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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
commit8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch)
tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/PostProcessing/ProcessHelper.cpp
parentdb81b925d776103326128bf629cbdda576a223e7 (diff)
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/code/PostProcessing/ProcessHelper.cpp')
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ProcessHelper.cpp383
1 files changed, 0 insertions, 383 deletions
diff --git a/src/mesh/assimp-master/code/PostProcessing/ProcessHelper.cpp b/src/mesh/assimp-master/code/PostProcessing/ProcessHelper.cpp
deleted file mode 100644
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--- a/src/mesh/assimp-master/code/PostProcessing/ProcessHelper.cpp
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@@ -1,383 +0,0 @@
-/*
-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.
-
-----------------------------------------------------------------------
-*/
-
-/// @file ProcessHelper.cpp
-/** Implement shared utility functions for postprocessing steps */
-
-#include "ProcessHelper.h"
-
-#include <limits>
-
-namespace Assimp {
-
-// -------------------------------------------------------------------------------
-void ConvertListToStrings(const std::string &in, std::list<std::string> &out) {
- const char *s = in.c_str();
- while (*s) {
- SkipSpacesAndLineEnd(&s);
- if (*s == '\'') {
- const char *base = ++s;
- while (*s != '\'') {
- ++s;
- if (*s == '\0') {
- ASSIMP_LOG_ERROR("ConvertListToString: String list is ill-formatted");
- return;
- }
- }
- out.push_back(std::string(base, (size_t)(s - base)));
- ++s;
- } else {
- out.push_back(GetNextToken(s));
- }
- }
-}
-
-// -------------------------------------------------------------------------------
-void FindAABBTransformed(const aiMesh *mesh, aiVector3D &min, aiVector3D &max,
- const aiMatrix4x4 &m) {
- min = aiVector3D(ai_real(10e10), ai_real(10e10), ai_real(10e10));
- max = aiVector3D(ai_real(-10e10), ai_real(-10e10), ai_real(-10e10));
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- const aiVector3D v = m * mesh->mVertices[i];
- min = std::min(v, min);
- max = std::max(v, max);
- }
-}
-
-// -------------------------------------------------------------------------------
-void FindMeshCenter(aiMesh *mesh, aiVector3D &out, aiVector3D &min, aiVector3D &max) {
- ArrayBounds(mesh->mVertices, mesh->mNumVertices, min, max);
- out = min + (max - min) * (ai_real)0.5;
-}
-
-// -------------------------------------------------------------------------------
-void FindSceneCenter(aiScene *scene, aiVector3D &out, aiVector3D &min, aiVector3D &max) {
- if (nullptr == 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(nullptr != pMeshes);
-
- const ai_real epsilon = ai_real(1e-4);
-
- // calculate the position bounds so we have a reliable epsilon to check position differences against
- aiVector3D minVec, maxVec, mi, ma;
- MinMaxChooser<aiVector3D>()(minVec, maxVec);
-
- for (size_t a = 0; a < num; ++a) {
- const aiMesh *pMesh = pMeshes[a];
- ArrayBounds(pMesh->mVertices, pMesh->mNumVertices, mi, ma);
-
- minVec = std::min(minVec, mi);
- maxVec = std::max(maxVec, ma);
- }
- return (maxVec - minVec).Length() * epsilon;
-}
-
-// -------------------------------------------------------------------------------
-unsigned int GetMeshVFormatUnique(const aiMesh *pcMesh) {
- ai_assert(nullptr != 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 nullptr;
- }
-
- VertexWeightTable *avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
- for (unsigned int i = 0; i < pMesh->mNumBones; ++i) {
-
- aiBone *bone = pMesh->mBones[i];
- for (unsigned int a = 0; a < bone->mNumWeights; ++a) {
- const aiVertexWeight &weight = bone->mWeights[a];
- avPerVertexWeights[weight.mVertexId].push_back(std::pair<unsigned int, float>(i, weight.mWeight));
- }
- }
- return avPerVertexWeights;
-}
-
-// -------------------------------------------------------------------------------
-const char *MappingTypeToString(aiTextureMapping in) {
- switch (in) {
- case aiTextureMapping_UV:
- return "UV";
- case aiTextureMapping_BOX:
- return "Box";
- case aiTextureMapping_SPHERE:
- return "Sphere";
- case aiTextureMapping_CYLINDER:
- return "Cylinder";
- case aiTextureMapping_PLANE:
- return "Plane";
- case aiTextureMapping_OTHER:
- return "Other";
- default:
- break;
- }
-
- ai_assert(false);
- return "BUG";
-}
-
-// -------------------------------------------------------------------------------
-aiMesh *MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags) {
- aiMesh *oMesh = new aiMesh();
- std::vector<unsigned int> vMap(pMesh->mNumVertices, UINT_MAX);
-
- size_t numSubVerts = 0;
- size_t numSubFaces = subMeshFaces.size();
-
- for (unsigned int i = 0; i < numSubFaces; i++) {
- const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
-
- for (unsigned int j = 0; j < f.mNumIndices; j++) {
- if (vMap[f.mIndices[j]] == UINT_MAX) {
- vMap[f.mIndices[j]] = static_cast<unsigned int>(numSubVerts++);
- }
- }
- }
-
- oMesh->mName = pMesh->mName;
-
- oMesh->mMaterialIndex = pMesh->mMaterialIndex;
- oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
-
- // create all the arrays for this mesh if the old mesh contained them
-
- oMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
- oMesh->mNumVertices = static_cast<unsigned int>(numSubVerts);
- oMesh->mVertices = new aiVector3D[numSubVerts];
- if (pMesh->HasNormals()) {
- oMesh->mNormals = new aiVector3D[numSubVerts];
- }
-
- if (pMesh->HasTangentsAndBitangents()) {
- oMesh->mTangents = new aiVector3D[numSubVerts];
- oMesh->mBitangents = new aiVector3D[numSubVerts];
- }
-
- for (size_t a = 0; pMesh->HasTextureCoords(static_cast<unsigned int>(a)); ++a) {
- oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
- oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
- }
-
- for (size_t a = 0; pMesh->HasVertexColors(static_cast<unsigned int>(a)); ++a) {
- oMesh->mColors[a] = new aiColor4D[numSubVerts];
- }
-
- // and copy over the data, generating faces with linear indices along the way
- oMesh->mFaces = new aiFace[numSubFaces];
-
- for (unsigned int a = 0; a < numSubFaces; ++a) {
-
- const aiFace &srcFace = pMesh->mFaces[subMeshFaces[a]];
- aiFace &dstFace = oMesh->mFaces[a];
- dstFace.mNumIndices = srcFace.mNumIndices;
- dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
-
- // accumulate linearly all the vertices of the source face
- for (size_t b = 0; b < dstFace.mNumIndices; ++b) {
- dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
- }
- }
-
- for (unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex) {
- unsigned int nvi = vMap[srcIndex];
- if (nvi == UINT_MAX) {
- continue;
- }
-
- oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
- if (pMesh->HasNormals()) {
- oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
- }
-
- if (pMesh->HasTangentsAndBitangents()) {
- oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
- oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
- }
- for (size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c) {
- oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
- }
- for (size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c) {
- oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
- }
- }
-
- if (~subFlags & AI_SUBMESH_FLAGS_SANS_BONES) {
- std::vector<unsigned int> subBones(pMesh->mNumBones, 0);
-
- for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
- const aiBone *bone = pMesh->mBones[a];
-
- for (unsigned int b = 0; b < bone->mNumWeights; b++) {
- unsigned int v = vMap[bone->mWeights[b].mVertexId];
-
- if (v != UINT_MAX) {
- subBones[a]++;
- }
- }
- }
-
- for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
- if (subBones[a] > 0) {
- oMesh->mNumBones++;
- }
- }
-
- if (oMesh->mNumBones) {
- oMesh->mBones = new aiBone *[oMesh->mNumBones]();
- unsigned int nbParanoia = oMesh->mNumBones;
-
- oMesh->mNumBones = 0; //rewind
-
- for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
- if (subBones[a] == 0) {
- continue;
- }
- aiBone *newBone = new aiBone;
- oMesh->mBones[oMesh->mNumBones++] = newBone;
-
- const aiBone *bone = pMesh->mBones[a];
-
- newBone->mName = bone->mName;
- newBone->mOffsetMatrix = bone->mOffsetMatrix;
- newBone->mWeights = new aiVertexWeight[subBones[a]];
-
- for (unsigned int b = 0; b < bone->mNumWeights; b++) {
- const unsigned int v = vMap[bone->mWeights[b].mVertexId];
-
- if (v != UINT_MAX) {
- aiVertexWeight w(v, bone->mWeights[b].mWeight);
- newBone->mWeights[newBone->mNumWeights++] = w;
- }
- }
- }
-
- ai_assert(nbParanoia == oMesh->mNumBones);
- (void)nbParanoia; // remove compiler warning on release build
- }
- }
-
- return oMesh;
-}
-
-} // namespace Assimp