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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 Implementation of the post processing step to remove
+ * any parts of the mesh structure from the imported data.
+*/
+
+#include "RemoveVCProcess.h"
+#include <assimp/postprocess.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+
+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** array using delete
+template <typename T>
+inline void ArrayDelete(T **&in, unsigned int &num) {
+ for (unsigned int i = 0; i < num; ++i)
+ delete in[i];
+
+ delete[] in;
+ in = nullptr;
+ 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<aiNode*>& childsOfParent,bool root)
+{
+ bool b = false;
+
+ std::list<aiNode*> 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 nullptr to make sure they are not deleted when we delete ourself
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ node->mChildren[i] = nullptr;
+ }
+ 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<aiNode*>::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(nullptr != 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 = nullptr;
+ ret = true;
+ }
+
+ // handle tangents and bitangents
+ if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents) {
+ delete[] pMesh->mTangents;
+ pMesh->mTangents = nullptr;
+
+ delete[] pMesh->mBitangents;
+ pMesh->mBitangents = nullptr;
+ 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] = nullptr;
+ 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] = nullptr;
+ 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] = nullptr;
+ 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] = nullptr;
+ continue;
+ }
+ }
+ ++i;
+ }
+
+ // handle bones
+ if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones) {
+ ArrayDelete(pMesh->mBones, pMesh->mNumBones);
+ ret = true;
+ }
+ return ret;
+}