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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/PostProcessing/ProcessHelper.h
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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 <assimp/anim.h>
+#include <assimp/material.h>
+#include <assimp/mesh.h>
+#include <assimp/postprocess.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+
+#include "Common/BaseProcess.h"
+#include <assimp/ParsingUtils.h>
+#include <assimp/SpatialSort.h>
+
+#include <list>
+
+// -------------------------------------------------------------------------------
+// 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 <typename TReal>
+inline ::aiVector3t<TReal> min(const ::aiVector3t<TReal> &a, const ::aiVector3t<TReal> &b) {
+ return ::aiVector3t<TReal>(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z));
+}
+
+// std::max for aiVector3t<TReal>
+template <typename TReal>
+inline ::aiVector3t<TReal> max(const ::aiVector3t<TReal> &a, const ::aiVector3t<TReal> &b) {
+ return ::aiVector3t<TReal>(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z));
+}
+
+// std::min for aiVector2t<TReal>
+template <typename TReal>
+inline ::aiVector2t<TReal> min(const ::aiVector2t<TReal> &a, const ::aiVector2t<TReal> &b) {
+ return ::aiVector2t<TReal>(min(a.x, b.x), min(a.y, b.y));
+}
+
+// std::max for aiVector2t<TReal>
+template <typename TReal>
+inline ::aiVector2t<TReal> max(const ::aiVector2t<TReal> &a, const ::aiVector2t<TReal> &b) {
+ return ::aiVector2t<TReal>(max(a.x, b.x), max(a.y, b.y));
+}
+
+// std::min for aiColor4D
+template <typename TReal>
+inline ::aiColor4t<TReal> min(const ::aiColor4t<TReal> &a, const ::aiColor4t<TReal> &b) {
+ return ::aiColor4t<TReal>(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 <typename TReal>
+inline ::aiColor4t<TReal> max(const ::aiColor4t<TReal> &a, const ::aiColor4t<TReal> &b) {
+ return ::aiColor4t<TReal>(max(a.r, b.r), max(a.g, b.g), max(a.b, b.b), max(a.a, b.a));
+}
+
+// std::min for aiQuaterniont<TReal>
+template <typename TReal>
+inline ::aiQuaterniont<TReal> min(const ::aiQuaterniont<TReal> &a, const ::aiQuaterniont<TReal> &b) {
+ return ::aiQuaterniont<TReal>(min(a.w, b.w), min(a.x, b.x), min(a.y, b.y), min(a.z, b.z));
+}
+
+// std::max for aiQuaterniont<TReal>
+template <typename TReal>
+inline ::aiQuaterniont<TReal> max(const ::aiQuaterniont<TReal> &a, const ::aiQuaterniont<TReal> &b) {
+ return ::aiQuaterniont<TReal>(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),static_cast<ai_real>(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), static_cast<ai_real>(max(a.mWeight, b.mWeight)));
+}
+
+} // end namespace std
+#endif // !! C++
+
+namespace Assimp {
+
+// -------------------------------------------------------------------------------
+// Start points for ArrayBounds<T> for all supported Ts
+template <typename T>
+struct MinMaxChooser;
+
+template <>
+struct MinMaxChooser<float> {
+ void operator()(float &min, float &max) {
+ max = -1e10f;
+ min = 1e10f;
+ }
+};
+template <>
+struct MinMaxChooser<double> {
+ void operator()(double &min, double &max) {
+ max = -1e10;
+ min = 1e10;
+ }
+};
+template <>
+struct MinMaxChooser<unsigned int> {
+ void operator()(unsigned int &min, unsigned int &max) {
+ max = 0;
+ min = (1u << (sizeof(unsigned int) * 8 - 1));
+ }
+};
+
+template <typename T>
+struct MinMaxChooser<aiVector3t<T>> {
+ void operator()(aiVector3t<T> &min, aiVector3t<T> &max) {
+ max = aiVector3t<T>(-1e10f, -1e10f, -1e10f);
+ min = aiVector3t<T>(1e10f, 1e10f, 1e10f);
+ }
+};
+template <typename T>
+struct MinMaxChooser<aiVector2t<T>> {
+ void operator()(aiVector2t<T> &min, aiVector2t<T> &max) {
+ max = aiVector2t<T>(-1e10f, -1e10f);
+ min = aiVector2t<T>(1e10f, 1e10f);
+ }
+};
+template <typename T>
+struct MinMaxChooser<aiColor4t<T>> {
+ void operator()(aiColor4t<T> &min, aiColor4t<T> &max) {
+ max = aiColor4t<T>(-1e10f, -1e10f, -1e10f, -1e10f);
+ min = aiColor4t<T>(1e10f, 1e10f, 1e10f, 1e10f);
+ }
+};
+
+template <typename T>
+struct MinMaxChooser<aiQuaterniont<T>> {
+ void operator()(aiQuaterniont<T> &min, aiQuaterniont<T> &max) {
+ max = aiQuaterniont<T>(-1e10f, -1e10f, -1e10f, -1e10f);
+ min = aiQuaterniont<T>(1e10f, 1e10f, 1e10f, 1e10f);
+ }
+};
+
+template <>
+struct MinMaxChooser<aiVectorKey> {
+ void operator()(aiVectorKey &min, aiVectorKey &max) {
+ MinMaxChooser<double>()(min.mTime, max.mTime);
+ MinMaxChooser<aiVector3D>()(min.mValue, max.mValue);
+ }
+};
+template <>
+struct MinMaxChooser<aiQuatKey> {
+ void operator()(aiQuatKey &min, aiQuatKey &max) {
+ MinMaxChooser<double>()(min.mTime, max.mTime);
+ MinMaxChooser<aiQuaternion>()(min.mValue, max.mValue);
+ }
+};
+
+template <>
+struct MinMaxChooser<aiVertexWeight> {
+ void operator()(aiVertexWeight &min, aiVertexWeight &max) {
+ MinMaxChooser<unsigned int>()(min.mVertexId, max.mVertexId);
+ MinMaxChooser<ai_real>()(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 <typename T>
+inline void ArrayBounds(const T *in, unsigned int size, T &min, T &max) {
+ MinMaxChooser<T>()(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 colors.
+ * @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<std::string> &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()
+using PerVertexWeight = std::pair<unsigned int, float>;
+using VertexWeightTable = std::vector<PerVertexWeight>;
+
+// -------------------------------------------------------------------------------
+// Compute a per-vertex bone weight table
+VertexWeightTable *ComputeVertexBoneWeightTable(const aiMesh *pMesh);
+
+// -------------------------------------------------------------------------------
+// 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<unsigned int> &subMeshFaces, unsigned int subFlags);
+
+// -------------------------------------------------------------------------------
+// Utility post-process 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 nullptr != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
+ aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
+ }
+
+ void Execute(aiScene *pScene) {
+ typedef std::pair<SpatialSort, ai_real> _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 nullptr != 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