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diff --git a/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.cpp b/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.cpp
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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.
----------------------------------------------------------------------------
-*/
-
-/** @file PretransformVertices.cpp
- * @brief Implementation of the "PretransformVertices" post processing step
-*/
-
-#include "PretransformVertices.h"
-#include "ConvertToLHProcess.h"
-#include "ProcessHelper.h"
-#include <assimp/Exceptional.h>
-#include <assimp/SceneCombiner.h>
-
-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(const aiNode *pcNode) const {
- 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) const {
- // 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(const aiScene *pcScene, const aiNode *pcNode, unsigned int iMat,
- unsigned int iVFormat, unsigned int *piFaces, unsigned int *piVertices) const {
- 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(const aiScene *pcScene, const aiNode *pcNode, unsigned int iMat,
- unsigned int iVFormat, aiMesh *pcMeshOut,
- unsigned int aiCurrent[2], unsigned int *num_refs) const {
- // 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(const aiScene *pcScene, unsigned int iMat,
- std::list<unsigned int> &aiOut) const {
- 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) const {
- // Check whether we need to transform the coordinates at all
- if (!mat.IsIdentity()) {
-
- // Check for odd negative scale (mirror)
- if (mesh->HasFaces() && mat.Determinant() < 0) {
- // Reverse the mesh face winding order
- FlipWindingOrderProcess::ProcessMesh(mesh);
- }
-
- // Update positions
- if (mesh->HasPositions()) {
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- mesh->mVertices[i] = mat * mesh->mVertices[i];
- }
- }
-
- // Update normals and tangents
- if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
- const aiMatrix3x3 m = aiMatrix3x3(mat).Inverse().Transpose();
-
- 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<aiMesh *> &out, aiMesh **in,
- unsigned int numIn, aiNode *node) const {
- // 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<aiMatrix4x4 *>(mesh->mBones) == node->mTransformation) {
- // yes, we can.
- mesh->mBones = reinterpret_cast<aiBone **>(&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<aiMatrix4x4 *>(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<aiBone **>(&node->mTransformation);
-
- out.push_back(ntz);
-
- node->mMeshes[i] = static_cast<unsigned int>(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) const {
- 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(const aiNode *nd, unsigned int *refs) const {
- 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 * pScene->mRootNode->mTransformation;
- }
-
- // 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 = nullptr;
- }
-
- // now build a list of output meshes
- std::vector<aiMesh *> 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<unsigned int>(apcOutMeshes.size());
- delete[] pScene->mMeshes;
- pScene->mMeshes = npp;
- }
-
- // now iterate through all meshes and transform them to world-space
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- ApplyTransform(pScene->mMeshes[i], *reinterpret_cast<aiMatrix4x4 *>(pScene->mMeshes[i]->mBones));
-
- // prevent improper destruction
- pScene->mMeshes[i]->mBones = nullptr;
- pScene->mMeshes[i]->mNumBones = 0;
- }
- } else {
- apcOutMeshes.reserve(static_cast<size_t>(pScene->mNumMaterials) << 1u);
- std::list<unsigned int> aiVFormats;
-
- std::vector<unsigned int> 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<unsigned int>::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 = nullptr;
-
- // 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 = nullptr;
- }
-
- 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 nullptr to
- // make sure the developer gets notified when his application
- // attempts to access these fields ...
- mesh = nullptr;
- }
-
- // 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 = nullptr;
- 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(nullptr != 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(nullptr != 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<aiVector3D>()(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("Removed ", iOldNodes, " nodes and ", iOldAnimationChannels, " animation channels (",
- CountNodes(pScene->mRootNode), " output nodes)");
- ASSIMP_LOG_INFO("Kept ", pScene->mNumLights, " lights and ", pScene->mNumCameras, " cameras.");
- ASSIMP_LOG_INFO("Moved ", iOldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")");
- }
-}