surface_indices, Skeleton *p_skeleton = NULL, bool p_double_sided_material = false); - void _generate_node(ImportState &state, const aiNode *p_assimp_node, Node *p_parent); - void _generate_bone_groups(ImportState &state, const aiNode *p_assimp_node, Map &ownership, Map &bind_xforms); - void _fill_node_relationships(ImportState &state, const aiNode *p_assimp_node, Map &ownership, Map &skeleton_map, int p_skeleton_id, Skeleton *p_skeleton, const String &p_parent_name, int &holecount, const Vector &p_holes, const Map &bind_xforms); - void _generate_skeletons(ImportState &state, const aiNode *p_assimp_node, Map &ownership, Map &skeleton_map, const Map &bind_xforms); + Ref _generate_mesh_from_surface_indices(ImportState &state, const Vector &p_surface_indices, const aiNode *assimp_node, Skeleton *p_skeleton = NULL); + + // utility for node creation + void attach_new_node(ImportState &state, Spatial *new_node, const aiNode *node, Node *parent_node, String Name, Transform &transform); + // simple object creation functions + void create_light(ImportState &state, RecursiveState &recursive_state); + void create_camera(ImportState &state, RecursiveState &recursive_state); + void create_bone(ImportState &state, RecursiveState &recursive_state); + // non recursive - linear so must not use recursive arguments + void create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *current_node, Node *parent_node, Transform node_transform); + + // recursive node generator + void _generate_node(ImportState &state, Skeleton *skeleton, const aiNode *assimp_node, Node *parent_node); + // runs after _generate_node as it must then use pre-created godot skeleton. + void generate_mesh_phase_from_skeletal_mesh(ImportState &state); void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int p_track, int p_bake_fps, Ref animation, float ticks_per_second, Skeleton *p_skeleton, const NodePath &p_path, const String &p_name); void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps); - Spatial *_generate_scene(const String &p_path, const aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights); + Spatial *_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights); String _assimp_anim_string_to_string(const aiString &p_string) const; String _assimp_raw_string_to_string(const aiString &p_string) const; @@ -228,7 +147,7 @@ public: virtual void get_extensions(List *r_extensions) const; virtual uint32_t get_import_flags() const; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List *r_missing_deps, Error *r_err = NULL); - virtual Ref import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps); + Ref load_image(ImportState &state, const aiScene *p_scene, String p_path); }; #endif #endif diff --git a/modules/assimp/import_state.h b/modules/assimp/import_state.h new file mode 100644 index 0000000000..8d82cd3e39 --- /dev/null +++ b/modules/assimp/import_state.h @@ -0,0 +1,115 @@ +/*************************************************************************/ +/* import_state.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef EDITOR_SCENE_IMPORT_STATE_H +#define EDITOR_SCENE_IMPORT_STATE_H + +#include "core/bind/core_bind.h" +#include "core/io/resource_importer.h" +#include "core/vector.h" +#include "editor/import/resource_importer_scene.h" +#include "editor/project_settings_editor.h" +#include "scene/3d/mesh_instance.h" +#include "scene/3d/skeleton.h" +#include "scene/3d/spatial.h" +#include "scene/animation/animation_player.h" +#include "scene/resources/animation.h" +#include "scene/resources/surface_tool.h" + +#include +#include +#include +#include +#include +#include + +namespace AssimpImporter { +/** Import state is for global scene import data + * This makes the code simpler and contains useful lookups. + */ +struct ImportState { + + String path; + const aiScene *assimp_scene; + uint32_t max_bone_weights; + + Spatial *root; + Map > mesh_cache; + Map > material_cache; + Map light_cache; + Map camera_cache; + //Vector skeletons; + Map armature_skeletons; // maps skeletons based on their armature nodes. + Map bone_to_skeleton_lookup; // maps bones back into their skeleton + // very useful for when you need to ask assimp for the bone mesh + Map node_map; + Map assimp_node_map; + Map > path_to_image_cache; + bool fbx; //for some reason assimp does some things different for FBX + AnimationPlayer *animation_player; +}; + +struct AssimpImageData { + Ref raw_image; + Ref texture; + aiTextureMapMode *map_mode = NULL; +}; + +/** Recursive state is used to push state into functions instead of specifying them + * This makes the code easier to handle too and add extra arguments without breaking things + */ +struct RecursiveState { + RecursiveState( + Transform &_node_transform, + Skeleton *_skeleton, + Spatial *_new_node, + const String &_node_name, + const aiNode *_assimp_node, + Node *_parent_node, + const aiBone *_bone) : + node_transform(_node_transform), + skeleton(_skeleton), + new_node(_new_node), + node_name(_node_name), + assimp_node(_assimp_node), + parent_node(_parent_node), + bone(_bone) {} + + Transform &node_transform; + Skeleton *skeleton; + Spatial *new_node; + const String &node_name; + const aiNode *assimp_node; + Node *parent_node; + const aiBone *bone; +}; +} // namespace AssimpImporter + +#endif // EDITOR_SCENE_IMPORT_STATE_H diff --git a/modules/assimp/import_utils.h b/modules/assimp/import_utils.h new file mode 100644 index 0000000000..4be76ade0f --- /dev/null +++ b/modules/assimp/import_utils.h @@ -0,0 +1,448 @@ +/*************************************************************************/ +/* import_utils.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef IMPORT_UTILS_IMPORTER_ASSIMP_H +#define IMPORT_UTILS_IMPORTER_ASSIMP_H + +#include "core/io/image_loader.h" +#include "import_state.h" + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +using namespace AssimpImporter; + +#define AI_PROPERTIES aiTextureType_UNKNOWN, 0 +#define AI_NULL 0, 0 +#define AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR "$raw.Maya|baseColor" +#define AI_MATKEY_FBX_MAYA_METALNESS_FACTOR "$raw.Maya|metalness" +#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR "$raw.Maya|diffuseRoughness" + +#define AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE "$raw.Maya|emissionColor|file" +#define AI_MATKEY_FBX_MAYA_EMISSIVE_FACTOR "$raw.Maya|emission" +#define AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE "$raw.Maya|metalness|file" +#define AI_MATKEY_FBX_MAYA_METALNESS_UV_XFORM "$raw.Maya|metalness|uvtrafo" +#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE "$raw.Maya|diffuseRoughness|file" +#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_UV_XFORM "$raw.Maya|diffuseRoughness|uvtrafo" +#define AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE "$raw.Maya|baseColor|file" +#define AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM "$raw.Maya|baseColor|uvtrafo" +#define AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE "$raw.Maya|normalCamera|file" +#define AI_MATKEY_FBX_MAYA_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo" + +#define AI_MATKEY_FBX_NORMAL_TEXTURE "$raw.Maya|normalCamera|file" +#define AI_MATKEY_FBX_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo" + +#define AI_MATKEY_FBX_MAYA_STINGRAY_DISPLACEMENT_SCALING_FACTOR "$raw.Maya|displacementscaling" +#define AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR "$raw.Maya|base_color" +#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR "$raw.Maya|emissive" +#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR "$raw.Maya|metallic" +#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR "$raw.Maya|roughness" +#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR "$raw.Maya|emissive_intensity" + +#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE "$raw.Maya|TEX_normal_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_UV_XFORM "$raw.Maya|TEX_normal_map|uvtrafo" +#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE "$raw.Maya|TEX_color_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM "$raw.Maya|TEX_color_map|uvtrafo" +#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE "$raw.Maya|TEX_metallic_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_UV_XFORM "$raw.Maya|TEX_metallic_map|uvtrafo" +#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE "$raw.Maya|TEX_roughness_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_UV_XFORM "$raw.Maya|TEX_roughness_map|uvtrafo" +#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE "$raw.Maya|TEX_emissive_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_UV_XFORM "$raw.Maya|TEX_emissive_map|uvtrafo" +#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_TEXTURE "$raw.Maya|TEX_ao_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_UV_XFORM "$raw.Maya|TEX_ao_map|uvtrafo" + +/** + * Assimp Utils + * Conversion tools / glue code to convert from assimp to godot +*/ +class AssimpUtils { +public: + /** + * calculate tangents for mesh data from assimp data + */ + static void calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w) { + const aiVector3D normals = ai_mesh->mAnimMeshes[i]->mNormals[tri_index]; + const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z); + const aiVector3D tangent = ai_mesh->mAnimMeshes[i]->mTangents[tri_index]; + const Vector3 godot_tangent = Vector3(tangent.x, tangent.y, tangent.z); + const aiVector3D bitangent = ai_mesh->mAnimMeshes[i]->mBitangents[tri_index]; + const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z); + float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f; + Color plane_tangent = Color(tangent.x, tangent.y, tangent.z, d); + w[index] = plane_tangent; + } + + struct AssetImportFbx { + enum ETimeMode { + TIME_MODE_DEFAULT = 0, + TIME_MODE_120 = 1, + TIME_MODE_100 = 2, + TIME_MODE_60 = 3, + TIME_MODE_50 = 4, + TIME_MODE_48 = 5, + TIME_MODE_30 = 6, + TIME_MODE_30_DROP = 7, + TIME_MODE_NTSC_DROP_FRAME = 8, + TIME_MODE_NTSC_FULL_FRAME = 9, + TIME_MODE_PAL = 10, + TIME_MODE_CINEMA = 11, + TIME_MODE_1000 = 12, + TIME_MODE_CINEMA_ND = 13, + TIME_MODE_CUSTOM = 14, + TIME_MODE_TIME_MODE_COUNT = 15 + }; + enum UpAxis { + UP_VECTOR_AXIS_X = 1, + UP_VECTOR_AXIS_Y = 2, + UP_VECTOR_AXIS_Z = 3 + }; + enum FrontAxis { + FRONT_PARITY_EVEN = 1, + FRONT_PARITY_ODD = 2, + }; + + enum CoordAxis { + COORD_RIGHT = 0, + COORD_LEFT = 1 + }; + }; + + /** Get assimp string + * automatically filters the string data + */ + static String get_assimp_string(const aiString &p_string) { + //convert an assimp String to a Godot String + String name; + name.parse_utf8(p_string.C_Str() /*,p_string.length*/); + if (name.find(":") != -1) { + String replaced_name = name.split(":")[1]; + print_verbose("Replacing " + name + " containing : with " + replaced_name); + name = replaced_name; + } + + return name; + } + + static String get_anim_string_from_assimp(const aiString &p_string) { + + String name; + name.parse_utf8(p_string.C_Str() /*,p_string.length*/); + if (name.find(":") != -1) { + String replaced_name = name.split(":")[1]; + print_verbose("Replacing " + name + " containing : with " + replaced_name); + name = replaced_name; + } + return name; + } + + /** + * No filter logic get_raw_string_from_assimp + * This just convers the aiString to a parsed utf8 string + * Without removing special chars etc + */ + static String get_raw_string_from_assimp(const aiString &p_string) { + String name; + name.parse_utf8(p_string.C_Str() /*,p_string.length*/); + return name; + } + + static Ref import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) { + return Ref(); + } + + /** + * Converts aiMatrix4x4 to godot Transform + */ + static const Transform assimp_matrix_transform(const aiMatrix4x4 p_matrix) { + aiMatrix4x4 matrix = p_matrix; + Transform xform; + xform.set(matrix.a1, matrix.a2, matrix.a3, matrix.b1, matrix.b2, matrix.b3, matrix.c1, matrix.c2, matrix.c3, matrix.a4, matrix.b4, matrix.c4); + return xform; + } + + /** Get fbx fps for time mode meta data + */ + static float get_fbx_fps(int32_t time_mode, const aiScene *p_scene) { + switch (time_mode) { + case AssetImportFbx::TIME_MODE_DEFAULT: return 24; //hack + case AssetImportFbx::TIME_MODE_120: return 120; + case AssetImportFbx::TIME_MODE_100: return 100; + case AssetImportFbx::TIME_MODE_60: return 60; + case AssetImportFbx::TIME_MODE_50: return 50; + case AssetImportFbx::TIME_MODE_48: return 48; + case AssetImportFbx::TIME_MODE_30: return 30; + case AssetImportFbx::TIME_MODE_30_DROP: return 30; + case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME: return 29.9700262f; + case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME: return 29.9700262f; + case AssetImportFbx::TIME_MODE_PAL: return 25; + case AssetImportFbx::TIME_MODE_CINEMA: return 24; + case AssetImportFbx::TIME_MODE_1000: return 1000; + case AssetImportFbx::TIME_MODE_CINEMA_ND: return 23.976f; + case AssetImportFbx::TIME_MODE_CUSTOM: + int32_t frame_rate = -1; + p_scene->mMetaData->Get("FrameRate", frame_rate); + return frame_rate; + } + return 0; + } + + /** + * Get global transform for the current node - so we can use world space rather than + * local space coordinates + * useful if you need global - although recommend using local wherever possible over global + * as you could break fbx scaling :) + */ + static Transform _get_global_assimp_node_transform(const aiNode *p_current_node) { + aiNode const *current_node = p_current_node; + Transform xform; + while (current_node != NULL) { + xform = assimp_matrix_transform(current_node->mTransformation) * xform; + current_node = current_node->mParent; + } + return xform; + } + + /** + * Find hardcoded textures from assimp which could be in many different directories + */ + static void find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension) { + Vector paths; + paths.push_back(path.get_basename() + extension); + paths.push_back(path + extension); + paths.push_back(path); + paths.push_back(p_path.get_base_dir().plus_file(path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file(path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file(path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file())); + for (int i = 0; i < paths.size(); i++) { + if (dir.file_exists(paths[i])) { + found = true; + path = paths[i]; + return; + } + } + } + + /** find the texture path for the supplied fbx path inside godot + * very simple lookup for subfolders etc for a texture which may or may not be in a directory + */ + static void find_texture_path(const String &r_p_path, String &r_path, bool &r_found) { + _Directory dir; + + List exts; + ImageLoader::get_recognized_extensions(&exts); + + Vector split_path = r_path.get_basename().split("*"); + if (split_path.size() == 2) { + r_found = true; + return; + } + + if (dir.file_exists(r_p_path.get_base_dir() + r_path.get_file())) { + r_path = r_p_path.get_base_dir() + r_path.get_file(); + r_found = true; + return; + } + + for (int32_t i = 0; i < exts.size(); i++) { + if (r_found) { + return; + } + if (r_found == false) { + find_texture_path(r_p_path, dir, r_path, r_found, "." + exts[i]); + } + } + } + + /** + * set_texture_mapping_mode + * Helper to check the mapping mode of the texture (repeat, clamp and mirror) + */ + static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref texture) { + ERR_FAIL_COND(texture.is_null()); + ERR_FAIL_COND(map_mode == NULL); + aiTextureMapMode tex_mode = aiTextureMapMode::aiTextureMapMode_Wrap; + + tex_mode = map_mode[0]; + + int32_t flags = Texture::FLAGS_DEFAULT; + if (tex_mode == aiTextureMapMode_Wrap) { + //Default + } else if (tex_mode == aiTextureMapMode_Clamp) { + flags = flags & ~Texture::FLAG_REPEAT; + } else if (tex_mode == aiTextureMapMode_Mirror) { + flags = flags | Texture::FLAG_MIRRORED_REPEAT; + } + texture->set_flags(flags); + } + + /** + * Load or load from cache image :) + */ + static Ref load_image(ImportState &state, const aiScene *p_scene, String p_path) { + + Map >::Element *match = state.path_to_image_cache.find(p_path); + + // if our cache contains this image then don't bother + if (match) { + return match->get(); + } + + Vector split_path = p_path.get_basename().split("*"); + if (split_path.size() == 2) { + size_t texture_idx = split_path[1].to_int(); + ERR_FAIL_COND_V(texture_idx >= p_scene->mNumTextures, Ref()); + aiTexture *tex = p_scene->mTextures[texture_idx]; + String filename = AssimpUtils::get_raw_string_from_assimp(tex->mFilename); + filename = filename.get_file(); + print_verbose("Open Asset Import: Loading embedded texture " + filename); + if (tex->mHeight == 0) { + if (tex->CheckFormat("png")) { + Ref img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth); + ERR_FAIL_COND_V(img.is_null(), Ref()); + state.path_to_image_cache.insert(p_path, img); + return img; + } else if (tex->CheckFormat("jpg")) { + Ref img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth); + ERR_FAIL_COND_V(img.is_null(), Ref()); + state.path_to_image_cache.insert(p_path, img); + return img; + } else if (tex->CheckFormat("dds")) { + ERR_EXPLAIN("Open Asset Import: Embedded dds not implemented"); + ERR_FAIL_COND_V(true, Ref()); + } + } else { + Ref img; + img.instance(); + PoolByteArray arr; + uint32_t size = tex->mWidth * tex->mHeight; + arr.resize(size); + memcpy(arr.write().ptr(), tex->pcData, size); + ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref()); + //ARGB8888 to RGBA8888 + for (int32_t i = 0; i < arr.size() / 4; i++) { + arr.write().ptr()[(4 * i) + 3] = arr[(4 * i) + 0]; + arr.write().ptr()[(4 * i) + 0] = arr[(4 * i) + 1]; + arr.write().ptr()[(4 * i) + 1] = arr[(4 * i) + 2]; + arr.write().ptr()[(4 * i) + 2] = arr[(4 * i) + 3]; + } + img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr); + ERR_FAIL_COND_V(img.is_null(), Ref()); + state.path_to_image_cache.insert(p_path, img); + return img; + } + return Ref(); + } else { + Ref texture = ResourceLoader::load(p_path); + Ref image = texture->get_data(); + state.path_to_image_cache.insert(p_path, image); + return image; + } + + return Ref(); + } + + /* create texture from assimp data, if found in path */ + static bool CreateAssimpTexture( + AssimpImporter::ImportState &state, + aiString texture_path, + String &filename, + String &path, + AssimpImageData &image_state) { + filename = get_raw_string_from_assimp(texture_path); + path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); + bool found = false; + find_texture_path(state.path, path, found); + if (found) { + image_state.raw_image = AssimpUtils::load_image(state, state.assimp_scene, path); + if (image_state.raw_image.is_valid()) { + image_state.texture.instance(); + image_state.texture->create_from_image(image_state.raw_image); + image_state.texture->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); + return true; + } + } + + return false; + } + /** GetAssimpTexture + * Designed to retrieve textures for you + */ + static bool GetAssimpTexture( + AssimpImporter::ImportState &state, + aiMaterial *ai_material, + aiTextureType texture_type, + String &filename, + String &path, + AssimpImageData &image_state) { + aiString ai_filename = aiString(); + if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, NULL, NULL, NULL, NULL, image_state.map_mode)) { + return CreateAssimpTexture(state, ai_filename, filename, path, image_state); + } + + return false; + } +}; + +#endif // IMPORT_UTILS_IMPORTER_ASSIMP_H diff --git a/thirdparty/assimp/assimp/config.h b/thirdparty/assimp/assimp/config.h index 382a698268..d0e4817349 100644 --- a/thirdparty/assimp/assimp/config.h +++ b/thirdparty/assimp/assimp/config.h @@ -983,6 +983,13 @@ enum aiComponent { #define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f #endif // !! AI_DEBONE_THRESHOLD +#define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR" + +#if (!defined AI_CONFIG_APP_SCALE_KEY) +# define AI_CONFIG_APP_SCALE_KEY 1.0 +#endif // AI_CONFIG_APP_SCALE_KEY + + // ---------- All the Build/Compile-time defines ------------ /** @brief Specifies if double precision is supported inside assimp diff --git a/thirdparty/assimp/code/Common/BaseImporter.cpp b/thirdparty/assimp/code/Common/BaseImporter.cpp index 0a5694aa0e..de5018a250 100644 --- a/thirdparty/assimp/code/Common/BaseImporter.cpp +++ b/thirdparty/assimp/code/Common/BaseImporter.cpp @@ -76,9 +76,25 @@ BaseImporter::~BaseImporter() { // nothing to do here } +void BaseImporter::UpdateImporterScale( Importer* pImp ) +{ + ai_assert(pImp != nullptr); + ai_assert(importerScale != 0.0); + ai_assert(fileScale != 0.0); + + double activeScale = importerScale * fileScale; + + // Set active scaling + pImp->SetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, activeScale); + + ASSIMP_LOG_DEBUG_F("UpdateImporterScale scale set: %f", activeScale ); +} + // ------------------------------------------------------------------------------------------------ // Imports the given file and returns the imported data. -aiScene* BaseImporter::ReadFile(const Importer* pImp, const std::string& pFile, IOSystem* pIOHandler) { +aiScene* BaseImporter::ReadFile(Importer* pImp, const std::string& pFile, IOSystem* pIOHandler) { + + m_progress = pImp->GetProgressHandler(); if (nullptr == m_progress) { return nullptr; @@ -100,6 +116,11 @@ aiScene* BaseImporter::ReadFile(const Importer* pImp, const std::string& pFile, { InternReadFile( pFile, sc.get(), &filter); + // Calculate import scale hook - required because pImp not available anywhere else + // passes scale into ScaleProcess + UpdateImporterScale(pImp); + + } catch( const std::exception& err ) { // extract error description m_ErrorText = err.what(); @@ -112,7 +133,7 @@ aiScene* BaseImporter::ReadFile(const Importer* pImp, const std::string& pFile, } // ------------------------------------------------------------------------------------------------ -void BaseImporter::SetupProperties(const Importer* /*pImp*/) +void BaseImporter::SetupProperties(const Importer* pImp) { // the default implementation does nothing } @@ -588,6 +609,8 @@ aiScene* BatchLoader::GetImport( unsigned int which ) return nullptr; } + + // ------------------------------------------------------------------------------------------------ void BatchLoader::LoadAll() { diff --git a/thirdparty/assimp/code/FBX/FBXConverter.cpp b/thirdparty/assimp/code/FBX/FBXConverter.cpp index 9f940d3226..9bd970098e 100644 --- a/thirdparty/assimp/code/FBX/FBXConverter.cpp +++ b/thirdparty/assimp/code/FBX/FBXConverter.cpp @@ -66,6 +66,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include #include +#include namespace Assimp { @@ -90,7 +91,6 @@ namespace Assimp { , anim_fps() , out(out) , doc(doc) - , mRemoveEmptyBones( removeEmptyBones ) , mCurrentUnit(FbxUnit::cm) { // animations need to be converted first since this will // populate the node_anim_chain_bits map, which is needed @@ -119,7 +119,6 @@ namespace Assimp { ConvertGlobalSettings(); TransferDataToScene(); - ConvertToUnitScale(unit); // if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE // to make sure the scene passes assimp's validation. FBX files @@ -685,30 +684,37 @@ namespace Assimp { bool ok; aiMatrix4x4 chain[TransformationComp_MAXIMUM]; + + ai_assert(TransformationComp_MAXIMUM < 32); + std::uint32_t chainBits = 0; + // A node won't need a node chain if it only has these. + const std::uint32_t chainMaskSimple = (1 << TransformationComp_Translation) + (1 << TransformationComp_Scaling) + (1 << TransformationComp_Rotation); + // A node will need a node chain if it has any of these. + const std::uint32_t chainMaskComplex = ((1 << (TransformationComp_MAXIMUM)) - 1) - chainMaskSimple; + std::fill_n(chain, static_cast(TransformationComp_MAXIMUM), aiMatrix4x4()); // generate transformation matrices for all the different transformation components const float zero_epsilon = 1e-6f; const aiVector3D all_ones(1.0f, 1.0f, 1.0f); - bool is_complex = false; const aiVector3D& PreRotation = PropertyGet(props, "PreRotation", ok); if (ok && PreRotation.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_PreRotation); GetRotationMatrix(Model::RotOrder::RotOrder_EulerXYZ, PreRotation, chain[TransformationComp_PreRotation]); } const aiVector3D& PostRotation = PropertyGet(props, "PostRotation", ok); if (ok && PostRotation.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_PostRotation); GetRotationMatrix(Model::RotOrder::RotOrder_EulerXYZ, PostRotation, chain[TransformationComp_PostRotation]); } const aiVector3D& RotationPivot = PropertyGet(props, "RotationPivot", ok); if (ok && RotationPivot.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_RotationPivot) | (1 << TransformationComp_RotationPivotInverse); aiMatrix4x4::Translation(RotationPivot, chain[TransformationComp_RotationPivot]); aiMatrix4x4::Translation(-RotationPivot, chain[TransformationComp_RotationPivotInverse]); @@ -716,21 +722,21 @@ namespace Assimp { const aiVector3D& RotationOffset = PropertyGet(props, "RotationOffset", ok); if (ok && RotationOffset.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_RotationOffset); aiMatrix4x4::Translation(RotationOffset, chain[TransformationComp_RotationOffset]); } const aiVector3D& ScalingOffset = PropertyGet(props, "ScalingOffset", ok); if (ok && ScalingOffset.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_ScalingOffset); aiMatrix4x4::Translation(ScalingOffset, chain[TransformationComp_ScalingOffset]); } const aiVector3D& ScalingPivot = PropertyGet(props, "ScalingPivot", ok); if (ok && ScalingPivot.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_ScalingPivot) | (1 << TransformationComp_ScalingPivotInverse); aiMatrix4x4::Translation(ScalingPivot, chain[TransformationComp_ScalingPivot]); aiMatrix4x4::Translation(-ScalingPivot, chain[TransformationComp_ScalingPivotInverse]); @@ -738,22 +744,28 @@ namespace Assimp { const aiVector3D& Translation = PropertyGet(props, "Lcl Translation", ok); if (ok && Translation.SquareLength() > zero_epsilon) { + chainBits = chainBits | (1 << TransformationComp_Translation); + aiMatrix4x4::Translation(Translation, chain[TransformationComp_Translation]); } const aiVector3D& Scaling = PropertyGet(props, "Lcl Scaling", ok); if (ok && (Scaling - all_ones).SquareLength() > zero_epsilon) { + chainBits = chainBits | (1 << TransformationComp_Scaling); + aiMatrix4x4::Scaling(Scaling, chain[TransformationComp_Scaling]); } const aiVector3D& Rotation = PropertyGet(props, "Lcl Rotation", ok); if (ok && Rotation.SquareLength() > zero_epsilon) { + chainBits = chainBits | (1 << TransformationComp_Rotation); + GetRotationMatrix(rot, Rotation, chain[TransformationComp_Rotation]); } const aiVector3D& GeometricScaling = PropertyGet(props, "GeometricScaling", ok); if (ok && (GeometricScaling - all_ones).SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_GeometricScaling); aiMatrix4x4::Scaling(GeometricScaling, chain[TransformationComp_GeometricScaling]); aiVector3D GeometricScalingInverse = GeometricScaling; bool canscale = true; @@ -768,13 +780,14 @@ namespace Assimp { } } if (canscale) { + chainBits = chainBits | (1 << TransformationComp_GeometricScalingInverse); aiMatrix4x4::Scaling(GeometricScalingInverse, chain[TransformationComp_GeometricScalingInverse]); } } const aiVector3D& GeometricRotation = PropertyGet(props, "GeometricRotation", ok); if (ok && GeometricRotation.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_GeometricRotation) | (1 << TransformationComp_GeometricRotationInverse); GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotation]); GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotationInverse]); chain[TransformationComp_GeometricRotationInverse].Inverse(); @@ -782,7 +795,7 @@ namespace Assimp { const aiVector3D& GeometricTranslation = PropertyGet(props, "GeometricTranslation", ok); if (ok && GeometricTranslation.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_GeometricTranslation) | (1 << TransformationComp_GeometricTranslationInverse); aiMatrix4x4::Translation(GeometricTranslation, chain[TransformationComp_GeometricTranslation]); aiMatrix4x4::Translation(-GeometricTranslation, chain[TransformationComp_GeometricTranslationInverse]); } @@ -790,12 +803,12 @@ namespace Assimp { // is_complex needs to be consistent with NeedsComplexTransformationChain() // or the interplay between this code and the animation converter would // not be guaranteed. - ai_assert(NeedsComplexTransformationChain(model) == is_complex); + ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0)); // now, if we have more than just Translation, Scaling and Rotation, // we need to generate a full node chain to accommodate for assimp's // lack to express pivots and offsets. - if (is_complex && doc.Settings().preservePivots) { + if ((chainBits & chainMaskComplex) && doc.Settings().preservePivots) { FBXImporter::LogInfo("generating full transformation chain for node: " + name); // query the anim_chain_bits dictionary to find out which chain elements @@ -808,7 +821,7 @@ namespace Assimp { for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i, bit <<= 1) { const TransformationComp comp = static_cast(i); - if (chain[i].IsIdentity() && (anim_chain_bitmask & bit) == 0) { + if ((chainBits & bit) == 0 && (anim_chain_bitmask & bit) == 0) { continue; } @@ -1462,14 +1475,8 @@ namespace Assimp { const WeightIndexArray& indices = cluster->GetIndices(); - if (indices.empty() && mRemoveEmptyBones ) { - continue; - } - const MatIndexArray& mats = geo.GetMaterialIndices(); - bool ok = false; - const size_t no_index_sentinel = std::numeric_limits::max(); count_out_indices.clear(); @@ -1509,8 +1516,7 @@ namespace Assimp { out_indices.push_back(std::distance(outputVertStartIndices->begin(), it)); } - ++count_out_indices.back(); - ok = true; + ++count_out_indices.back(); } } } @@ -1518,10 +1524,8 @@ namespace Assimp { // if we found at least one, generate the output bones // XXX this could be heavily simplified by collecting the bone // data in a single step. - if (ok && mRemoveEmptyBones) { - ConvertCluster(bones, model, *cluster, out_indices, index_out_indices, + ConvertCluster(bones, model, *cluster, out_indices, index_out_indices, count_out_indices, node_global_transform); - } } } catch (std::exception&) { @@ -3532,46 +3536,6 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate()); } - void FBXConverter::ConvertToUnitScale( FbxUnit unit ) { - if (mCurrentUnit == unit) { - return; - } - - ai_real scale = 1.0; - if (mCurrentUnit == FbxUnit::cm) { - if (unit == FbxUnit::m) { - scale = (ai_real)0.01; - } else if (unit == FbxUnit::km) { - scale = (ai_real)0.00001; - } - } else if (mCurrentUnit == FbxUnit::m) { - if (unit == FbxUnit::cm) { - scale = (ai_real)100.0; - } else if (unit == FbxUnit::km) { - scale = (ai_real)0.001; - } - } else if (mCurrentUnit == FbxUnit::km) { - if (unit == FbxUnit::cm) { - scale = (ai_real)100000.0; - } else if (unit == FbxUnit::m) { - scale = (ai_real)1000.0; - } - } - - for (auto mesh : meshes) { - if (nullptr == mesh) { - continue; - } - - if (mesh->HasPositions()) { - for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { - aiVector3D &pos = mesh->mVertices[i]; - pos *= scale; - } - } - } - } - void FBXConverter::TransferDataToScene() { ai_assert(!out->mMeshes); diff --git a/thirdparty/assimp/code/FBX/FBXConverter.h b/thirdparty/assimp/code/FBX/FBXConverter.h index 17a7bc56b7..b458627392 100644 --- a/thirdparty/assimp/code/FBX/FBXConverter.h +++ b/thirdparty/assimp/code/FBX/FBXConverter.h @@ -430,10 +430,6 @@ private: void ConvertGlobalSettings(); - // ------------------------------------------------------------------------------------------------ - // Will perform the conversion from a given unit to the requested unit. - void ConvertToUnitScale(FbxUnit unit); - // ------------------------------------------------------------------------------------------------ // copy generated meshes, animations, lights, cameras and textures to the output scene void TransferDataToScene(); @@ -470,9 +466,6 @@ private: aiScene* const out; const FBX::Document& doc; - - bool mRemoveEmptyBones; - FbxUnit mCurrentUnit; }; diff --git a/thirdparty/assimp/code/FBX/FBXDocument.cpp b/thirdparty/assimp/code/FBX/FBXDocument.cpp index 1af08fe6d8..506fd978dd 100644 --- a/thirdparty/assimp/code/FBX/FBXDocument.cpp +++ b/thirdparty/assimp/code/FBX/FBXDocument.cpp @@ -90,14 +90,6 @@ const Object* LazyObject::Get(bool dieOnError) return object.get(); } - // if this is the root object, we return a dummy since there - // is no root object int he fbx file - it is just referenced - // with id 0. - if(id == 0L) { - object.reset(new Object(id, element, "Model::RootNode")); - return object.get(); - } - const Token& key = element.KeyToken(); const TokenList& tokens = element.Tokens(); diff --git a/thirdparty/assimp/code/FBX/FBXExporter.cpp b/thirdparty/assimp/code/FBX/FBXExporter.cpp index 153e676506..8ebc8555a2 100644 --- a/thirdparty/assimp/code/FBX/FBXExporter.cpp +++ b/thirdparty/assimp/code/FBX/FBXExporter.cpp @@ -1706,8 +1706,7 @@ void FBXExporter::WriteObjects () } if (end) { break; } } - limbnodes.insert(parent); - skeleton.insert(parent); + // if it was the skeleton root we can finish here if (end) { break; } } @@ -1848,44 +1847,10 @@ void FBXExporter::WriteObjects () inverse_bone_xform.Inverse(); aiMatrix4x4 tr = inverse_bone_xform * mesh_xform; - // this should be the same as the bone's mOffsetMatrix. - // if it's not the same, the skeleton isn't in the bind pose. - float epsilon = 1e-4f; // some error is to be expected - float epsilon_custom = mProperties->GetPropertyFloat("BINDPOSE_EPSILON", -1); - if(epsilon_custom > 0) - epsilon = epsilon_custom; - bool bone_xform_okay = true; - if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) { - not_in_bind_pose.insert(b); - bone_xform_okay = false; - } + sdnode.AddChild("Transform", tr); - // if we have a bone we should use the mOffsetMatrix, - // otherwise try to just use the calculated transform. - if (b) { - sdnode.AddChild("Transform", b->mOffsetMatrix); - } else { - sdnode.AddChild("Transform", tr); - } - // note: it doesn't matter if we mix these, - // because if they disagree we'll throw an exception later. - // it could be that the skeleton is not in the bone pose - // but all bones are still defined, - // in which case this would use the mOffsetMatrix for everything - // and a correct skeleton would still be output. - - // transformlink should be the position of the bone in world space. - // if the bone is in the bind pose (or nonexistent), - // we can just use the matrix we already calculated - if (bone_xform_okay) { - sdnode.AddChild("TransformLink", bone_xform); - // otherwise we can only work it out using the mesh position. - } else { - aiMatrix4x4 trl = b->mOffsetMatrix; - trl.Inverse(); - trl *= mesh_xform; - sdnode.AddChild("TransformLink", trl); - } + + sdnode.AddChild("TransformLink", bone_xform); // note: this means we ALWAYS rely on the mesh node transform // being unchanged from the time the skeleton was bound. // there's not really any way around this at the moment. diff --git a/thirdparty/assimp/code/FBX/FBXImporter.cpp b/thirdparty/assimp/code/FBX/FBXImporter.cpp index ec8bbd2b47..bd359dbf29 100644 --- a/thirdparty/assimp/code/FBX/FBXImporter.cpp +++ b/thirdparty/assimp/code/FBX/FBXImporter.cpp @@ -189,8 +189,16 @@ void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS if (settings.convertToMeters) { unit = FbxUnit::m; } + // convert the FBX DOM to aiScene - ConvertToAssimpScene(pScene,doc, settings.removeEmptyBones, unit); + ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones, unit); + + // size relative to cm + float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor(); + + // Set FBX file scale is relative to CM must be converted to M for + // assimp universal format (M) + SetFileScale( size_relative_to_cm * 0.01f); std::for_each(tokens.begin(),tokens.end(),Util::delete_fun()); } diff --git a/thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp b/thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp index 44a0264ca0..5c9a0e309d 100644 --- a/thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp +++ b/thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp @@ -115,7 +115,6 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin if(tempVerts.empty()) { FBXImporter::LogWarn("encountered mesh with no vertices"); - return; } std::vector tempFaces; @@ -123,7 +122,6 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin if(tempFaces.empty()) { FBXImporter::LogWarn("encountered mesh with no faces"); - return; } m_vertices.reserve(tempFaces.size()); @@ -612,7 +610,10 @@ void MeshGeometry::ReadVertexDataMaterials(std::vector& materials_out, cons const std::string& ReferenceInformationType) { const size_t face_count = m_faces.size(); - ai_assert(face_count); + if(face_count <= 0) + { + return; + } // materials are handled separately. First of all, they are assigned per-face // and not per polyvert. Secondly, ReferenceInformationType=IndexToDirect diff --git a/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp b/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp index b30f39c274..a3f7dd2557 100644 --- a/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp +++ b/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp @@ -212,7 +212,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) // project tangent and bitangent into the plane formed by the vertex' normal aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]); - localTangent.Normalize(); localBitangent.Normalize(); + localTangent.NormalizeSafe(); localBitangent.NormalizeSafe(); // reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN. bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z); @@ -220,10 +220,10 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) if (invalid_tangent != invalid_bitangent) { if (invalid_tangent) { localTangent = meshNorm[p] ^ localBitangent; - localTangent.Normalize(); + localTangent.NormalizeSafe(); } else { localBitangent = localTangent ^ meshNorm[p]; - localBitangent.Normalize(); + localBitangent.NormalizeSafe(); } } diff --git a/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp b/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp index 6d458c4b11..ac770c41f2 100644 --- a/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp +++ b/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp @@ -39,19 +39,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ -#ifndef ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS - #include "ScaleProcess.h" #include #include +#include namespace Assimp { ScaleProcess::ScaleProcess() : BaseProcess() , mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) { - // empty } ScaleProcess::~ScaleProcess() { @@ -71,10 +69,26 @@ bool ScaleProcess::IsActive( unsigned int pFlags ) const { } void ScaleProcess::SetupProperties( const Importer* pImp ) { - mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 0 ); + // User scaling + mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f ); + + // File scaling * Application Scaling + float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, 1.0f ); + + // apply scale to the scale + // helps prevent bugs with backward compatibility for anyone using normal scaling. + mScale *= importerScale; } void ScaleProcess::Execute( aiScene* pScene ) { + if(mScale == 1.0f) { + return; // nothing to scale + } + + ai_assert( mScale != 0 ); + ai_assert( nullptr != pScene ); + ai_assert( nullptr != pScene->mRootNode ); + if ( nullptr == pScene ) { return; } @@ -82,22 +96,113 @@ void ScaleProcess::Execute( aiScene* pScene ) { if ( nullptr == pScene->mRootNode ) { return; } + + // Process animations and update position transform to new unit system + for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ ) + { + aiAnimation* animation = pScene->mAnimations[animationID]; + + for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++) + { + aiNodeAnim* anim = animation->mChannels[animationChannel]; + + for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++) + { + aiVectorKey& vectorKey = anim->mPositionKeys[posKey]; + vectorKey.mValue *= mScale; + } + } + } + + for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++) + { + aiMesh *mesh = pScene->mMeshes[meshID]; + + // Reconstruct mesh vertexes to the new unit system + for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++) + { + aiVector3D& vertex = mesh->mVertices[vertexID]; + vertex *= mScale; + } + + + // bone placement / scaling + for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++) + { + // Reconstruct matrix by transform rather than by scale + // This prevent scale values being changed which can + // be meaningful in some cases + // like when you want the modeller to see 1:1 compatibility. + aiBone* bone = mesh->mBones[boneID]; + + aiVector3D pos, scale; + aiQuaternion rotation; + + bone->mOffsetMatrix.Decompose( scale, rotation, pos); + + aiMatrix4x4 translation; + aiMatrix4x4::Translation( pos * mScale, translation ); + + aiMatrix4x4 scaling; + aiMatrix4x4::Scaling( aiVector3D(scale), scaling ); + + aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix()); + + bone->mOffsetMatrix = translation * RotMatrix * scaling; + } + + + // animation mesh processing + // convert by position rather than scale. + for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++) + { + aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID]; + + for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++) + { + aiVector3D& vertex = animMesh->mVertices[vertexID]; + vertex *= mScale; + } + } + } traverseNodes( pScene->mRootNode ); } -void ScaleProcess::traverseNodes( aiNode *node ) { +void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) { applyScaling( node ); + + for( size_t i = 0; i < node->mNumChildren; i++) + { + // recurse into the tree until we are done! + traverseNodes( node->mChildren[i], nested_node_id+1 ); + } } void ScaleProcess::applyScaling( aiNode *currentNode ) { if ( nullptr != currentNode ) { - currentNode->mTransformation.a1 = currentNode->mTransformation.a1 * mScale; - currentNode->mTransformation.b2 = currentNode->mTransformation.b2 * mScale; - currentNode->mTransformation.c3 = currentNode->mTransformation.c3 * mScale; + // Reconstruct matrix by transform rather than by scale + // This prevent scale values being changed which can + // be meaningful in some cases + // like when you want the modeller to + // see 1:1 compatibility. + + aiVector3D pos, scale; + aiQuaternion rotation; + currentNode->mTransformation.Decompose( scale, rotation, pos); + + aiMatrix4x4 translation; + aiMatrix4x4::Translation( pos * mScale, translation ); + + aiMatrix4x4 scaling; + + // note: we do not use mScale here, this is on purpose. + aiMatrix4x4::Scaling( scale, scaling ); + + aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix()); + + currentNode->mTransformation = translation * RotMatrix * scaling; } } } // Namespace Assimp - -#endif // !! ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS diff --git a/thirdparty/assimp/code/PostProcessing/ScaleProcess.h b/thirdparty/assimp/code/PostProcessing/ScaleProcess.h index 2567378759..468a216736 100644 --- a/thirdparty/assimp/code/PostProcessing/ScaleProcess.h +++ b/thirdparty/assimp/code/PostProcessing/ScaleProcess.h @@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ -#pragma once +#ifndef SCALE_PROCESS_H_ +#define SCALE_PROCESS_H_ #include "Common/BaseProcess.h" @@ -53,6 +54,11 @@ namespace Assimp { // --------------------------------------------------------------------------- /** ScaleProcess: Class to rescale the whole model. + * Now rescales animations, bones, and blend shapes properly. + * Please note this will not write to 'scale' transform it will rewrite mesh + * and matrixes so that your scale values + * from your model package are preserved, so this is completely intentional + * bugs should be reported as soon as they are found. */ class ASSIMP_API ScaleProcess : public BaseProcess { public: @@ -78,7 +84,7 @@ public: virtual void Execute( aiScene* pScene ); private: - void traverseNodes( aiNode *currentNode ); + void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 ); void applyScaling( aiNode *currentNode ); private: @@ -86,3 +92,6 @@ private: }; } // Namespace Assimp + + +#endif // SCALE_PROCESS_H_ \ No newline at end of file diff --git a/thirdparty/assimp/contrib/utf8cpp/doc/ReleaseNotes b/thirdparty/assimp/contrib/utf8cpp/doc/ReleaseNotes new file mode 100644 index 0000000000..364411a23d --- /dev/null +++ b/thirdparty/assimp/contrib/utf8cpp/doc/ReleaseNotes @@ -0,0 +1,12 @@ +utf8 cpp library +Release 2.3.4 + +A minor bug fix release. Thanks to all who reported bugs. + +Note: Version 2.3.3 contained a regression, and therefore was removed. + +Changes from version 2.3.2 +- Bug fix [39]: checked.h Line 273 and unchecked.h Line 182 have an extra ';' +- Bug fix [36]: replace_invalid() only works with back_inserter + +Files included in the release: utf8.h, core.h, checked.h, unchecked.h, utf8cpp.html, ReleaseNotes diff --git a/thirdparty/assimp/contrib/utf8cpp/doc/utf8cpp.html b/thirdparty/assimp/contrib/utf8cpp/doc/utf8cpp.html new file mode 100644 index 0000000000..6f2aacbe7b --- /dev/null +++ b/thirdparty/assimp/contrib/utf8cpp/doc/utf8cpp.html @@ -0,0 +1,1789 @@ + + + + + + + + + UTF8-CPP: UTF-8 with C++ in a Portable Way + + + + +

+ UTF8-CPP: UTF-8 with C++ in a Portable Way +

+

+ The Sourceforge project page +

+ +

+ Introduction +

+

+ Many C++ developers miss an easy and portable way of handling Unicode encoded + strings. The original C++ Standard (known as C++98 or C++03) is Unicode agnostic. + C++11 provides some support for Unicode on core language and library level: + u8, u, and U character and string literals, char16_t and char32_t character types, + u16string and u32string library classes, and codecvt support for conversions + between Unicode encoding forms. + In the meantime, developers use third party libraries like ICU, OS specific capabilities, or simply + roll out their own solutions. +

+

+ In order to easily handle UTF-8 encoded Unicode strings, I came up with a small + generic library. For anybody used to work with STL algorithms and iterators, it should be + easy and natural to use. The code is freely available for any purpose - check out + the license at the beginning of the utf8.h file. If you run into + bugs or performance issues, please let me know and I'll do my best to address them. +

+

+ The purpose of this article is not to offer an introduction to Unicode in general, + and UTF-8 in particular. If you are not familiar with Unicode, be sure to check out + Unicode Home Page or some other source of + information for Unicode. Also, it is not my aim to advocate the use of UTF-8 + encoded strings in C++ programs; if you want to handle UTF-8 encoded strings from + C++, I am sure you have good reasons for it. +

+

+ Examples of use +

+

+ Introductionary Sample +

+

+ To illustrate the use of the library, let's start with a small but complete program + that opens a file containing UTF-8 encoded text, reads it line by line, checks each line + for invalid UTF-8 byte sequences, and converts it to UTF-16 encoding and back to UTF-8: +

+
+#include <fstream>
+#include <iostream>
+#include <string>
+#include <vector>
+#include "utf8.h"
+using namespace std;
+int main(int argc, char** argv)
+{
+    if (argc != 2) {
+        cout << "\nUsage: docsample filename\n";
+        return 0;
+    }
+
+    const char* test_file_path = argv[1];
+    // Open the test file (contains UTF-8 encoded text)
+    ifstream fs8(test_file_path);
+    if (!fs8.is_open()) {
+    cout << "Could not open " << test_file_path << endl;
+    return 0;
+    }
+
+    unsigned line_count = 1;
+    string line;
+    // Play with all the lines in the file
+    while (getline(fs8, line)) {
+       // check for invalid utf-8 (for a simple yes/no check, there is also utf8::is_valid function)
+        string::iterator end_it = utf8::find_invalid(line.begin(), line.end());
+        if (end_it != line.end()) {
+            cout << "Invalid UTF-8 encoding detected at line " << line_count << "\n";
+            cout << "This part is fine: " << string(line.begin(), end_it) << "\n";
+        }
+
+        // Get the line length (at least for the valid part)
+        int length = utf8::distance(line.begin(), end_it);
+        cout << "Length of line " << line_count << " is " << length <<  "\n";
+
+        // Convert it to utf-16
+        vector<unsigned short> utf16line;
+        utf8::utf8to16(line.begin(), end_it, back_inserter(utf16line));
+
+        // And back to utf-8
+        string utf8line; 
+        utf8::utf16to8(utf16line.begin(), utf16line.end(), back_inserter(utf8line));
+
+        // Confirm that the conversion went OK:
+        if (utf8line != string(line.begin(), end_it))
+            cout << "Error in UTF-16 conversion at line: " << line_count << "\n";        
+
+        line_count++;
+    }
+    return 0;
+}
+
+

+ In the previous code sample, for each line we performed + a detection of invalid UTF-8 sequences with find_invalid; the number + of characters (more precisely - the number of Unicode code points, including the end + of line and even BOM if there is one) in each line was + determined with a use of utf8::distance; finally, we have converted + each line to UTF-16 encoding with utf8to16 and back to UTF-8 with + utf16to8. +

+

Checking if a file contains valid UTF-8 text

+

+Here is a function that checks whether the content of a file is valid UTF-8 encoded text without +reading the content into the memory: +

+
    
+bool valid_utf8_file(iconst char* file_name)
+{
+    ifstream ifs(file_name);
+    if (!ifs)
+        return false; // even better, throw here
+
+    istreambuf_iterator<char> it(ifs.rdbuf());
+    istreambuf_iterator<char> eos;
+
+    return utf8::is_valid(it, eos);
+}
+
+

+Because the function utf8::is_valid() works with input iterators, we were able +to pass an istreambuf_iterator to it and read the content of the file directly +without loading it to the memory first.

+

+Note that other functions that take input iterator arguments can be used in a similar way. For +instance, to read the content of a UTF-8 encoded text file and convert the text to UTF-16, just +do something like: +

+
+    utf8::utf8to16(it, eos, back_inserter(u16string));
+
+

Ensure that a string contains valid UTF-8 text

+

+If we have some text that "probably" contains UTF-8 encoded text and we want to +replace any invalid UTF-8 sequence with a replacement character, something like +the following function may be used: +

+
+void fix_utf8_string(std::string& str)
+{
+    std::string temp;
+    utf8::replace_invalid(str.begin(), str.end(), back_inserter(temp));
+    str = temp;
+}
+
+

The function will replace any invalid UTF-8 sequence with a Unicode replacement character. +There is an overloaded function that enables the caller to supply their own replacement character. +

+

+ Reference +

+

+ Functions From utf8 Namespace +

+

+ utf8::append +

+

+ Available in version 1.0 and later. +

+

+ Encodes a 32 bit code point as a UTF-8 sequence of octets and appends the sequence + to a UTF-8 string. +

+
+template <typename octet_iterator>
+octet_iterator append(uint32_t cp, octet_iterator result);
+   
+
+

+ octet_iterator: an output iterator.
+ cp: a 32 bit integer representing a code point to append to the + sequence.
+ result: an output iterator to the place in the sequence where to + append the code point.
+ Return value: an iterator pointing to the place + after the newly appended sequence. +

+

+ Example of use: +

+
+unsigned char u[5] = {0,0,0,0,0};
+unsigned char* end = append(0x0448, u);
+assert (u[0] == 0xd1 && u[1] == 0x88 && u[2] == 0 && u[3] == 0 && u[4] == 0);
+
+

+ Note that append does not allocate any memory - it is the burden of + the caller to make sure there is enough memory allocated for the operation. To make + things more interesting, append can add anywhere between 1 and 4 + octets to the sequence. In practice, you would most often want to use + std::back_inserter to ensure that the necessary memory is allocated. +

+

+ In case of an invalid code point, a utf8::invalid_code_point exception + is thrown. +

+

+ utf8::next +

+

+ Available in version 1.0 and later. +

+

+ Given the iterator to the beginning of the UTF-8 sequence, it returns the code + point and moves the iterator to the next position. +

+
+template <typename octet_iterator> 
+uint32_t next(octet_iterator& it, octet_iterator end);
+   
+
+

+ octet_iterator: an input iterator.
+ it: a reference to an iterator pointing to the beginning of an UTF-8 + encoded code point. After the function returns, it is incremented to point to the + beginning of the next code point.
+ end: end of the UTF-8 sequence to be processed. If it + gets equal to end during the extraction of a code point, an + utf8::not_enough_room exception is thrown.
+ Return value: the 32 bit representation of the + processed UTF-8 code point. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+char* w = twochars;
+int cp = next(w, twochars + 6);
+assert (cp == 0x65e5);
+assert (w == twochars + 3);
+
+

+ This function is typically used to iterate through a UTF-8 encoded string. +

+

+ In case of an invalid UTF-8 seqence, a utf8::invalid_utf8 exception is + thrown. +

+

+ utf8::peek_next +

+

+ Available in version 2.1 and later. +

+

+ Given the iterator to the beginning of the UTF-8 sequence, it returns the code + point for the following sequence without changing the value of the iterator. +

+
+template <typename octet_iterator> 
+uint32_t peek_next(octet_iterator it, octet_iterator end);
+   
+
+

+ octet_iterator: an input iterator.
+ it: an iterator pointing to the beginning of an UTF-8 + encoded code point.
+ end: end of the UTF-8 sequence to be processed. If it + gets equal to end during the extraction of a code point, an + utf8::not_enough_room exception is thrown.
+ Return value: the 32 bit representation of the + processed UTF-8 code point. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+char* w = twochars;
+int cp = peek_next(w, twochars + 6);
+assert (cp == 0x65e5);
+assert (w == twochars);
+
+

+ In case of an invalid UTF-8 seqence, a utf8::invalid_utf8 exception is + thrown. +

+

+ utf8::prior +

+

+ Available in version 1.02 and later. +

+

+ Given a reference to an iterator pointing to an octet in a UTF-8 sequence, it + decreases the iterator until it hits the beginning of the previous UTF-8 encoded + code point and returns the 32 bits representation of the code point. +

+
+template <typename octet_iterator> 
+uint32_t prior(octet_iterator& it, octet_iterator start);
+   
+
+

+ octet_iterator: a bidirectional iterator.
+ it: a reference pointing to an octet within a UTF-8 encoded string. + After the function returns, it is decremented to point to the beginning of the + previous code point.
+ start: an iterator to the beginning of the sequence where the search + for the beginning of a code point is performed. It is a + safety measure to prevent passing the beginning of the string in the search for a + UTF-8 lead octet.
+ Return value: the 32 bit representation of the + previous code point. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+unsigned char* w = twochars + 3;
+int cp = prior (w, twochars);
+assert (cp == 0x65e5);
+assert (w == twochars);
+
+

+ This function has two purposes: one is two iterate backwards through a UTF-8 + encoded string. Note that it is usually a better idea to iterate forward instead, + since utf8::next is faster. The second purpose is to find a beginning + of a UTF-8 sequence if we have a random position within a string. Note that in that + case utf8::prior may not detect an invalid UTF-8 sequence in some scenarios: + for instance if there are superfluous trail octets, it will just skip them. +

+

+ it will typically point to the beginning of + a code point, and start will point to the + beginning of the string to ensure we don't go backwards too far. it is + decreased until it points to a lead UTF-8 octet, and then the UTF-8 sequence + beginning with that octet is decoded to a 32 bit representation and returned. +

+

+ In case start is reached before a UTF-8 lead octet is hit, or if an + invalid UTF-8 sequence is started by the lead octet, an invalid_utf8 + exception is thrown. +

+

In case start equals it, a not_enough_room + exception is thrown. +

+ utf8::previous +

+

+ Deprecated in version 1.02 and later. +

+

+ Given a reference to an iterator pointing to an octet in a UTF-8 seqence, it + decreases the iterator until it hits the beginning of the previous UTF-8 encoded + code point and returns the 32 bits representation of the code point. +

+
+template <typename octet_iterator> 
+uint32_t previous(octet_iterator& it, octet_iterator pass_start);
+   
+
+

+ octet_iterator: a random access iterator.
+ it: a reference pointing to an octet within a UTF-8 encoded string. + After the function returns, it is decremented to point to the beginning of the + previous code point.
+ pass_start: an iterator to the point in the sequence where the search + for the beginning of a code point is aborted if no result was reached. It is a + safety measure to prevent passing the beginning of the string in the search for a + UTF-8 lead octet.
+ Return value: the 32 bit representation of the + previous code point. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+unsigned char* w = twochars + 3;
+int cp = previous (w, twochars - 1);
+assert (cp == 0x65e5);
+assert (w == twochars);
+
+

+ utf8::previous is deprecated, and utf8::prior should + be used instead, although the existing code can continue using this function. + The problem is the parameter pass_start that points to the position + just before the beginning of the sequence. Standard containers don't have the + concept of "pass start" and the function can not be used with their iterators. +

+

+ it will typically point to the beginning of + a code point, and pass_start will point to the octet just before the + beginning of the string to ensure we don't go backwards too far. it is + decreased until it points to a lead UTF-8 octet, and then the UTF-8 sequence + beginning with that octet is decoded to a 32 bit representation and returned. +

+

+ In case pass_start is reached before a UTF-8 lead octet is hit, or if an + invalid UTF-8 sequence is started by the lead octet, an invalid_utf8 + exception is thrown +

+

+ utf8::advance +

+

+ Available in version 1.0 and later. +

+

+ Advances an iterator by the specified number of code points within an UTF-8 + sequence. +

+
+template <typename octet_iterator, typename distance_type> 
+void advance (octet_iterator& it, distance_type n, octet_iterator end);
+   
+
+

+ octet_iterator: an input iterator.
+ distance_type: an integral type convertible to octet_iterator's difference type.
+ it: a reference to an iterator pointing to the beginning of an UTF-8 + encoded code point. After the function returns, it is incremented to point to the + nth following code point.
+ n: a positive integer that shows how many code points we want to + advance.
+ end: end of the UTF-8 sequence to be processed. If it + gets equal to end during the extraction of a code point, an + utf8::not_enough_room exception is thrown.
+

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+unsigned char* w = twochars;
+advance (w, 2, twochars + 6);
+assert (w == twochars + 5);
+
+

+ This function works only "forward". In case of a negative n, there is + no effect. +

+

+ In case of an invalid code point, a utf8::invalid_code_point exception + is thrown. +

+

+ utf8::distance +

+

+ Available in version 1.0 and later. +

+

+ Given the iterators to two UTF-8 encoded code points in a seqence, returns the + number of code points between them. +

+
+template <typename octet_iterator> 
+typename std::iterator_traits<octet_iterator>::difference_type distance (octet_iterator first, octet_iterator last);
+   
+
+

+ octet_iterator: an input iterator.
+ first: an iterator to a beginning of a UTF-8 encoded code point.
+ last: an iterator to a "post-end" of the last UTF-8 encoded code + point in the sequence we are trying to determine the length. It can be the + beginning of a new code point, or not.
+ Return value the distance between the iterators, + in code points. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+size_t dist = utf8::distance(twochars, twochars + 5);
+assert (dist == 2);
+
+

+ This function is used to find the length (in code points) of a UTF-8 encoded + string. The reason it is called distance, rather than, say, + length is mainly because developers are used that length is an + O(1) function. Computing the length of an UTF-8 string is a linear operation, and + it looked better to model it after std::distance algorithm. +

+

+ In case of an invalid UTF-8 seqence, a utf8::invalid_utf8 exception is + thrown. If last does not point to the past-of-end of a UTF-8 seqence, + a utf8::not_enough_room exception is thrown. +

+

+ utf8::utf16to8 +

+

+ Available in version 1.0 and later. +

+

+ Converts a UTF-16 encoded string to UTF-8. +

+
+template <typename u16bit_iterator, typename octet_iterator>
+octet_iterator utf16to8 (u16bit_iterator start, u16bit_iterator end, octet_iterator result);
+   
+
+

+ u16bit_iterator: an input iterator.
+ octet_iterator: an output iterator.
+ start: an iterator pointing to the beginning of the UTF-16 encoded + string to convert.
+ end: an iterator pointing to pass-the-end of the UTF-16 encoded + string to convert.
+ result: an output iterator to the place in the UTF-8 string where to + append the result of conversion.
+ Return value: An iterator pointing to the place + after the appended UTF-8 string. +

+

+ Example of use: +

+
+unsigned short utf16string[] = {0x41, 0x0448, 0x65e5, 0xd834, 0xdd1e};
+vector<unsigned char> utf8result;
+utf16to8(utf16string, utf16string + 5, back_inserter(utf8result));
+assert (utf8result.size() == 10);    
+
+

+ In case of invalid UTF-16 sequence, a utf8::invalid_utf16 exception is + thrown. +

+

+ utf8::utf8to16 +

+

+ Available in version 1.0 and later. +

+

+ Converts an UTF-8 encoded string to UTF-16 +

+
+template <typename u16bit_iterator, typename octet_iterator>
+u16bit_iterator utf8to16 (octet_iterator start, octet_iterator end, u16bit_iterator result);
+   
+
+

+ octet_iterator: an input iterator.
+ u16bit_iterator: an output iterator.
+ start: an iterator pointing to the beginning of the UTF-8 encoded + string to convert. < br /> end: an iterator pointing to + pass-the-end of the UTF-8 encoded string to convert.
+ result: an output iterator to the place in the UTF-16 string where to + append the result of conversion.
+ Return value: An iterator pointing to the place + after the appended UTF-16 string. +

+

+ Example of use: +

+
+char utf8_with_surrogates[] = "\xe6\x97\xa5\xd1\x88\xf0\x9d\x84\x9e";
+vector <unsigned short> utf16result;
+utf8to16(utf8_with_surrogates, utf8_with_surrogates + 9, back_inserter(utf16result));
+assert (utf16result.size() == 4);
+assert (utf16result[2] == 0xd834);
+assert (utf16result[3] == 0xdd1e);
+
+

+ In case of an invalid UTF-8 seqence, a utf8::invalid_utf8 exception is + thrown. If end does not point to the past-of-end of a UTF-8 seqence, a + utf8::not_enough_room exception is thrown. +

+

+ utf8::utf32to8 +

+

+ Available in version 1.0 and later. +

+

+ Converts a UTF-32 encoded string to UTF-8. +

+
+template <typename octet_iterator, typename u32bit_iterator>
+octet_iterator utf32to8 (u32bit_iterator start, u32bit_iterator end, octet_iterator result);
+   
+
+

+ octet_iterator: an output iterator.
+ u32bit_iterator: an input iterator.
+ start: an iterator pointing to the beginning of the UTF-32 encoded + string to convert.
+ end: an iterator pointing to pass-the-end of the UTF-32 encoded + string to convert.
+ result: an output iterator to the place in the UTF-8 string where to + append the result of conversion.
+ Return value: An iterator pointing to the place + after the appended UTF-8 string. +

+

+ Example of use: +

+
+int utf32string[] = {0x448, 0x65E5, 0x10346, 0};
+vector<unsigned char> utf8result;
+utf32to8(utf32string, utf32string + 3, back_inserter(utf8result));
+assert (utf8result.size() == 9);
+
+

+ In case of invalid UTF-32 string, a utf8::invalid_code_point exception + is thrown. +

+

+ utf8::utf8to32 +

+

+ Available in version 1.0 and later. +

+

+ Converts a UTF-8 encoded string to UTF-32. +

+
+template <typename octet_iterator, typename u32bit_iterator>
+u32bit_iterator utf8to32 (octet_iterator start, octet_iterator end, u32bit_iterator result);
+   
+
+

+ octet_iterator: an input iterator.
+ u32bit_iterator: an output iterator.
+ start: an iterator pointing to the beginning of the UTF-8 encoded + string to convert.
+ end: an iterator pointing to pass-the-end of the UTF-8 encoded string + to convert.
+ result: an output iterator to the place in the UTF-32 string where to + append the result of conversion.
+ Return value: An iterator pointing to the place + after the appended UTF-32 string. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+vector<int> utf32result;
+utf8to32(twochars, twochars + 5, back_inserter(utf32result));
+assert (utf32result.size() == 2);
+
+

+ In case of an invalid UTF-8 seqence, a utf8::invalid_utf8 exception is + thrown. If end does not point to the past-of-end of a UTF-8 seqence, a + utf8::not_enough_room exception is thrown. +

+

+ utf8::find_invalid +

+

+ Available in version 1.0 and later. +

+

+ Detects an invalid sequence within a UTF-8 string. +

+
+template <typename octet_iterator> 
+octet_iterator find_invalid(octet_iterator start, octet_iterator end);
+
+

+ octet_iterator: an input iterator.
+ start: an iterator pointing to the beginning of the UTF-8 string to + test for validity.
+ end: an iterator pointing to pass-the-end of the UTF-8 string to test + for validity.
+ Return value: an iterator pointing to the first + invalid octet in the UTF-8 string. In case none were found, equals + end. +

+

+ Example of use: +

+
+char utf_invalid[] = "\xe6\x97\xa5\xd1\x88\xfa";
+char* invalid = find_invalid(utf_invalid, utf_invalid + 6);
+assert (invalid == utf_invalid + 5);
+
+

+ This function is typically used to make sure a UTF-8 string is valid before + processing it with other functions. It is especially important to call it if before + doing any of the unchecked operations on it. +

+

+ utf8::is_valid +

+

+ Available in version 1.0 and later. +

+

+ Checks whether a sequence of octets is a valid UTF-8 string. +

+
+template <typename octet_iterator> 
+bool is_valid(octet_iterator start, octet_iterator end);
+   
+
+

+ octet_iterator: an input iterator.
+ start: an iterator pointing to the beginning of the UTF-8 string to + test for validity.
+ end: an iterator pointing to pass-the-end of the UTF-8 string to test + for validity.
+ Return value: true if the sequence + is a valid UTF-8 string; false if not. +

+ Example of use: +
+char utf_invalid[] = "\xe6\x97\xa5\xd1\x88\xfa";
+bool bvalid = is_valid(utf_invalid, utf_invalid + 6);
+assert (bvalid == false);
+
+

+ is_valid is a shorthand for find_invalid(start, end) == + end;. You may want to use it to make sure that a byte seqence is a valid + UTF-8 string without the need to know where it fails if it is not valid. +

+

+ utf8::replace_invalid +

+

+ Available in version 2.0 and later. +

+

+ Replaces all invalid UTF-8 sequences within a string with a replacement marker. +

+
+template <typename octet_iterator, typename output_iterator>
+output_iterator replace_invalid(octet_iterator start, octet_iterator end, output_iterator out, uint32_t replacement);
+template <typename octet_iterator, typename output_iterator>
+output_iterator replace_invalid(octet_iterator start, octet_iterator end, output_iterator out);
+   
+
+

+ octet_iterator: an input iterator.
+ output_iterator: an output iterator.
+ start: an iterator pointing to the beginning of the UTF-8 string to + look for invalid UTF-8 sequences.
+ end: an iterator pointing to pass-the-end of the UTF-8 string to look + for invalid UTF-8 sequences.
+ out: An output iterator to the range where the result of replacement + is stored.
+ replacement: A Unicode code point for the replacement marker. The + version without this parameter assumes the value 0xfffd
+ Return value: An iterator pointing to the place + after the UTF-8 string with replaced invalid sequences. +

+

+ Example of use: +

+
+char invalid_sequence[] = "a\x80\xe0\xa0\xc0\xaf\xed\xa0\x80z";
+vector<char> replace_invalid_result;
+replace_invalid (invalid_sequence, invalid_sequence + sizeof(invalid_sequence), back_inserter(replace_invalid_result), '?');
+bvalid = is_valid(replace_invalid_result.begin(), replace_invalid_result.end());
+assert (bvalid);
+char* fixed_invalid_sequence = "a????z";
+assert (std::equal(replace_invalid_result.begin(), replace_invalid_result.end(), fixed_invalid_sequence));
+
+

+ replace_invalid does not perform in-place replacement of invalid + sequences. Rather, it produces a copy of the original string with the invalid + sequences replaced with a replacement marker. Therefore, out must not + be in the [start, end] range. +

+

+ If end does not point to the past-of-end of a UTF-8 sequence, a + utf8::not_enough_room exception is thrown. +

+

+ utf8::starts_with_bom +

+

+ Available in version 2.3 and later. Relaces deprecated is_bom() function. +

+

+ Checks whether an octet sequence starts with a UTF-8 byte order mark (BOM) +

+
+template <typename octet_iterator> 
+bool starts_with_bom (octet_iterator it, octet_iterator end);
+
+

+ octet_iterator: an input iterator.
+ it: beginning of the octet sequence to check
+ end: pass-end of the sequence to check
+ Return value: true if the sequence + starts with a UTF-8 byte order mark; false if not. +

+

+ Example of use: +

+
+unsigned char byte_order_mark[] = {0xef, 0xbb, 0xbf};
+bool bbom = starts_with_bom(byte_order_mark, byte_order_mark + sizeof(byte_order_mark));
+assert (bbom == true);
+
+

+ The typical use of this function is to check the first three bytes of a file. If + they form the UTF-8 BOM, we want to skip them before processing the actual UTF-8 + encoded text. +

+

+ utf8::is_bom +

+

+ Available in version 1.0 and later. Deprecated in version 2.3. starts_with_bom() should be used + instead. +

+

+ Checks whether a sequence of three octets is a UTF-8 byte order mark (BOM) +

+
+template <typename octet_iterator> 
+bool is_bom (octet_iterator it);  // Deprecated
+
+

+ octet_iterator: an input iterator.
+ it: beginning of the 3-octet sequence to check
+ Return value: true if the sequence + is UTF-8 byte order mark; false if not. +

+

+ Example of use: +

+
+unsigned char byte_order_mark[] = {0xef, 0xbb, 0xbf};
+bool bbom = is_bom(byte_order_mark);
+assert (bbom == true);
+
+

+ The typical use of this function is to check the first three bytes of a file. If + they form the UTF-8 BOM, we want to skip them before processing the actual UTF-8 + encoded text. +

+

+ If a sequence is + shorter than three bytes, an invalid iterator will be dereferenced. Therefore, this function is deprecated + in favor of starts_with_bom()that takes the end of sequence as an argument. +

+

+ Types From utf8 Namespace +

+

utf8::exception +

+

+ Available in version 2.3 and later. +

+

+ Base class for the exceptions thrown by UTF CPP library functions. +

+
+class exception : public std::exception {};
+
+

+ Example of use: +

+
+try {
+  code_that_uses_utf_cpp_library();
+}
+catch(const utf8::exception& utfcpp_ex) {
+  cerr << utfcpp_ex.what();
+}
+
+ +

utf8::invalid_code_point +

+

+ Available in version 1.0 and later. +

+

+ Thrown by UTF8 CPP functions such as advance and next if an UTF-8 sequence represents and invalid code point. +

+ +
+class invalid_code_point : public exception {
+public: 
+    uint32_t code_point() const;
+};
+
+
+

+ Member function code_point() can be used to determine the invalid code point that + caused the exception to be thrown. +

+

utf8::invalid_utf8 +

+

+ Available in version 1.0 and later. +

+

+ Thrown by UTF8 CPP functions such as next and prior if an invalid UTF-8 sequence + is detected during decoding. +

+ +
+class invalid_utf8 : public exception {
+public: 
+    uint8_t utf8_octet() const;
+};
+
+ +

+ Member function utf8_octet() can be used to determine the beginning of the byte + sequence that caused the exception to be thrown. +

+ +

utf8::invalid_utf16 +

+

+ Available in version 1.0 and later. +

+

+ Thrown by UTF8 CPP function utf16to8 if an invalid UTF-16 sequence + is detected during decoding. +

+ +
+class invalid_utf16 : public exception {
+public: 
+    uint16_t utf16_word() const;
+};
+
+ +

+ Member function utf16_word() can be used to determine the UTF-16 code unit + that caused the exception to be thrown. +

+

utf8::not_enough_room +

+

+ Available in version 1.0 and later. +

+

+ Thrown by UTF8 CPP functions such as next if the end of the decoded UTF-8 sequence + was reached before the code point was decoded. +

+ +
+class not_enough_room : public exception {};
+
+

+ utf8::iterator +

+

+ Available in version 2.0 and later. +

+

+ Adapts the underlying octet iterator to iterate over the sequence of code points, + rather than raw octets. +

+
+template <typename octet_iterator>
+class iterator;
+
+ +
Member functions
+
+
iterator();
the deafult constructor; the underlying octet_iterator is + constructed with its default constructor. +
explicit iterator (const octet_iterator& octet_it, + const octet_iterator& range_start, + const octet_iterator& range_end);
a constructor + that initializes the underlying octet_iterator with octet_it + and sets the range in which the iterator is considered valid. +
octet_iterator base () const;
returns the + underlying octet_iterator. +
uint32_t operator * () const;
decodes the utf-8 sequence + the underlying octet_iterator is pointing to and returns the code point. +
bool operator == (const iterator& rhs) + const;
returns true + if the two underlaying iterators are equal. +
bool operator != (const iterator& rhs) + const;
returns true + if the two underlaying iterators are not equal. +
iterator& operator ++ ();
the prefix increment - moves + the iterator to the next UTF-8 encoded code point. +
iterator operator ++ (int);
+ the postfix increment - moves the iterator to the next UTF-8 encoded code point and returns the current one. +
iterator& operator -- ();
the prefix decrement - moves + the iterator to the previous UTF-8 encoded code point. +
iterator operator -- (int);
+ the postfix decrement - moves the iterator to the previous UTF-8 encoded code point and returns the current one. +
+

+ Example of use: +

+
+char* threechars = "\xf0\x90\x8d\x86\xe6\x97\xa5\xd1\x88";
+utf8::iterator<char*> it(threechars, threechars, threechars + 9);
+utf8::iterator<char*> it2 = it;
+assert (it2 == it);
+assert (*it == 0x10346);
+assert (*(++it) == 0x65e5);
+assert ((*it++) == 0x65e5);
+assert (*it == 0x0448);
+assert (it != it2);
+utf8::iterator<char*> endit (threechars + 9, threechars, threechars + 9);  
+assert (++it == endit);
+assert (*(--it) == 0x0448);
+assert ((*it--) == 0x0448);
+assert (*it == 0x65e5);
+assert (--it == utf8::iterator<char*>(threechars, threechars, threechars + 9));
+assert (*it == 0x10346);
+
+

+ The purpose of utf8::iterator adapter is to enable easy iteration as well as the use of STL + algorithms with UTF-8 encoded strings. Increment and decrement operators are implemented in terms of + utf8::next() and utf8::prior() functions. +

+

+ Note that utf8::iterator adapter is a checked iterator. It operates on the range specified in + the constructor; any attempt to go out of that range will result in an exception. Even the comparison operators + require both iterator object to be constructed against the same range - otherwise an exception is thrown. Typically, + the range will be determined by sequence container functions begin and end, i.e.: +

+
+std::string s = "example";
+utf8::iterator i (s.begin(), s.begin(), s.end());
+
+

+ Functions From utf8::unchecked Namespace +

+

+ utf8::unchecked::append +

+

+ Available in version 1.0 and later. +

+

+ Encodes a 32 bit code point as a UTF-8 sequence of octets and appends the sequence + to a UTF-8 string. +

+
+template <typename octet_iterator>
+octet_iterator append(uint32_t cp, octet_iterator result);
+   
+
+

+ cp: A 32 bit integer representing a code point to append to the + sequence.
+ result: An output iterator to the place in the sequence where to + append the code point.
+ Return value: An iterator pointing to the place + after the newly appended sequence. +

+

+ Example of use: +

+
+unsigned char u[5] = {0,0,0,0,0};
+unsigned char* end = unchecked::append(0x0448, u);
+assert (u[0] == 0xd1 && u[1] == 0x88 && u[2] == 0 && u[3] == 0 && u[4] == 0);
+
+

+ This is a faster but less safe version of utf8::append. It does not + check for validity of the supplied code point, and may produce an invalid UTF-8 + sequence. +

+

+ utf8::unchecked::next +

+

+ Available in version 1.0 and later. +

+

+ Given the iterator to the beginning of a UTF-8 sequence, it returns the code point + and moves the iterator to the next position. +

+
+template <typename octet_iterator>
+uint32_t next(octet_iterator& it);
+   
+
+

+ it: a reference to an iterator pointing to the beginning of an UTF-8 + encoded code point. After the function returns, it is incremented to point to the + beginning of the next code point.
+ Return value: the 32 bit representation of the + processed UTF-8 code point. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+char* w = twochars;
+int cp = unchecked::next(w);
+assert (cp == 0x65e5);
+assert (w == twochars + 3);
+
+

+ This is a faster but less safe version of utf8::next. It does not + check for validity of the supplied UTF-8 sequence. +

+

+ utf8::unchecked::peek_next +

+

+ Available in version 2.1 and later. +

+

+ Given the iterator to the beginning of a UTF-8 sequence, it returns the code point. +

+
+template <typename octet_iterator>
+uint32_t peek_next(octet_iterator it);
+   
+
+

+ it: an iterator pointing to the beginning of an UTF-8 + encoded code point.
+ Return value: the 32 bit representation of the + processed UTF-8 code point. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+char* w = twochars;
+int cp = unchecked::peek_next(w);
+assert (cp == 0x65e5);
+assert (w == twochars);
+
+

+ This is a faster but less safe version of utf8::peek_next. It does not + check for validity of the supplied UTF-8 sequence. +

+

+ utf8::unchecked::prior +

+

+ Available in version 1.02 and later. +

+

+ Given a reference to an iterator pointing to an octet in a UTF-8 seqence, it + decreases the iterator until it hits the beginning of the previous UTF-8 encoded + code point and returns the 32 bits representation of the code point. +

+
+template <typename octet_iterator>
+uint32_t prior(octet_iterator& it);
+   
+
+

+ it: a reference pointing to an octet within a UTF-8 encoded string. + After the function returns, it is decremented to point to the beginning of the + previous code point.
+ Return value: the 32 bit representation of the + previous code point. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+char* w = twochars + 3;
+int cp = unchecked::prior (w);
+assert (cp == 0x65e5);
+assert (w == twochars);
+
+

+ This is a faster but less safe version of utf8::prior. It does not + check for validity of the supplied UTF-8 sequence and offers no boundary checking. +

+

+ utf8::unchecked::previous (deprecated, see utf8::unchecked::prior) +

+

+ Deprecated in version 1.02 and later. +

+

+ Given a reference to an iterator pointing to an octet in a UTF-8 seqence, it + decreases the iterator until it hits the beginning of the previous UTF-8 encoded + code point and returns the 32 bits representation of the code point. +

+
+template <typename octet_iterator>
+uint32_t previous(octet_iterator& it);
+   
+
+

+ it: a reference pointing to an octet within a UTF-8 encoded string. + After the function returns, it is decremented to point to the beginning of the + previous code point.
+ Return value: the 32 bit representation of the + previous code point. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+char* w = twochars + 3;
+int cp = unchecked::previous (w);
+assert (cp == 0x65e5);
+assert (w == twochars);
+
+

+ The reason this function is deprecated is just the consistency with the "checked" + versions, where prior should be used instead of previous. + In fact, unchecked::previous behaves exactly the same as + unchecked::prior +

+

+ This is a faster but less safe version of utf8::previous. It does not + check for validity of the supplied UTF-8 sequence and offers no boundary checking. +

+

+ utf8::unchecked::advance +

+

+ Available in version 1.0 and later. +

+

+ Advances an iterator by the specified number of code points within an UTF-8 + sequence. +

+
+template <typename octet_iterator, typename distance_type>
+void advance (octet_iterator& it, distance_type n);
+   
+
+

+ it: a reference to an iterator pointing to the beginning of an UTF-8 + encoded code point. After the function returns, it is incremented to point to the + nth following code point.
+ n: a positive integer that shows how many code points we want to + advance.
+

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+char* w = twochars;
+unchecked::advance (w, 2);
+assert (w == twochars + 5);
+
+

+ This function works only "forward". In case of a negative n, there is + no effect. +

+

+ This is a faster but less safe version of utf8::advance. It does not + check for validity of the supplied UTF-8 sequence and offers no boundary checking. +

+

+ utf8::unchecked::distance +

+

+ Available in version 1.0 and later. +

+

+ Given the iterators to two UTF-8 encoded code points in a seqence, returns the + number of code points between them. +

+
+template <typename octet_iterator>
+typename std::iterator_traits<octet_iterator>::difference_type distance (octet_iterator first, octet_iterator last);
+
+

+ first: an iterator to a beginning of a UTF-8 encoded code point.
+ last: an iterator to a "post-end" of the last UTF-8 encoded code + point in the sequence we are trying to determine the length. It can be the + beginning of a new code point, or not.
+ Return value the distance between the iterators, + in code points. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+size_t dist = utf8::unchecked::distance(twochars, twochars + 5);
+assert (dist == 2);
+
+

+ This is a faster but less safe version of utf8::distance. It does not + check for validity of the supplied UTF-8 sequence. +

+

+ utf8::unchecked::utf16to8 +

+

+ Available in version 1.0 and later. +

+

+ Converts a UTF-16 encoded string to UTF-8. +

+
+template <typename u16bit_iterator, typename octet_iterator>
+octet_iterator utf16to8 (u16bit_iterator start, u16bit_iterator end, octet_iterator result);
+   
+
+

+ start: an iterator pointing to the beginning of the UTF-16 encoded + string to convert.
+ end: an iterator pointing to pass-the-end of the UTF-16 encoded + string to convert.
+ result: an output iterator to the place in the UTF-8 string where to + append the result of conversion.
+ Return value: An iterator pointing to the place + after the appended UTF-8 string. +

+

+ Example of use: +

+
+unsigned short utf16string[] = {0x41, 0x0448, 0x65e5, 0xd834, 0xdd1e};
+vector<unsigned char> utf8result;
+unchecked::utf16to8(utf16string, utf16string + 5, back_inserter(utf8result));
+assert (utf8result.size() == 10);    
+
+

+ This is a faster but less safe version of utf8::utf16to8. It does not + check for validity of the supplied UTF-16 sequence. +

+

+ utf8::unchecked::utf8to16 +

+

+ Available in version 1.0 and later. +

+

+ Converts an UTF-8 encoded string to UTF-16 +

+
+template <typename u16bit_iterator, typename octet_iterator>
+u16bit_iterator utf8to16 (octet_iterator start, octet_iterator end, u16bit_iterator result);
+   
+
+

+ start: an iterator pointing to the beginning of the UTF-8 encoded + string to convert. < br /> end: an iterator pointing to + pass-the-end of the UTF-8 encoded string to convert.
+ result: an output iterator to the place in the UTF-16 string where to + append the result of conversion.
+ Return value: An iterator pointing to the place + after the appended UTF-16 string. +

+

+ Example of use: +

+
+char utf8_with_surrogates[] = "\xe6\x97\xa5\xd1\x88\xf0\x9d\x84\x9e";
+vector <unsigned short> utf16result;
+unchecked::utf8to16(utf8_with_surrogates, utf8_with_surrogates + 9, back_inserter(utf16result));
+assert (utf16result.size() == 4);
+assert (utf16result[2] == 0xd834);
+assert (utf16result[3] == 0xdd1e);
+
+

+ This is a faster but less safe version of utf8::utf8to16. It does not + check for validity of the supplied UTF-8 sequence. +

+

+ utf8::unchecked::utf32to8 +

+

+ Available in version 1.0 and later. +

+

+ Converts a UTF-32 encoded string to UTF-8. +

+
+template <typename octet_iterator, typename u32bit_iterator>
+octet_iterator utf32to8 (u32bit_iterator start, u32bit_iterator end, octet_iterator result);
+   
+
+

+ start: an iterator pointing to the beginning of the UTF-32 encoded + string to convert.
+ end: an iterator pointing to pass-the-end of the UTF-32 encoded + string to convert.
+ result: an output iterator to the place in the UTF-8 string where to + append the result of conversion.
+ Return value: An iterator pointing to the place + after the appended UTF-8 string. +

+

+ Example of use: +

+
+int utf32string[] = {0x448, 0x65e5, 0x10346, 0};
+vector<unsigned char> utf8result;
+utf32to8(utf32string, utf32string + 3, back_inserter(utf8result));
+assert (utf8result.size() == 9);
+
+

+ This is a faster but less safe version of utf8::utf32to8. It does not + check for validity of the supplied UTF-32 sequence. +

+

+ utf8::unchecked::utf8to32 +

+

+ Available in version 1.0 and later. +

+

+ Converts a UTF-8 encoded string to UTF-32. +

+
+template <typename octet_iterator, typename u32bit_iterator>
+u32bit_iterator utf8to32 (octet_iterator start, octet_iterator end, u32bit_iterator result);
+   
+
+

+ start: an iterator pointing to the beginning of the UTF-8 encoded + string to convert.
+ end: an iterator pointing to pass-the-end of the UTF-8 encoded string + to convert.
+ result: an output iterator to the place in the UTF-32 string where to + append the result of conversion.
+ Return value: An iterator pointing to the place + after the appended UTF-32 string. +

+

+ Example of use: +

+
+char* twochars = "\xe6\x97\xa5\xd1\x88";
+vector<int> utf32result;
+unchecked::utf8to32(twochars, twochars + 5, back_inserter(utf32result));
+assert (utf32result.size() == 2);
+
+

+ This is a faster but less safe version of utf8::utf8to32. It does not + check for validity of the supplied UTF-8 sequence. +

+

+ Types From utf8::unchecked Namespace +

+

+ utf8::iterator +

+

+ Available in version 2.0 and later. +

+

+ Adapts the underlying octet iterator to iterate over the sequence of code points, + rather than raw octets. +

+
+template <typename octet_iterator>
+class iterator;
+
+ +
Member functions
+
+
iterator();
the deafult constructor; the underlying octet_iterator is + constructed with its default constructor. +
explicit iterator (const octet_iterator& octet_it); +
a constructor + that initializes the underlying octet_iterator with octet_it +
octet_iterator base () const;
returns the + underlying octet_iterator. +
uint32_t operator * () const;
decodes the utf-8 sequence + the underlying octet_iterator is pointing to and returns the code point. +
bool operator == (const iterator& rhs) + const;
returns true + if the two underlaying iterators are equal. +
bool operator != (const iterator& rhs) + const;
returns true + if the two underlaying iterators are not equal. +
iterator& operator ++ ();
the prefix increment - moves + the iterator to the next UTF-8 encoded code point. +
iterator operator ++ (int);
+ the postfix increment - moves the iterator to the next UTF-8 encoded code point and returns the current one. +
iterator& operator -- ();
the prefix decrement - moves + the iterator to the previous UTF-8 encoded code point. +
iterator operator -- (int);
+ the postfix decrement - moves the iterator to the previous UTF-8 encoded code point and returns the current one. +
+

+ Example of use: +

+
+char* threechars = "\xf0\x90\x8d\x86\xe6\x97\xa5\xd1\x88";
+utf8::unchecked::iterator<char*> un_it(threechars);
+utf8::unchecked::iterator<char*> un_it2 = un_it;
+assert (un_it2 == un_it);
+assert (*un_it == 0x10346);
+assert (*(++un_it) == 0x65e5);
+assert ((*un_it++) == 0x65e5);
+assert (*un_it == 0x0448);
+assert (un_it != un_it2);
+utf8::::unchecked::iterator<char*> un_endit (threechars + 9);  
+assert (++un_it == un_endit);
+assert (*(--un_it) == 0x0448);
+assert ((*un_it--) == 0x0448);
+assert (*un_it == 0x65e5);
+assert (--un_it == utf8::unchecked::iterator<char*>(threechars));
+assert (*un_it == 0x10346);
+
+

+ This is an unchecked version of utf8::iterator. It is faster in many cases, but offers + no validity or range checks. +

+

+ Points of interest +

+

+ Design goals and decisions +

+

+ The library was designed to be: +

+
    +
  1. + Generic: for better or worse, there are many C++ string classes out there, and + the library should work with as many of them as possible. +
  2. +
  3. + Portable: the library should be portable both accross different platforms and + compilers. The only non-portable code is a small section that declares unsigned + integers of different sizes: three typedefs. They can be changed by the users of + the library if they don't match their platform. The default setting should work + for Windows (both 32 and 64 bit), and most 32 bit and 64 bit Unix derivatives. +
  4. +
  5. + Lightweight: follow the "pay only for what you use" guideline. +
  6. +
  7. + Unintrusive: avoid forcing any particular design or even programming style on the + user. This is a library, not a framework. +
  8. +
+

+ Alternatives +

+

+ In case you want to look into other means of working with UTF-8 strings from C++, + here is the list of solutions I am aware of: +

+
    +
  1. + ICU Library. It is very powerful, + complete, feature-rich, mature, and widely used. Also big, intrusive, + non-generic, and doesn't play well with the Standard Library. I definitelly + recommend looking at ICU even if you don't plan to use it. +
  2. +
  3. + C++11 language and library features. Still far from complete, and not widely + supported by compiler vendors. +
  4. +
  5. + Glib::ustring. + A class specifically made to work with UTF-8 strings, and also feel like + std::string. If you prefer to have yet another string class in your + code, it may be worth a look. Be aware of the licensing issues, though. +
  6. +
  7. + Platform dependent solutions: Windows and POSIX have functions to convert strings + from one encoding to another. That is only a subset of what my library offers, + but if that is all you need it may be good enough. +
  8. +
+ +
    +
  1. + The Unicode Consortium. +
  2. +
  3. + ICU Library. +
  4. +
  5. + UTF-8 at Wikipedia +
  6. +
  7. + UTF-8 and Unicode FAQ for + Unix/Linux +
  8. +
+ + diff --git a/thirdparty/assimp/include/assimp/.editorconfig b/thirdparty/assimp/include/assimp/.editorconfig deleted file mode 100644 index 9ea66423ad..0000000000 --- a/thirdparty/assimp/include/assimp/.editorconfig +++ /dev/null @@ -1,8 +0,0 @@ -# See for details - -[*.{h,hpp,inl}] -end_of_line = lf -insert_final_newline = true -trim_trailing_whitespace = true -indent_size = 4 -indent_style = space diff --git a/thirdparty/assimp/include/assimp/BaseImporter.h b/thirdparty/assimp/include/assimp/BaseImporter.h index 48dfc8ed8b..55f7fe3754 100644 --- a/thirdparty/assimp/include/assimp/BaseImporter.h +++ b/thirdparty/assimp/include/assimp/BaseImporter.h @@ -48,8 +48,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include +#include #include #include +#include struct aiScene; struct aiImporterDesc; @@ -80,6 +82,10 @@ class IOStream; class ASSIMP_API BaseImporter { friend class Importer; +private: + /* Pushes state into importer for the importer scale */ + virtual void UpdateImporterScale( Importer* pImp ); + public: /** Constructor to be privately used by #Importer */ @@ -132,7 +138,7 @@ public: * a suitable response to the caller. */ aiScene* ReadFile( - const Importer* pImp, + Importer* pImp, const std::string& pFile, IOSystem* pIOHandler ); @@ -161,14 +167,65 @@ public: * some loader features. Importers must provide this information. */ virtual const aiImporterDesc* GetInfo() const = 0; + /** + * Will be called only by scale process when scaling is requested. + */ + virtual void SetFileScale(double scale) + { + fileScale = scale; + } + + virtual double GetFileScale() const + { + return fileScale; + } + + enum ImporterUnits { + M, + MM, + CM, + INCHES, + FEET + }; + + /** + * Assimp Importer + * unit conversions available + * if you need another measurment unit add it below. + * it's currently defined in assimp that we prefer meters. + * */ + std::map importerUnits = { + {ImporterUnits::M, 1}, + {ImporterUnits::CM, 0.01}, + {ImporterUnits::MM, 0.001}, + {ImporterUnits::INCHES, 0.0254}, + {ImporterUnits::FEET, 0.3048} + }; + + virtual void SetApplicationUnits( const ImporterUnits& unit ) + { + importerScale = importerUnits[unit]; + applicationUnits = unit; + } + + virtual const ImporterUnits& GetApplicationUnits() + { + return applicationUnits; + } + // ------------------------------------------------------------------- /** Called by #Importer::GetExtensionList for each loaded importer. * Take the extension list contained in the structure returned by * #GetInfo and insert all file extensions into the given set. * @param extension set to collect file extensions in*/ void GetExtensionList(std::set& extensions); + +protected: + ImporterUnits applicationUnits = ImporterUnits::M; + double importerScale = 1.0; + double fileScale = 1.0; + -protected: // ------------------------------------------------------------------- /** Imports the given file into the given scene structure. The diff --git a/thirdparty/assimp/include/assimp/config.h.in b/thirdparty/assimp/include/assimp/config.h.in index d08b929a10..3a6379bf40 100644 --- a/thirdparty/assimp/include/assimp/config.h.in +++ b/thirdparty/assimp/include/assimp/config.h.in @@ -142,7 +142,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. /** @brief Specifies the maximum angle that may be between two vertex tangents * that their tangents and bi-tangents are smoothed. * - * This applies to the CalcTangentSpace-Step. TFvhe angle is specified + * This applies to the CalcTangentSpace-Step. The angle is specified * in degrees. The maximum value is 175. * Property type: float. Default value: 45 degrees */ @@ -999,6 +999,13 @@ enum aiComponent # define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f #endif // !! AI_DEBONE_THRESHOLD +#define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR" + +#if (!defined AI_CONFIG_APP_SCALE_KEY) +# define AI_CONFIG_APP_SCALE_KEY 1.0 +#endif // AI_CONFIG_APP_SCALE_KEY + + // ---------- All the Build/Compile-time defines ------------ /** @brief Specifies if double precision is supported inside assimp diff --git a/thirdparty/assimp/include/assimp/irrXMLWrapper.h b/thirdparty/assimp/include/assimp/irrXMLWrapper.h deleted file mode 100644 index ec8ee7c76e..0000000000 --- a/thirdparty/assimp/include/assimp/irrXMLWrapper.h +++ /dev/null @@ -1,144 +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. - ----------------------------------------------------------------------- -*/ - -#ifndef INCLUDED_AI_IRRXML_WRAPPER -#define INCLUDED_AI_IRRXML_WRAPPER - -// some long includes .... -#include -#include "IOStream.hpp" -#include "BaseImporter.h" -#include - -namespace Assimp { - -// --------------------------------------------------------------------------------- -/** @brief Utility class to make IrrXML work together with our custom IO system - * See the IrrXML docs for more details. - * - * Construct IrrXML-Reader in BaseImporter::InternReadFile(): - * @code - * // open the file - * std::unique_ptr file( pIOHandler->Open( pFile)); - * if( file.get() == NULL) { - * throw DeadlyImportError( "Failed to open file " + pFile + "."); - * } - * - * // generate a XML reader for it - * std::unique_ptr mIOWrapper( new CIrrXML_IOStreamReader( file.get())); - * mReader = irr::io::createIrrXMLReader( mIOWrapper.get()); - * if( !mReader) { - * ThrowException( "xxxx: Unable to open file."); - * } - * @endcode - **/ -class CIrrXML_IOStreamReader : public irr::io::IFileReadCallBack { -public: - - // ---------------------------------------------------------------------------------- - //! Construction from an existing IOStream - explicit CIrrXML_IOStreamReader(IOStream* _stream) - : stream (_stream) - , t (0) - { - - // Map the buffer into memory and convert it to UTF8. IrrXML provides its - // own conversion, which is merely a cast from uintNN_t to uint8_t. Thus, - // it is not suitable for our purposes and we have to do it BEFORE IrrXML - // gets the buffer. Sadly, this forces us to map the whole file into - // memory. - - data.resize(stream->FileSize()); - stream->Read(&data[0],data.size(),1); - - // Remove null characters from the input sequence otherwise the parsing will utterly fail - unsigned int size = 0; - unsigned int size_max = static_cast(data.size()); - for(unsigned int i = 0; i < size_max; i++) { - if(data[i] != '\0') { - data[size++] = data[i]; - } - } - data.resize(size); - - BaseImporter::ConvertToUTF8(data); - } - - // ---------------------------------------------------------------------------------- - //! Virtual destructor - virtual ~CIrrXML_IOStreamReader() {} - - // ---------------------------------------------------------------------------------- - //! Reads an amount of bytes from the file. - /** @param buffer: Pointer to output buffer. - * @param sizeToRead: Amount of bytes to read - * @return Returns how much bytes were read. */ - virtual int read(void* buffer, int sizeToRead) { - if(sizeToRead<0) { - return 0; - } - if(t+sizeToRead>data.size()) { - sizeToRead = static_cast(data.size()-t); - } - - memcpy(buffer,&data.front()+t,sizeToRead); - - t += sizeToRead; - return sizeToRead; - } - - // ---------------------------------------------------------------------------------- - //! Returns size of file in bytes - virtual int getSize() { - return (int)data.size(); - } - -private: - IOStream* stream; - std::vector data; - size_t t; - -}; // ! class CIrrXML_IOStreamReader - -} // ! Assimp - -#endif // !! INCLUDED_AI_IRRXML_WRAPPER diff --git a/thirdparty/assimp/include/assimp/scene.h b/thirdparty/assimp/include/assimp/scene.h index df5d6f3b5e..2667db85b3 100644 --- a/thirdparty/assimp/include/assimp/scene.h +++ b/thirdparty/assimp/include/assimp/scene.h @@ -56,9 +56,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "material.h" #include "anim.h" #include "metadata.h" -#include #ifdef __cplusplus +# include extern "C" { #endif -- cgit v1.2.3