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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.
+
+----------------------------------------------------------------------
+*/
+
+#include "ScenePreprocessor.h"
+#include <assimp/ai_assert.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+
+using namespace Assimp;
+
+// ---------------------------------------------------------------------------------------------
+void ScenePreprocessor::ProcessScene() {
+ ai_assert(scene != nullptr);
+
+ // Process all meshes
+ for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
+ if (nullptr == scene->mMeshes[i]) {
+ continue;
+ }
+ ProcessMesh(scene->mMeshes[i]);
+ }
+
+ // - nothing to do for nodes for the moment
+ // - nothing to do for textures for the moment
+ // - nothing to do for lights for the moment
+ // - nothing to do for cameras for the moment
+
+ // Process all animations
+ for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
+ if (nullptr == scene->mAnimations[i]) {
+ continue;
+ }
+ ProcessAnimation(scene->mAnimations[i]);
+ }
+
+ // Generate a default material if none was specified
+ if (!scene->mNumMaterials && scene->mNumMeshes) {
+ scene->mMaterials = new aiMaterial *[2];
+ aiMaterial *helper;
+
+ aiString name;
+
+ scene->mMaterials[scene->mNumMaterials] = helper = new aiMaterial();
+ aiColor3D clr(0.6f, 0.6f, 0.6f);
+ helper->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
+
+ // setup the default name to make this material identifiable
+ name.Set(AI_DEFAULT_MATERIAL_NAME);
+ helper->AddProperty(&name, AI_MATKEY_NAME);
+
+ ASSIMP_LOG_DEBUG("ScenePreprocessor: Adding default material \'" AI_DEFAULT_MATERIAL_NAME "\'");
+
+ for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
+ if (nullptr == scene->mMeshes[i]) {
+ continue;
+ }
+ scene->mMeshes[i]->mMaterialIndex = scene->mNumMaterials;
+ }
+
+ scene->mNumMaterials++;
+ }
+}
+
+// ---------------------------------------------------------------------------------------------
+void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
+ // If aiMesh::mNumUVComponents is *not* set assign the default value of 2
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (!mesh->mTextureCoords[i]) {
+ mesh->mNumUVComponents[i] = 0;
+ } else {
+ if (!mesh->mNumUVComponents[i]) {
+ mesh->mNumUVComponents[i] = 2;
+ }
+
+ aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
+
+ // Ensure unused components are zeroed. This will make 1D texture channels work
+ // as if they were 2D channels .. just in case an application doesn't handle
+ // this case
+ if (2 == mesh->mNumUVComponents[i]) {
+ for (; p != end; ++p) {
+ p->z = 0.f;
+ }
+ } else if (1 == mesh->mNumUVComponents[i]) {
+ for (; p != end; ++p) {
+ p->z = p->y = 0.f;
+ }
+ } else if (3 == mesh->mNumUVComponents[i]) {
+ // Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
+ for (; p != end; ++p) {
+ if (p->z != 0) {
+ break;
+ }
+ }
+ if (p == end) {
+ ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
+ mesh->mNumUVComponents[i] = 2;
+ }
+ }
+ }
+ }
+
+ // If the information which primitive types are there in the
+ // mesh is currently not available, compute it.
+ if (!mesh->mPrimitiveTypes) {
+ for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
+ aiFace &face = mesh->mFaces[a];
+ switch (face.mNumIndices) {
+ case 3u:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ break;
+
+ case 2u:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ break;
+
+ case 1u:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ break;
+
+ default:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ break;
+ }
+ }
+ }
+
+ // If tangents and normals are given but no bitangents compute them
+ if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
+ mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
+ }
+ }
+}
+
+// ---------------------------------------------------------------------------------------------
+void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
+ double first = 10e10, last = -10e10;
+ for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
+ aiNodeAnim *channel = anim->mChannels[i];
+
+ // If the exact duration of the animation is not given
+ // compute it now.
+ if (anim->mDuration == -1.) {
+ // Position keys
+ for (unsigned int j = 0; j < channel->mNumPositionKeys; ++j) {
+ aiVectorKey &key = channel->mPositionKeys[j];
+ first = std::min(first, key.mTime);
+ last = std::max(last, key.mTime);
+ }
+
+ // Scaling keys
+ for (unsigned int j = 0; j < channel->mNumScalingKeys; ++j) {
+ aiVectorKey &key = channel->mScalingKeys[j];
+ first = std::min(first, key.mTime);
+ last = std::max(last, key.mTime);
+ }
+
+ // Rotation keys
+ for (unsigned int j = 0; j < channel->mNumRotationKeys; ++j) {
+ aiQuatKey &key = channel->mRotationKeys[j];
+ first = std::min(first, key.mTime);
+ last = std::max(last, key.mTime);
+ }
+ }
+
+ // Check whether the animation channel has no rotation
+ // or position tracks. In this case we generate a dummy
+ // track from the information we have in the transformation
+ // matrix of the corresponding node.
+ if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
+ // Find the node that belongs to this animation
+ aiNode *node = scene->mRootNode->FindNode(channel->mNodeName);
+ if (node) // ValidateDS will complain later if 'node' is nullptr
+ {
+ // Decompose the transformation matrix of the node
+ aiVector3D scaling, position;
+ aiQuaternion rotation;
+
+ node->mTransformation.Decompose(scaling, rotation, position);
+
+ // No rotation keys? Generate a dummy track
+ if (!channel->mNumRotationKeys) {
+ if (channel->mRotationKeys) {
+ delete[] channel->mRotationKeys;
+ channel->mRotationKeys = nullptr;
+ }
+ ai_assert(!channel->mRotationKeys);
+ channel->mNumRotationKeys = 1;
+ channel->mRotationKeys = new aiQuatKey[1];
+ aiQuatKey &q = channel->mRotationKeys[0];
+
+ q.mTime = 0.;
+ q.mValue = rotation;
+
+ ASSIMP_LOG_VERBOSE_DEBUG("ScenePreprocessor: Dummy rotation track has been generated");
+ } else {
+ ai_assert(channel->mRotationKeys);
+ }
+
+ // No scaling keys? Generate a dummy track
+ if (!channel->mNumScalingKeys) {
+ if (channel->mScalingKeys) {
+ delete[] channel->mScalingKeys;
+ channel->mScalingKeys = nullptr;
+ }
+ ai_assert(!channel->mScalingKeys);
+ channel->mNumScalingKeys = 1;
+ channel->mScalingKeys = new aiVectorKey[1];
+ aiVectorKey &q = channel->mScalingKeys[0];
+
+ q.mTime = 0.;
+ q.mValue = scaling;
+
+ ASSIMP_LOG_VERBOSE_DEBUG("ScenePreprocessor: Dummy scaling track has been generated");
+ } else {
+ ai_assert(channel->mScalingKeys);
+ }
+
+ // No position keys? Generate a dummy track
+ if (!channel->mNumPositionKeys) {
+ if (channel->mPositionKeys) {
+ delete[] channel->mPositionKeys;
+ channel->mPositionKeys = nullptr;
+ }
+ ai_assert(!channel->mPositionKeys);
+ channel->mNumPositionKeys = 1;
+ channel->mPositionKeys = new aiVectorKey[1];
+ aiVectorKey &q = channel->mPositionKeys[0];
+
+ q.mTime = 0.;
+ q.mValue = position;
+
+ ASSIMP_LOG_VERBOSE_DEBUG("ScenePreprocessor: Dummy position track has been generated");
+ } else {
+ ai_assert(channel->mPositionKeys);
+ }
+ }
+ }
+ }
+
+ if (anim->mDuration == -1.) {
+ ASSIMP_LOG_VERBOSE_DEBUG("ScenePreprocessor: Setting animation duration");
+ anim->mDuration = last - std::min(first, 0.);
+ }
+}