diff options
Diffstat (limited to 'src/mesh/assimp-master/code/PostProcessing')
62 files changed, 0 insertions, 15356 deletions
diff --git a/src/mesh/assimp-master/code/PostProcessing/ArmaturePopulate.cpp b/src/mesh/assimp-master/code/PostProcessing/ArmaturePopulate.cpp deleted file mode 100644 index 3fc1e12..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ArmaturePopulate.cpp +++ /dev/null @@ -1,263 +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. ----------------------------------------------------------------------- -*/ -#include "ArmaturePopulate.h" - -#include <assimp/BaseImporter.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/postprocess.h> -#include <assimp/scene.h> -#include <iostream> - -namespace Assimp { - -/// The default class constructor. -ArmaturePopulate::ArmaturePopulate() : - BaseProcess() { - // do nothing -} - -/// The class destructor. -ArmaturePopulate::~ArmaturePopulate() { - // do nothing -} - -bool ArmaturePopulate::IsActive(unsigned int pFlags) const { - return (pFlags & aiProcess_PopulateArmatureData) != 0; -} - -void ArmaturePopulate::SetupProperties(const Importer *) { - // do nothing -} - -void ArmaturePopulate::Execute(aiScene *out) { - - // Now convert all bone positions to the correct mOffsetMatrix - std::vector<aiBone *> bones; - std::vector<aiNode *> nodes; - std::map<aiBone *, aiNode *> bone_stack; - BuildBoneList(out->mRootNode, out->mRootNode, out, bones); - BuildNodeList(out->mRootNode, nodes); - - BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes); - - ASSIMP_LOG_DEBUG("Bone stack size: ", bone_stack.size()); - - for (std::pair<aiBone *, aiNode *> kvp : bone_stack) { - aiBone *bone = kvp.first; - aiNode *bone_node = kvp.second; - ASSIMP_LOG_VERBOSE_DEBUG("active node lookup: ", bone->mName.C_Str()); - // lcl transform grab - done in generate_nodes :) - - // bone->mOffsetMatrix = bone_node->mTransformation; - aiNode *armature = GetArmatureRoot(bone_node, bones); - - ai_assert(armature); - - // set up bone armature id - bone->mArmature = armature; - - // set this bone node to be referenced properly - ai_assert(bone_node); - bone->mNode = bone_node; - } -} - - -// Reprocess all nodes to calculate bone transforms properly based on the REAL -// mOffsetMatrix not the local. -// Before this would use mesh transforms which is wrong for bone transforms -// Before this would work for simple character skeletons but not complex meshes -// with multiple origins -// Source: sketch fab log cutter fbx -void ArmaturePopulate::BuildBoneList(aiNode *current_node, - const aiNode *root_node, - const aiScene *scene, - std::vector<aiBone *> &bones) { - ai_assert(scene); - for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) { - aiNode *child = current_node->mChildren[nodeId]; - ai_assert(child); - - // check for bones - for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) { - ai_assert(child->mMeshes); - unsigned int mesh_index = child->mMeshes[meshId]; - aiMesh *mesh = scene->mMeshes[mesh_index]; - ai_assert(mesh); - - for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) { - aiBone *bone = mesh->mBones[boneId]; - ai_assert(nullptr != bone); - - // duplicate mehes exist with the same bones sometimes :) - // so this must be detected - if (std::find(bones.begin(), bones.end(), bone) == bones.end()) { - // add the element once - bones.emplace_back(bone); - } - } - - // find mesh and get bones - // then do recursive lookup for bones in root node hierarchy - } - - BuildBoneList(child, root_node, scene, bones); - } -} - -// Prepare flat node list which can be used for non recursive lookups later -void ArmaturePopulate::BuildNodeList(const aiNode *current_node, - std::vector<aiNode *> &nodes) { - ai_assert(nullptr != current_node); - - for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) { - aiNode *child = current_node->mChildren[nodeId]; - ai_assert(child); - - if (child->mNumMeshes == 0) { - nodes.emplace_back(child); - } - - BuildNodeList(child, nodes); - } -} - -// A bone stack allows us to have multiple armatures, with the same bone names -// A bone stack allows us also to retrieve bones true transform even with -// duplicate names :) -void ArmaturePopulate::BuildBoneStack(aiNode *, - const aiNode *root_node, - const aiScene*, - const std::vector<aiBone *> &bones, - std::map<aiBone *, aiNode *> &bone_stack, - std::vector<aiNode *> &node_stack) { - if (node_stack.empty()) { - return; - } - ai_assert(nullptr != root_node); - - for (aiBone *bone : bones) { - ai_assert(bone); - aiNode *node = GetNodeFromStack(bone->mName, node_stack); - if (node == nullptr) { - node_stack.clear(); - BuildNodeList(root_node, node_stack); - ASSIMP_LOG_VERBOSE_DEBUG("Resetting bone stack: nullptr element ", bone->mName.C_Str()); - - node = GetNodeFromStack(bone->mName, node_stack); - - if (nullptr == node) { - ASSIMP_LOG_ERROR("serious import issue node for bone was not detected"); - continue; - } - } - - ASSIMP_LOG_VERBOSE_DEBUG("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str()); - - bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node)); - } -} - -// Returns the armature root node -// This is required to be detected for a bone initially, it will recurse up -// until it cannot find another bone and return the node No known failure -// points. (yet) -aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node, - std::vector<aiBone *> &bone_list) { - while (nullptr != bone_node) { - if (!IsBoneNode(bone_node->mName, bone_list)) { - ASSIMP_LOG_VERBOSE_DEBUG("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str()); - return bone_node; - } - - bone_node = bone_node->mParent; - } - - ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!"); - - return nullptr; -} - -// Simple IsBoneNode check if this could be a bone -bool ArmaturePopulate::IsBoneNode(const aiString &bone_name, - std::vector<aiBone *> &bones) { - for (aiBone *bone : bones) { - if (bone->mName == bone_name) { - return true; - } - } - - return false; -} - -// Pop this node by name from the stack if found -// Used in multiple armature situations with duplicate node / bone names -// Known flaw: cannot have nodes with bone names, will be fixed in later release -// (serious to be fixed) Known flaw: nodes which have more than one bone could -// be prematurely dropped from stack -aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name, - std::vector<aiNode *> &nodes) { - std::vector<aiNode *>::iterator iter; - aiNode *found = nullptr; - for (iter = nodes.begin(); iter < nodes.end(); ++iter) { - aiNode *element = *iter; - ai_assert(nullptr != element); - // node valid and node name matches - if (element->mName == node_name) { - found = element; - break; - } - } - - if (found != nullptr) { - ASSIMP_LOG_INFO("Removed node from stack: ", found->mName.C_Str()); - // now pop the element from the node list - nodes.erase(iter); - - return found; - } - - // unique names can cause this problem - ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!"); - - return nullptr; -} - -} // Namespace Assimp diff --git a/src/mesh/assimp-master/code/PostProcessing/ArmaturePopulate.h b/src/mesh/assimp-master/code/PostProcessing/ArmaturePopulate.h deleted file mode 100644 index 530932f..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ArmaturePopulate.h +++ /dev/null @@ -1,112 +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. - ----------------------------------------------------------------------- -*/ -#ifndef ARMATURE_POPULATE_H_ -#define ARMATURE_POPULATE_H_ - -#include "Common/BaseProcess.h" -#include <assimp/BaseImporter.h> -#include <vector> -#include <map> - - -struct aiNode; -struct aiBone; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** Armature Populate: This is a post process designed - * To save you time when importing models into your game engines - * This was originally designed only for fbx but will work with other formats - * it is intended to auto populate aiBone data with armature and the aiNode - * This is very useful when dealing with skinned meshes - * or when dealing with many different skeletons - * It's off by default but recommend that you try it and use it - * It should reduce down any glue code you have in your - * importers - * You can contact RevoluPowered <gordon@gordonite.tech> - * For more info about this -*/ -class ASSIMP_API ArmaturePopulate : public BaseProcess { -public: - /// The default class constructor. - ArmaturePopulate(); - - /// The class destructor. - virtual ~ArmaturePopulate(); - - /// Overwritten, @see BaseProcess - virtual bool IsActive( unsigned int pFlags ) const; - - /// Overwritten, @see BaseProcess - virtual void SetupProperties( const Importer* pImp ); - - /// Overwritten, @see BaseProcess - virtual void Execute( aiScene* pScene ); - - static aiNode *GetArmatureRoot(aiNode *bone_node, - std::vector<aiBone *> &bone_list); - - static bool IsBoneNode(const aiString &bone_name, - std::vector<aiBone *> &bones); - - static aiNode *GetNodeFromStack(const aiString &node_name, - std::vector<aiNode *> &nodes); - - static void BuildNodeList(const aiNode *current_node, - std::vector<aiNode *> &nodes); - - static void BuildBoneList(aiNode *current_node, const aiNode *root_node, - const aiScene *scene, - std::vector<aiBone *> &bones); - - static void BuildBoneStack(aiNode *current_node, const aiNode *root_node, - const aiScene *scene, - const std::vector<aiBone *> &bones, - std::map<aiBone *, aiNode *> &bone_stack, - std::vector<aiNode *> &node_stack); -}; - -} // Namespace Assimp - - -#endif // SCALE_PROCESS_H_ diff --git a/src/mesh/assimp-master/code/PostProcessing/CalcTangentsProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/CalcTangentsProcess.cpp deleted file mode 100644 index b8847e4..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/CalcTangentsProcess.cpp +++ /dev/null @@ -1,303 +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 Implementation of the post processing step to calculate - * tangents and bitangents for all imported meshes - */ - -// internal headers -#include "CalcTangentsProcess.h" -#include "ProcessHelper.h" -#include <assimp/TinyFormatter.h> -#include <assimp/qnan.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -CalcTangentsProcess::CalcTangentsProcess() : - configMaxAngle(float(AI_DEG_TO_RAD(45.f))), configSourceUV(0) { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -CalcTangentsProcess::~CalcTangentsProcess() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool CalcTangentsProcess::IsActive(unsigned int pFlags) const { - return (pFlags & aiProcess_CalcTangentSpace) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void CalcTangentsProcess::SetupProperties(const Importer *pImp) { - ai_assert(nullptr != pImp); - - // get the current value of the property - configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, 45.f); - configMaxAngle = std::max(std::min(configMaxAngle, 45.0f), 0.0f); - configMaxAngle = AI_DEG_TO_RAD(configMaxAngle); - - configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX, 0); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void CalcTangentsProcess::Execute(aiScene *pScene) { - ai_assert(nullptr != pScene); - - ASSIMP_LOG_DEBUG("CalcTangentsProcess begin"); - - bool bHas = false; - for (unsigned int a = 0; a < pScene->mNumMeshes; a++) { - if (ProcessMesh(pScene->mMeshes[a], a)) bHas = true; - } - - if (bHas) { - ASSIMP_LOG_INFO("CalcTangentsProcess finished. Tangents have been calculated"); - } else { - ASSIMP_LOG_DEBUG("CalcTangentsProcess finished"); - } -} - -// ------------------------------------------------------------------------------------------------ -// Calculates tangents and bi-tangents for the given mesh -bool CalcTangentsProcess::ProcessMesh(aiMesh *pMesh, unsigned int meshIndex) { - // we assume that the mesh is still in the verbose vertex format where each face has its own set - // of vertices and no vertices are shared between faces. Sadly I don't know any quick test to - // assert() it here. - // assert( must be verbose, dammit); - - if (pMesh->mTangents) // this implies that mBitangents is also there - return false; - - // If the mesh consists of lines and/or points but not of - // triangles or higher-order polygons the normal vectors - // are undefined. - if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) { - ASSIMP_LOG_INFO("Tangents are undefined for line and point meshes"); - return false; - } - - // what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement - if (pMesh->mNormals == nullptr) { - ASSIMP_LOG_ERROR("Failed to compute tangents; need normals"); - return false; - } - if (configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV]) { - ASSIMP_LOG_ERROR("Failed to compute tangents; need UV data in channel", configSourceUV); - return false; - } - - const float angleEpsilon = 0.9999f; - - std::vector<bool> vertexDone(pMesh->mNumVertices, false); - const float qnan = get_qnan(); - - // create space for the tangents and bitangents - pMesh->mTangents = new aiVector3D[pMesh->mNumVertices]; - pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices]; - - const aiVector3D *meshPos = pMesh->mVertices; - const aiVector3D *meshNorm = pMesh->mNormals; - const aiVector3D *meshTex = pMesh->mTextureCoords[configSourceUV]; - aiVector3D *meshTang = pMesh->mTangents; - aiVector3D *meshBitang = pMesh->mBitangents; - - // calculate the tangent and bitangent for every face - for (unsigned int a = 0; a < pMesh->mNumFaces; a++) { - const aiFace &face = pMesh->mFaces[a]; - if (face.mNumIndices < 3) { - // There are less than three indices, thus the tangent vector - // is not defined. We are finished with these vertices now, - // their tangent vectors are set to qnan. - for (unsigned int i = 0; i < face.mNumIndices; ++i) { - unsigned int idx = face.mIndices[i]; - vertexDone[idx] = true; - meshTang[idx] = aiVector3D(qnan); - meshBitang[idx] = aiVector3D(qnan); - } - - continue; - } - - // triangle or polygon... we always use only the first three indices. A polygon - // is supposed to be planar anyways.... - // FIXME: (thom) create correct calculation for multi-vertex polygons maybe? - const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2]; - - // position differences p1->p2 and p1->p3 - aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0]; - - // texture offset p1->p2 and p1->p3 - float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y; - float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y; - float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f; - // when t1, t2, t3 in same position in UV space, just use default UV direction. - if (sx * ty == sy * tx) { - sx = 0.0; - sy = 1.0; - tx = 1.0; - ty = 0.0; - } - - // tangent points in the direction where to positive X axis of the texture coord's would point in model space - // bitangent's points along the positive Y axis of the texture coord's, respectively - aiVector3D tangent, bitangent; - tangent.x = (w.x * sy - v.x * ty) * dirCorrection; - tangent.y = (w.y * sy - v.y * ty) * dirCorrection; - tangent.z = (w.z * sy - v.z * ty) * dirCorrection; - bitangent.x = (- w.x * sx + v.x * tx) * dirCorrection; - bitangent.y = (- w.y * sx + v.y * tx) * dirCorrection; - bitangent.z = (- w.z * sx + v.z * tx) * dirCorrection; - - // store for every vertex of that face - for (unsigned int b = 0; b < face.mNumIndices; ++b) { - unsigned int p = face.mIndices[b]; - - // project tangent and bitangent into the plane formed by the vertex' normal - aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); - aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]) - localTangent * (bitangent * localTangent); - localTangent.NormalizeSafe(); - localBitangent.NormalizeSafe(); - - // reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN. - bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z); - bool invalid_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_special_float(localBitangent.z); - if (invalid_tangent != invalid_bitangent) { - if (invalid_tangent) { - localTangent = meshNorm[p] ^ localBitangent; - localTangent.NormalizeSafe(); - } else { - localBitangent = localTangent ^ meshNorm[p]; - localBitangent.NormalizeSafe(); - } - } - - // and write it into the mesh. - meshTang[p] = localTangent; - meshBitang[p] = localBitangent; - } - } - - // create a helper to quickly find locally close vertices among the vertex array - // FIX: check whether we can reuse the SpatialSort of a previous step - SpatialSort *vertexFinder = nullptr; - SpatialSort _vertexFinder; - float posEpsilon = 10e-6f; - if (shared) { - std::vector<std::pair<SpatialSort, float>> *avf; - shared->GetProperty(AI_SPP_SPATIAL_SORT, avf); - if (avf) { - std::pair<SpatialSort, float> &blubb = avf->operator[](meshIndex); - vertexFinder = &blubb.first; - posEpsilon = blubb.second; - ; - } - } - if (!vertexFinder) { - _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof(aiVector3D)); - vertexFinder = &_vertexFinder; - posEpsilon = ComputePositionEpsilon(pMesh); - } - std::vector<unsigned int> verticesFound; - - const float fLimit = std::cos(configMaxAngle); - std::vector<unsigned int> closeVertices; - - // in the second pass we now smooth out all tangents and bitangents at the same local position - // if they are not too far off. - for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { - if (vertexDone[a]) - continue; - - const aiVector3D &origPos = pMesh->mVertices[a]; - const aiVector3D &origNorm = pMesh->mNormals[a]; - const aiVector3D &origTang = pMesh->mTangents[a]; - const aiVector3D &origBitang = pMesh->mBitangents[a]; - closeVertices.resize(0); - - // find all vertices close to that position - vertexFinder->FindPositions(origPos, posEpsilon, verticesFound); - - closeVertices.reserve(verticesFound.size() + 5); - closeVertices.push_back(a); - - // look among them for other vertices sharing the same normal and a close-enough tangent/bitangent - for (unsigned int b = 0; b < verticesFound.size(); b++) { - unsigned int idx = verticesFound[b]; - if (vertexDone[idx]) - continue; - if (meshNorm[idx] * origNorm < angleEpsilon) - continue; - if (meshTang[idx] * origTang < fLimit) - continue; - if (meshBitang[idx] * origBitang < fLimit) - continue; - - // it's similar enough -> add it to the smoothing group - closeVertices.push_back(idx); - vertexDone[idx] = true; - } - - // smooth the tangents and bitangents of all vertices that were found to be close enough - aiVector3D smoothTangent(0, 0, 0), smoothBitangent(0, 0, 0); - for (unsigned int b = 0; b < closeVertices.size(); ++b) { - smoothTangent += meshTang[closeVertices[b]]; - smoothBitangent += meshBitang[closeVertices[b]]; - } - smoothTangent.Normalize(); - smoothBitangent.Normalize(); - - // and write it back into all affected tangents - for (unsigned int b = 0; b < closeVertices.size(); ++b) { - meshTang[closeVertices[b]] = smoothTangent; - meshBitang[closeVertices[b]] = smoothBitangent; - } - } - return true; -} diff --git a/src/mesh/assimp-master/code/PostProcessing/CalcTangentsProcess.h b/src/mesh/assimp-master/code/PostProcessing/CalcTangentsProcess.h deleted file mode 100644 index 018789b..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/CalcTangentsProcess.h +++ /dev/null @@ -1,117 +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 Defines a post processing step to calculate tangents and - bi-tangents on all imported meshes.*/ -#ifndef AI_CALCTANGENTSPROCESS_H_INC -#define AI_CALCTANGENTSPROCESS_H_INC - -#include "Common/BaseProcess.h" - -struct aiMesh; - -namespace Assimp -{ - -// --------------------------------------------------------------------------- -/** The CalcTangentsProcess calculates the tangent and bitangent for any vertex - * of all meshes. It is expected to be run before the JoinVerticesProcess runs - * because the joining of vertices also considers tangents and bitangents for - * uniqueness. - */ -class ASSIMP_API_WINONLY CalcTangentsProcess : public BaseProcess -{ -public: - - CalcTangentsProcess(); - ~CalcTangentsProcess(); - -public: - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag. - * @param pFlags The processing flags the importer was called with. - * A bitwise combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, - * false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Called prior to ExecuteOnScene(). - * The function is a request to the process to update its configuration - * basing on the Importer's configuration property list. - */ - void SetupProperties(const Importer* pImp); - - - // setter for configMaxAngle - inline void SetMaxSmoothAngle(float f) - { - configMaxAngle =f; - } - -protected: - - // ------------------------------------------------------------------- - /** Calculates tangents and bitangents for a specific mesh. - * @param pMesh The mesh to process. - * @param meshIndex Index of the mesh - */ - bool ProcessMesh( aiMesh* pMesh, unsigned int meshIndex); - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - -private: - - /** Configuration option: maximum smoothing angle, in radians*/ - float configMaxAngle; - unsigned int configSourceUV; -}; - -} // end of namespace Assimp - -#endif // AI_CALCTANGENTSPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/ComputeUVMappingProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/ComputeUVMappingProcess.cpp deleted file mode 100644 index c7456cc..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ComputeUVMappingProcess.cpp +++ /dev/null @@ -1,506 +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 GenUVCoords step */ - - -#include "ComputeUVMappingProcess.h" -#include "ProcessHelper.h" -#include <assimp/Exceptional.h> - -using namespace Assimp; - -namespace { - - const static aiVector3D base_axis_y(0.0,1.0,0.0); - const static aiVector3D base_axis_x(1.0,0.0,0.0); - const static aiVector3D base_axis_z(0.0,0.0,1.0); - const static ai_real angle_epsilon = ai_real( 0.95 ); -} - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -ComputeUVMappingProcess::ComputeUVMappingProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -ComputeUVMappingProcess::~ComputeUVMappingProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const -{ - return (pFlags & aiProcess_GenUVCoords) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Check whether a ray intersects a plane and find the intersection point -inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos, - const aiVector3D& planeNormal, aiVector3D& pos) -{ - const ai_real b = planeNormal * (planePos - ray.pos); - ai_real h = ray.dir * planeNormal; - if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0) - return false; - - pos = ray.pos + (ray.dir * h); - return true; -} - -// ------------------------------------------------------------------------------------------------ -// Find the first empty UV channel in a mesh -inline unsigned int FindEmptyUVChannel (aiMesh* mesh) -{ - for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m) - if (!mesh->mTextureCoords[m])return m; - - ASSIMP_LOG_ERROR("Unable to compute UV coordinates, no free UV slot found"); - return UINT_MAX; -} - -// ------------------------------------------------------------------------------------------------ -// Try to remove UV seams -void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) -{ - // TODO: just a very rough algorithm. I think it could be done - // much easier, but I don't know how and am currently too tired to - // to think about a better solution. - - const static ai_real LOWER_LIMIT = ai_real( 0.1 ); - const static ai_real UPPER_LIMIT = ai_real( 0.9 ); - - const static ai_real LOWER_EPSILON = ai_real( 10e-3 ); - const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 ); - - for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx) - { - const aiFace& face = mesh->mFaces[fidx]; - if (face.mNumIndices < 3) continue; // triangles and polygons only, please - - unsigned int smallV = face.mNumIndices, large = smallV; - bool zero = false, one = false, round_to_zero = false; - - // Check whether this face lies on a UV seam. We can just guess, - // but the assumption that a face with at least one very small - // on the one side and one very large U coord on the other side - // lies on a UV seam should work for most cases. - for (unsigned int n = 0; n < face.mNumIndices;++n) - { - if (out[face.mIndices[n]].x < LOWER_LIMIT) - { - smallV = n; - - // If we have a U value very close to 0 we can't - // round the others to 0, too. - if (out[face.mIndices[n]].x <= LOWER_EPSILON) - zero = true; - else round_to_zero = true; - } - if (out[face.mIndices[n]].x > UPPER_LIMIT) - { - large = n; - - // If we have a U value very close to 1 we can't - // round the others to 1, too. - if (out[face.mIndices[n]].x >= UPPER_EPSILON) - one = true; - } - } - if (smallV != face.mNumIndices && large != face.mNumIndices) - { - for (unsigned int n = 0; n < face.mNumIndices;++n) - { - // If the u value is over the upper limit and no other u - // value of that face is 0, round it to 0 - if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero) - out[face.mIndices[n]].x = 0.0; - - // If the u value is below the lower limit and no other u - // value of that face is 1, round it to 1 - else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one) - out[face.mIndices[n]].x = 1.0; - - // The face contains both 0 and 1 as UV coords. This can occur - // for faces which have an edge that lies directly on the seam. - // Due to numerical inaccuracies one U coord becomes 0, the - // other 1. But we do still have a third UV coord to determine - // to which side we must round to. - else if (one && zero) - { - if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON) - out[face.mIndices[n]].x = 0.0; - else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON) - out[face.mIndices[n]].x = 1.0; - } - } - } - } -} - -// ------------------------------------------------------------------------------------------------ -void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out) -{ - aiVector3D center, min, max; - FindMeshCenter(mesh, center, min, max); - - // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ... - // currently the mapping axis will always be one of x,y,z, except if the - // PretransformVertices step is used (it transforms the meshes into worldspace, - // thus changing the mapping axis) - if (axis * base_axis_x >= angle_epsilon) { - - // For each point get a normalized projection vector in the sphere, - // get its longitude and latitude and map them to their respective - // UV axes. Problems occur around the poles ... unsolvable. - // - // The spherical coordinate system looks like this: - // x = cos(lon)*cos(lat) - // y = sin(lon)*cos(lat) - // z = sin(lat) - // - // Thus we can derive: - // lat = arcsin (z) - // lon = arctan (y/x) - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize(); - out[pnt] = aiVector3D((std::atan2(diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F, - (std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0); - } - } - else if (axis * base_axis_y >= angle_epsilon) { - // ... just the same again - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize(); - out[pnt] = aiVector3D((std::atan2(diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F, - (std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0); - } - } - else if (axis * base_axis_z >= angle_epsilon) { - // ... just the same again - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize(); - out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F, - (std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0); - } - } - // slower code path in case the mapping axis is not one of the coordinate system axes - else { - aiMatrix4x4 mTrafo; - aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo); - - // again the same, except we're applying a transformation now - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize(); - out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F, - (std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0); - } - } - - - // Now find and remove UV seams. A seam occurs if a face has a tcoord - // close to zero on the one side, and a tcoord close to one on the - // other side. - RemoveUVSeams(mesh,out); -} - -// ------------------------------------------------------------------------------------------------ -void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out) -{ - aiVector3D center, min, max; - - // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ... - // currently the mapping axis will always be one of x,y,z, except if the - // PretransformVertices step is used (it transforms the meshes into worldspace, - // thus changing the mapping axis) - if (axis * base_axis_x >= angle_epsilon) { - FindMeshCenter(mesh, center, min, max); - const ai_real diff = max.x - min.x; - - // If the main axis is 'z', the z coordinate of a point 'p' is mapped - // directly to the texture V axis. The other axis is derived from - // the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where - // 'c' is the center point of the mesh. - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D& pos = mesh->mVertices[pnt]; - aiVector3D& uv = out[pnt]; - - uv.y = (pos.x - min.x) / diff; - uv.x = (std::atan2( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI; - } - } - else if (axis * base_axis_y >= angle_epsilon) { - FindMeshCenter(mesh, center, min, max); - const ai_real diff = max.y - min.y; - - // just the same ... - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D& pos = mesh->mVertices[pnt]; - aiVector3D& uv = out[pnt]; - - uv.y = (pos.y - min.y) / diff; - uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI; - } - } - else if (axis * base_axis_z >= angle_epsilon) { - FindMeshCenter(mesh, center, min, max); - const ai_real diff = max.z - min.z; - - // just the same ... - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D& pos = mesh->mVertices[pnt]; - aiVector3D& uv = out[pnt]; - - uv.y = (pos.z - min.z) / diff; - uv.x = (std::atan2( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI; - } - } - // slower code path in case the mapping axis is not one of the coordinate system axes - else { - aiMatrix4x4 mTrafo; - aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo); - FindMeshCenterTransformed(mesh, center, min, max,mTrafo); - const ai_real diff = max.y - min.y; - - // again the same, except we're applying a transformation now - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){ - const aiVector3D pos = mTrafo* mesh->mVertices[pnt]; - aiVector3D& uv = out[pnt]; - - uv.y = (pos.y - min.y) / diff; - uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI; - } - } - - // Now find and remove UV seams. A seam occurs if a face has a tcoord - // close to zero on the one side, and a tcoord close to one on the - // other side. - RemoveUVSeams(mesh,out); -} - -// ------------------------------------------------------------------------------------------------ -void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out) -{ - ai_real diffu,diffv; - aiVector3D center, min, max; - - // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ... - // currently the mapping axis will always be one of x,y,z, except if the - // PretransformVertices step is used (it transforms the meshes into worldspace, - // thus changing the mapping axis) - if (axis * base_axis_x >= angle_epsilon) { - FindMeshCenter(mesh, center, min, max); - diffu = max.z - min.z; - diffv = max.y - min.y; - - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D& pos = mesh->mVertices[pnt]; - out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0); - } - } - else if (axis * base_axis_y >= angle_epsilon) { - FindMeshCenter(mesh, center, min, max); - diffu = max.x - min.x; - diffv = max.z - min.z; - - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D& pos = mesh->mVertices[pnt]; - out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0); - } - } - else if (axis * base_axis_z >= angle_epsilon) { - FindMeshCenter(mesh, center, min, max); - diffu = max.x - min.x; - diffv = max.y - min.y; - - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D& pos = mesh->mVertices[pnt]; - out[pnt].Set((pos.x - min.x) / diffu,(pos.y - min.y) / diffv,0.0); - } - } - // slower code path in case the mapping axis is not one of the coordinate system axes - else - { - aiMatrix4x4 mTrafo; - aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo); - FindMeshCenterTransformed(mesh, center, min, max,mTrafo); - diffu = max.x - min.x; - diffv = max.z - min.z; - - // again the same, except we're applying a transformation now - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D pos = mTrafo * mesh->mVertices[pnt]; - out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0); - } - } - - // shouldn't be necessary to remove UV seams ... -} - -// ------------------------------------------------------------------------------------------------ -void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* ) -{ - ASSIMP_LOG_ERROR("Mapping type currently not implemented"); -} - -// ------------------------------------------------------------------------------------------------ -void ComputeUVMappingProcess::Execute( aiScene* pScene) -{ - ASSIMP_LOG_DEBUG("GenUVCoordsProcess begin"); - char buffer[1024]; - - if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) - throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here"); - - std::list<MappingInfo> mappingStack; - - /* Iterate through all materials and search for non-UV mapped textures - */ - for (unsigned int i = 0; i < pScene->mNumMaterials;++i) - { - mappingStack.clear(); - aiMaterial* mat = pScene->mMaterials[i]; - for (unsigned int a = 0; a < mat->mNumProperties;++a) - { - aiMaterialProperty* prop = mat->mProperties[a]; - if (!::strcmp( prop->mKey.data, "$tex.mapping")) - { - aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData); - if (aiTextureMapping_UV != mapping) - { - if (!DefaultLogger::isNullLogger()) - { - ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s", - TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex, - MappingTypeToString(mapping)); - - ASSIMP_LOG_INFO(buffer); - } - - if (aiTextureMapping_OTHER == mapping) - continue; - - MappingInfo info (mapping); - - // Get further properties - currently only the major axis - for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) - { - aiMaterialProperty* prop2 = mat->mProperties[a2]; - if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) - continue; - - if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis")) { - info.axis = *((aiVector3D*)prop2->mData); - break; - } - } - - unsigned int idx( 99999999 ); - - // Check whether we have this mapping mode already - std::list<MappingInfo>::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info); - if (mappingStack.end() != it) - { - idx = (*it).uv; - } - else - { - /* We have found a non-UV mapped texture. Now - * we need to find all meshes using this material - * that we can compute UV channels for them. - */ - for (unsigned int m = 0; m < pScene->mNumMeshes;++m) - { - aiMesh* mesh = pScene->mMeshes[m]; - unsigned int outIdx = 0; - if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX || - !mesh->mNumVertices) - { - continue; - } - - // Allocate output storage - aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices]; - - switch (mapping) - { - case aiTextureMapping_SPHERE: - ComputeSphereMapping(mesh,info.axis,p); - break; - case aiTextureMapping_CYLINDER: - ComputeCylinderMapping(mesh,info.axis,p); - break; - case aiTextureMapping_PLANE: - ComputePlaneMapping(mesh,info.axis,p); - break; - case aiTextureMapping_BOX: - ComputeBoxMapping(mesh,p); - break; - default: - ai_assert(false); - } - if (m && idx != outIdx) - { - ASSIMP_LOG_WARN("UV index mismatch. Not all meshes assigned to " - "this material have equal numbers of UV channels. The UV index stored in " - "the material structure does therefore not apply for all meshes. "); - } - idx = outIdx; - } - info.uv = idx; - mappingStack.push_back(info); - } - - // Update the material property list - mapping = aiTextureMapping_UV; - ((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex)); - } - } - } - } - ASSIMP_LOG_DEBUG("GenUVCoordsProcess finished"); -} diff --git a/src/mesh/assimp-master/code/PostProcessing/ComputeUVMappingProcess.h b/src/mesh/assimp-master/code/PostProcessing/ComputeUVMappingProcess.h deleted file mode 100644 index 74744be..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ComputeUVMappingProcess.h +++ /dev/null @@ -1,149 +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 Defines a post processing step to compute UV coordinates - from abstract mappings, such as box or spherical*/ -#ifndef AI_COMPUTEUVMAPPING_H_INC -#define AI_COMPUTEUVMAPPING_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> -#include <assimp/material.h> -#include <assimp/types.h> - -class ComputeUVMappingTest; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** ComputeUVMappingProcess - converts special mappings, such as spherical, - * cylindrical or boxed to proper UV coordinates for rendering. -*/ -class ComputeUVMappingProcess : public BaseProcess -{ -public: - ComputeUVMappingProcess(); - ~ComputeUVMappingProcess(); - -public: - - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag field. - * @param pFlags The processing flags the importer was called with. A bitwise - * combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - -protected: - - // ------------------------------------------------------------------- - /** Computes spherical UV coordinates for a mesh - * - * @param mesh Mesh to be processed - * @param axis Main axis - * @param out Receives output UV coordinates - */ - void ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, - aiVector3D* out); - - // ------------------------------------------------------------------- - /** Computes cylindrical UV coordinates for a mesh - * - * @param mesh Mesh to be processed - * @param axis Main axis - * @param out Receives output UV coordinates - */ - void ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, - aiVector3D* out); - - // ------------------------------------------------------------------- - /** Computes planar UV coordinates for a mesh - * - * @param mesh Mesh to be processed - * @param axis Main axis - * @param out Receives output UV coordinates - */ - void ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, - aiVector3D* out); - - // ------------------------------------------------------------------- - /** Computes cubic UV coordinates for a mesh - * - * @param mesh Mesh to be processed - * @param out Receives output UV coordinates - */ - void ComputeBoxMapping(aiMesh* mesh, aiVector3D* out); - -private: - - // temporary structure to describe a mapping - struct MappingInfo - { - explicit MappingInfo(aiTextureMapping _type) - : type (_type) - , axis (0.f,1.f,0.f) - , uv (0u) - {} - - aiTextureMapping type; - aiVector3D axis; - unsigned int uv; - - bool operator== (const MappingInfo& other) - { - return type == other.type && axis == other.axis; - } - }; -}; - -} // end of namespace Assimp - -#endif // AI_COMPUTEUVMAPPING_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/ConvertToLHProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/ConvertToLHProcess.cpp deleted file mode 100644 index 4ded0fc..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ConvertToLHProcess.cpp +++ /dev/null @@ -1,384 +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 MakeLeftHandedProcess.cpp - * @brief Implementation of the post processing step to convert all - * imported data to a left-handed coordinate system. - * - * Face order & UV flip are also implemented here, for the sake of a - * better location. - */ - -#include "ConvertToLHProcess.h" -#include <assimp/postprocess.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> - -using namespace Assimp; - -#ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS - -namespace { - -template <typename aiMeshType> -void flipUVs(aiMeshType *pMesh) { - if (pMesh == nullptr) { - return; - } - // mirror texture y coordinate - for (unsigned int tcIdx = 0; tcIdx < AI_MAX_NUMBER_OF_TEXTURECOORDS; tcIdx++) { - if (!pMesh->HasTextureCoords(tcIdx)) { - break; - } - - for (unsigned int vIdx = 0; vIdx < pMesh->mNumVertices; vIdx++) { - pMesh->mTextureCoords[tcIdx][vIdx].y = 1.0f - pMesh->mTextureCoords[tcIdx][vIdx].y; - } - } -} - -} // namespace - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -MakeLeftHandedProcess::MakeLeftHandedProcess() : - BaseProcess() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -MakeLeftHandedProcess::~MakeLeftHandedProcess() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool MakeLeftHandedProcess::IsActive(unsigned int pFlags) const { - return 0 != (pFlags & aiProcess_MakeLeftHanded); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void MakeLeftHandedProcess::Execute(aiScene *pScene) { - // Check for an existent root node to proceed - ai_assert(pScene->mRootNode != nullptr); - ASSIMP_LOG_DEBUG("MakeLeftHandedProcess begin"); - - // recursively convert all the nodes - ProcessNode(pScene->mRootNode, aiMatrix4x4()); - - // process the meshes accordingly - for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) { - ProcessMesh(pScene->mMeshes[a]); - } - - // process the materials accordingly - for (unsigned int a = 0; a < pScene->mNumMaterials; ++a) { - ProcessMaterial(pScene->mMaterials[a]); - } - - // transform all animation channels as well - for (unsigned int a = 0; a < pScene->mNumAnimations; a++) { - aiAnimation *anim = pScene->mAnimations[a]; - for (unsigned int b = 0; b < anim->mNumChannels; b++) { - aiNodeAnim *nodeAnim = anim->mChannels[b]; - ProcessAnimation(nodeAnim); - } - } - ASSIMP_LOG_DEBUG("MakeLeftHandedProcess finished"); -} - -// ------------------------------------------------------------------------------------------------ -// Recursively converts a node, all of its children and all of its meshes -void MakeLeftHandedProcess::ProcessNode(aiNode *pNode, const aiMatrix4x4 &pParentGlobalRotation) { - // mirror all base vectors at the local Z axis - pNode->mTransformation.c1 = -pNode->mTransformation.c1; - pNode->mTransformation.c2 = -pNode->mTransformation.c2; - pNode->mTransformation.c3 = -pNode->mTransformation.c3; - pNode->mTransformation.c4 = -pNode->mTransformation.c4; - - // now invert the Z axis again to keep the matrix determinant positive. - // The local meshes will be inverted accordingly so that the result should look just fine again. - pNode->mTransformation.a3 = -pNode->mTransformation.a3; - pNode->mTransformation.b3 = -pNode->mTransformation.b3; - pNode->mTransformation.c3 = -pNode->mTransformation.c3; - pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways... - - // continue for all children - for (size_t a = 0; a < pNode->mNumChildren; ++a) { - ProcessNode(pNode->mChildren[a], pParentGlobalRotation * pNode->mTransformation); - } -} - -// ------------------------------------------------------------------------------------------------ -// Converts a single mesh to left handed coordinates. -void MakeLeftHandedProcess::ProcessMesh(aiMesh *pMesh) { - if (nullptr == pMesh) { - ASSIMP_LOG_ERROR("Nullptr to mesh found."); - return; - } - // mirror positions, normals and stuff along the Z axis - for (size_t a = 0; a < pMesh->mNumVertices; ++a) { - pMesh->mVertices[a].z *= -1.0f; - if (pMesh->HasNormals()) { - pMesh->mNormals[a].z *= -1.0f; - } - if (pMesh->HasTangentsAndBitangents()) { - pMesh->mTangents[a].z *= -1.0f; - pMesh->mBitangents[a].z *= -1.0f; - } - } - - // mirror anim meshes positions, normals and stuff along the Z axis - for (size_t m = 0; m < pMesh->mNumAnimMeshes; ++m) { - for (size_t a = 0; a < pMesh->mAnimMeshes[m]->mNumVertices; ++a) { - pMesh->mAnimMeshes[m]->mVertices[a].z *= -1.0f; - if (pMesh->mAnimMeshes[m]->HasNormals()) { - pMesh->mAnimMeshes[m]->mNormals[a].z *= -1.0f; - } - if (pMesh->mAnimMeshes[m]->HasTangentsAndBitangents()) { - pMesh->mAnimMeshes[m]->mTangents[a].z *= -1.0f; - pMesh->mAnimMeshes[m]->mBitangents[a].z *= -1.0f; - } - } - } - - // mirror offset matrices of all bones - for (size_t a = 0; a < pMesh->mNumBones; ++a) { - aiBone *bone = pMesh->mBones[a]; - bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3; - bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3; - bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3; - bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1; - bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2; - bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4; - } - - // mirror bitangents as well as they're derived from the texture coords - if (pMesh->HasTangentsAndBitangents()) { - for (unsigned int a = 0; a < pMesh->mNumVertices; a++) - pMesh->mBitangents[a] *= -1.0f; - } -} - -// ------------------------------------------------------------------------------------------------ -// Converts a single material to left handed coordinates. -void MakeLeftHandedProcess::ProcessMaterial(aiMaterial *_mat) { - if (nullptr == _mat) { - ASSIMP_LOG_ERROR("Nullptr to aiMaterial found."); - return; - } - - aiMaterial *mat = (aiMaterial *)_mat; - for (unsigned int a = 0; a < mat->mNumProperties; ++a) { - aiMaterialProperty *prop = mat->mProperties[a]; - - // Mapping axis for UV mappings? - if (!::strcmp(prop->mKey.data, "$tex.mapaxis")) { - ai_assert(prop->mDataLength >= sizeof(aiVector3D)); // something is wrong with the validation if we end up here - aiVector3D *pff = (aiVector3D *)prop->mData; - pff->z *= -1.f; - } - } -} - -// ------------------------------------------------------------------------------------------------ -// Converts the given animation to LH coordinates. -void MakeLeftHandedProcess::ProcessAnimation(aiNodeAnim *pAnim) { - // position keys - for (unsigned int a = 0; a < pAnim->mNumPositionKeys; a++) - pAnim->mPositionKeys[a].mValue.z *= -1.0f; - - // rotation keys - for (unsigned int a = 0; a < pAnim->mNumRotationKeys; a++) { - /* That's the safe version, but the float errors add up. So we try the short version instead - aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix(); - rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3; - rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2; - aiQuaternion rotquat( rotmat); - pAnim->mRotationKeys[a].mValue = rotquat; - */ - pAnim->mRotationKeys[a].mValue.x *= -1.0f; - pAnim->mRotationKeys[a].mValue.y *= -1.0f; - } -} - -#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS -#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS -// # FlipUVsProcess - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -FlipUVsProcess::FlipUVsProcess() {} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -FlipUVsProcess::~FlipUVsProcess() {} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool FlipUVsProcess::IsActive(unsigned int pFlags) const { - return 0 != (pFlags & aiProcess_FlipUVs); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void FlipUVsProcess::Execute(aiScene *pScene) { - ASSIMP_LOG_DEBUG("FlipUVsProcess begin"); - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) - ProcessMesh(pScene->mMeshes[i]); - - for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) - ProcessMaterial(pScene->mMaterials[i]); - ASSIMP_LOG_DEBUG("FlipUVsProcess finished"); -} - -// ------------------------------------------------------------------------------------------------ -// Converts a single material -void FlipUVsProcess::ProcessMaterial(aiMaterial *_mat) { - aiMaterial *mat = (aiMaterial *)_mat; - for (unsigned int a = 0; a < mat->mNumProperties; ++a) { - aiMaterialProperty *prop = mat->mProperties[a]; - if (!prop) { - ASSIMP_LOG_VERBOSE_DEBUG("Property is null"); - continue; - } - - // UV transformation key? - if (!::strcmp(prop->mKey.data, "$tex.uvtrafo")) { - ai_assert(prop->mDataLength >= sizeof(aiUVTransform)); // something is wrong with the validation if we end up here - aiUVTransform *uv = (aiUVTransform *)prop->mData; - - // just flip it, that's everything - uv->mTranslation.y *= -1.f; - uv->mRotation *= -1.f; - } - } -} - -// ------------------------------------------------------------------------------------------------ -// Converts a single mesh -void FlipUVsProcess::ProcessMesh(aiMesh *pMesh) { - flipUVs(pMesh); - for (unsigned int idx = 0; idx < pMesh->mNumAnimMeshes; idx++) { - flipUVs(pMesh->mAnimMeshes[idx]); - } -} - -#endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS -#ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS -// # FlipWindingOrderProcess - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -FlipWindingOrderProcess::FlipWindingOrderProcess() {} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -FlipWindingOrderProcess::~FlipWindingOrderProcess() {} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool FlipWindingOrderProcess::IsActive(unsigned int pFlags) const { - return 0 != (pFlags & aiProcess_FlipWindingOrder); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void FlipWindingOrderProcess::Execute(aiScene *pScene) { - ASSIMP_LOG_DEBUG("FlipWindingOrderProcess begin"); - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) - ProcessMesh(pScene->mMeshes[i]); - ASSIMP_LOG_DEBUG("FlipWindingOrderProcess finished"); -} - -// ------------------------------------------------------------------------------------------------ -// Converts a single mesh -void FlipWindingOrderProcess::ProcessMesh(aiMesh *pMesh) { - // invert the order of all faces in this mesh - for (unsigned int a = 0; a < pMesh->mNumFaces; a++) { - aiFace &face = pMesh->mFaces[a]; - for (unsigned int b = 0; b < face.mNumIndices / 2; b++) { - std::swap(face.mIndices[b], face.mIndices[face.mNumIndices - 1 - b]); - } - } - - // invert the order of all components in this mesh anim meshes - for (unsigned int m = 0; m < pMesh->mNumAnimMeshes; m++) { - aiAnimMesh *animMesh = pMesh->mAnimMeshes[m]; - unsigned int numVertices = animMesh->mNumVertices; - if (animMesh->HasPositions()) { - for (unsigned int a = 0; a < numVertices; a++) { - std::swap(animMesh->mVertices[a], animMesh->mVertices[numVertices - 1 - a]); - } - } - if (animMesh->HasNormals()) { - for (unsigned int a = 0; a < numVertices; a++) { - std::swap(animMesh->mNormals[a], animMesh->mNormals[numVertices - 1 - a]); - } - } - for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) { - if (animMesh->HasTextureCoords(i)) { - for (unsigned int a = 0; a < numVertices; a++) { - std::swap(animMesh->mTextureCoords[i][a], animMesh->mTextureCoords[i][numVertices - 1 - a]); - } - } - } - if (animMesh->HasTangentsAndBitangents()) { - for (unsigned int a = 0; a < numVertices; a++) { - std::swap(animMesh->mTangents[a], animMesh->mTangents[numVertices - 1 - a]); - std::swap(animMesh->mBitangents[a], animMesh->mBitangents[numVertices - 1 - a]); - } - } - for (unsigned int v = 0; v < AI_MAX_NUMBER_OF_COLOR_SETS; v++) { - if (animMesh->HasVertexColors(v)) { - for (unsigned int a = 0; a < numVertices; a++) { - std::swap(animMesh->mColors[v][a], animMesh->mColors[v][numVertices - 1 - a]); - } - } - } - } -} - -#endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS diff --git a/src/mesh/assimp-master/code/PostProcessing/ConvertToLHProcess.h b/src/mesh/assimp-master/code/PostProcessing/ConvertToLHProcess.h deleted file mode 100644 index 474056c..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ConvertToLHProcess.h +++ /dev/null @@ -1,172 +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 MakeLeftHandedProcess.h - * @brief Defines a bunch of post-processing steps to handle - * coordinate system conversions. - * - * - LH to RH - * - UV origin upper-left to lower-left - * - face order cw to ccw - */ -#ifndef AI_CONVERTTOLHPROCESS_H_INC -#define AI_CONVERTTOLHPROCESS_H_INC - -#include <assimp/types.h> - -#include "Common/BaseProcess.h" - -struct aiMesh; -struct aiNodeAnim; -struct aiNode; -struct aiMaterial; - -namespace Assimp { - -// ----------------------------------------------------------------------------------- -/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed - * coordinate system. - * - * This implies a mirroring of the Z axis of the coordinate system. But to keep - * transformation matrices free from reflections we shift the reflection to other - * places. We mirror the meshes and adapt the rotations. - * - * @note RH-LH and LH-RH is the same, so this class can be used for both - */ -class MakeLeftHandedProcess : public BaseProcess -{ - - -public: - MakeLeftHandedProcess(); - ~MakeLeftHandedProcess(); - - // ------------------------------------------------------------------- - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - void Execute( aiScene* pScene); - -protected: - - // ------------------------------------------------------------------- - /** Recursively converts a node and all of its children - */ - void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation); - - // ------------------------------------------------------------------- - /** Converts a single mesh to left handed coordinates. - * This means that positions, normals and tangents are mirrored at - * the local Z axis and the order of all faces are inverted. - * @param pMesh The mesh to convert. - */ - void ProcessMesh( aiMesh* pMesh); - - // ------------------------------------------------------------------- - /** Converts a single material to left-handed coordinates - * @param pMat Material to convert - */ - void ProcessMaterial( aiMaterial* pMat); - - // ------------------------------------------------------------------- - /** Converts the given animation to LH coordinates. - * The rotation and translation keys are transformed, the scale keys - * work in local space and can therefore be left untouched. - * @param pAnim The bone animation to transform - */ - void ProcessAnimation( aiNodeAnim* pAnim); -}; - - -// --------------------------------------------------------------------------- -/** Postprocessing step to flip the face order of the imported data - */ -class FlipWindingOrderProcess : public BaseProcess -{ - friend class Importer; - -public: - /** Constructor to be privately used by Importer */ - FlipWindingOrderProcess(); - - /** Destructor, private as well */ - ~FlipWindingOrderProcess(); - - // ------------------------------------------------------------------- - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - void Execute( aiScene* pScene); - -public: - /** Some other types of post-processing require winding order flips */ - static void ProcessMesh( aiMesh* pMesh); -}; - -// --------------------------------------------------------------------------- -/** Postprocessing step to flip the UV coordinate system of the import data - */ -class FlipUVsProcess : public BaseProcess -{ - friend class Importer; - -public: - /** Constructor to be privately used by Importer */ - FlipUVsProcess(); - - /** Destructor, private as well */ - ~FlipUVsProcess(); - - // ------------------------------------------------------------------- - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - void Execute( aiScene* pScene); - -protected: - void ProcessMesh( aiMesh* pMesh); - void ProcessMaterial( aiMaterial* mat); -}; - -} // end of namespace Assimp - -#endif // AI_CONVERTTOLHPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/DeboneProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/DeboneProcess.cpp deleted file mode 100644 index e8cfb16..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/DeboneProcess.cpp +++ /dev/null @@ -1,466 +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 DeboneProcess.cpp -/** Implementation of the DeboneProcess post processing step */ - - - -// internal headers of the post-processing framework -#include "ProcessHelper.h" -#include "DeboneProcess.h" -#include <stdio.h> - - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -DeboneProcess::DeboneProcess() -{ - mNumBones = 0; - mNumBonesCanDoWithout = 0; - - mThreshold = AI_DEBONE_THRESHOLD; - mAllOrNone = false; -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -DeboneProcess::~DeboneProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool DeboneProcess::IsActive( unsigned int pFlags) const -{ - return (pFlags & aiProcess_Debone) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void DeboneProcess::SetupProperties(const Importer* pImp) -{ - // get the current value of the property - mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false; - mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void DeboneProcess::Execute( aiScene* pScene) -{ - ASSIMP_LOG_DEBUG("DeboneProcess begin"); - - if(!pScene->mNumMeshes) { - return; - } - - std::vector<bool> splitList(pScene->mNumMeshes); - for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { - splitList[a] = ConsiderMesh( pScene->mMeshes[a] ); - } - - int numSplits = 0; - - if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) { - for(unsigned int a = 0; a < pScene->mNumMeshes; a++) { - if(splitList[a]) { - numSplits++; - } - } - } - - if(numSplits) { - // we need to do something. Let's go. - //mSubMeshIndices.clear(); // really needed? - mSubMeshIndices.resize(pScene->mNumMeshes); // because we're doing it here anyway - - // build a new array of meshes for the scene - std::vector<aiMesh*> meshes; - - for(unsigned int a=0;a<pScene->mNumMeshes;a++) - { - aiMesh* srcMesh = pScene->mMeshes[a]; - - std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes; - - if(splitList[a]) { - SplitMesh(srcMesh,newMeshes); - } - - // mesh was split - if(!newMeshes.empty()) { - unsigned int out = 0, in = srcMesh->mNumBones; - - // store new meshes and indices of the new meshes - for(unsigned int b=0;b<newMeshes.size();b++) { - const aiString *find = newMeshes[b].second?&newMeshes[b].second->mName:0; - - aiNode *theNode = find?pScene->mRootNode->FindNode(*find):0; - std::pair<unsigned int,aiNode*> push_pair(static_cast<unsigned int>(meshes.size()),theNode); - - mSubMeshIndices[a].push_back(push_pair); - meshes.push_back(newMeshes[b].first); - - out+=newMeshes[b].first->mNumBones; - } - - if(!DefaultLogger::isNullLogger()) { - ASSIMP_LOG_INFO("Removed %u bones. Input bones:", in - out, ". Output bones: ", out); - } - - // and destroy the source mesh. It should be completely contained inside the new submeshes - delete srcMesh; - } - else { - // Mesh is kept unchanged - store it's new place in the mesh array - mSubMeshIndices[a].push_back(std::pair<unsigned int,aiNode*>(static_cast<unsigned int>(meshes.size()),(aiNode*)0)); - meshes.push_back(srcMesh); - } - } - - // rebuild the scene's mesh array - pScene->mNumMeshes = static_cast<unsigned int>(meshes.size()); - delete [] pScene->mMeshes; - pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; - std::copy( meshes.begin(), meshes.end(), pScene->mMeshes); - - // recurse through all nodes and translate the node's mesh indices to fit the new mesh array - UpdateNode( pScene->mRootNode); - } - - ASSIMP_LOG_DEBUG("DeboneProcess end"); -} - -// ------------------------------------------------------------------------------------------------ -// Counts bones total/removable in a given mesh. -bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh) -{ - if(!pMesh->HasBones()) { - return false; - } - - bool split = false; - - //interstitial faces not permitted - bool isInterstitialRequired = false; - - std::vector<bool> isBoneNecessary(pMesh->mNumBones,false); - std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX); - - const unsigned int cUnowned = UINT_MAX; - const unsigned int cCoowned = UINT_MAX-1; - - for(unsigned int i=0;i<pMesh->mNumBones;i++) { - for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) { - float w = pMesh->mBones[i]->mWeights[j].mWeight; - - if(w==0.0f) { - continue; - } - - unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId; - if(w>=mThreshold) { - - if(vertexBones[vid]!=cUnowned) { - if(vertexBones[vid]==i) //double entry - { - ASSIMP_LOG_WARN("Encountered double entry in bone weights"); - } - else //TODO: track attraction in order to break tie - { - vertexBones[vid] = cCoowned; - } - } - else vertexBones[vid] = i; - } - - if(!isBoneNecessary[i]) { - isBoneNecessary[i] = w<mThreshold; - } - } - - if(!isBoneNecessary[i]) { - isInterstitialRequired = true; - } - } - - if(isInterstitialRequired) { - for(unsigned int i=0;i<pMesh->mNumFaces;i++) { - unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]]; - - for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) { - unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]]; - - if(v!=w) { - if(v<pMesh->mNumBones) isBoneNecessary[v] = true; - if(w<pMesh->mNumBones) isBoneNecessary[w] = true; - } - } - } - } - - for(unsigned int i=0;i<pMesh->mNumBones;i++) { - if(!isBoneNecessary[i]) { - mNumBonesCanDoWithout++; - split = true; - } - - mNumBones++; - } - return split; -} - -// ------------------------------------------------------------------------------------------------ -// Splits the given mesh by bone count. -void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const -{ - // same deal here as ConsiderMesh basically - - std::vector<bool> isBoneNecessary(pMesh->mNumBones,false); - std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX); - - const unsigned int cUnowned = UINT_MAX; - const unsigned int cCoowned = UINT_MAX-1; - - for(unsigned int i=0;i<pMesh->mNumBones;i++) { - for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) { - float w = pMesh->mBones[i]->mWeights[j].mWeight; - - if(w==0.0f) { - continue; - } - - unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId; - - if(w>=mThreshold) { - if(vertexBones[vid]!=cUnowned) { - if(vertexBones[vid]==i) //double entry - { - ASSIMP_LOG_WARN("Encountered double entry in bone weights"); - } - else //TODO: track attraction in order to break tie - { - vertexBones[vid] = cCoowned; - } - } - else vertexBones[vid] = i; - } - - if(!isBoneNecessary[i]) { - isBoneNecessary[i] = w<mThreshold; - } - } - } - - unsigned int nFacesUnowned = 0; - - std::vector<unsigned int> faceBones(pMesh->mNumFaces,UINT_MAX); - std::vector<unsigned int> facesPerBone(pMesh->mNumBones,0); - - for(unsigned int i=0;i<pMesh->mNumFaces;i++) { - unsigned int nInterstitial = 1; - - unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]]; - - for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) { - unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]]; - - if(v!=w) { - if(v<pMesh->mNumBones) isBoneNecessary[v] = true; - if(w<pMesh->mNumBones) isBoneNecessary[w] = true; - } - else nInterstitial++; - } - - if(v<pMesh->mNumBones &&nInterstitial==pMesh->mFaces[i].mNumIndices) { - faceBones[i] = v; //primitive belongs to bone #v - facesPerBone[v]++; - } - else nFacesUnowned++; - } - - // invalidate any "cojoined" faces - for(unsigned int i=0;i<pMesh->mNumFaces;i++) { - if(faceBones[i]<pMesh->mNumBones&&isBoneNecessary[faceBones[i]]) - { - ai_assert(facesPerBone[faceBones[i]]>0); - facesPerBone[faceBones[i]]--; - - nFacesUnowned++; - faceBones[i] = cUnowned; - } - } - - if(nFacesUnowned) { - std::vector<unsigned int> subFaces; - - for(unsigned int i=0;i<pMesh->mNumFaces;i++) { - if(faceBones[i]==cUnowned) { - subFaces.push_back(i); - } - } - - aiMesh *baseMesh = MakeSubmesh(pMesh,subFaces,0); - std::pair<aiMesh*,const aiBone*> push_pair(baseMesh,(const aiBone*)0); - - poNewMeshes.push_back(push_pair); - } - - for(unsigned int i=0;i<pMesh->mNumBones;i++) { - - if(!isBoneNecessary[i]&&facesPerBone[i]>0) { - std::vector<unsigned int> subFaces; - - for(unsigned int j=0;j<pMesh->mNumFaces;j++) { - if(faceBones[j]==i) { - subFaces.push_back(j); - } - } - - unsigned int f = AI_SUBMESH_FLAGS_SANS_BONES; - aiMesh *subMesh =MakeSubmesh(pMesh,subFaces,f); - - //Lifted from PretransformVertices.cpp - ApplyTransform(subMesh,pMesh->mBones[i]->mOffsetMatrix); - std::pair<aiMesh*,const aiBone*> push_pair(subMesh,pMesh->mBones[i]); - - poNewMeshes.push_back(push_pair); - } - } -} - -// ------------------------------------------------------------------------------------------------ -// Recursively updates the node's mesh list to account for the changed mesh list -void DeboneProcess::UpdateNode(aiNode* pNode) const -{ - // rebuild the node's mesh index list - - std::vector<unsigned int> newMeshList; - - // this will require two passes - - unsigned int m = static_cast<unsigned int>(pNode->mNumMeshes), n = static_cast<unsigned int>(mSubMeshIndices.size()); - - // first pass, look for meshes which have not moved - - for(unsigned int a=0;a<m;a++) { - - unsigned int srcIndex = pNode->mMeshes[a]; - const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex]; - unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size()); - - for(unsigned int b=0;b<nSubmeshes;b++) { - if(!subMeshes[b].second) { - newMeshList.push_back(subMeshes[b].first); - } - } - } - - // second pass, collect deboned meshes - - for(unsigned int a=0;a<n;a++) - { - const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[a]; - unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size()); - - for(unsigned int b=0;b<nSubmeshes;b++) { - if(subMeshes[b].second == pNode) { - newMeshList.push_back(subMeshes[b].first); - } - } - } - - if( pNode->mNumMeshes > 0 ) { - delete[] pNode->mMeshes; - pNode->mMeshes = nullptr; - } - - pNode->mNumMeshes = static_cast<unsigned int>(newMeshList.size()); - - if(pNode->mNumMeshes) { - pNode->mMeshes = new unsigned int[pNode->mNumMeshes]; - std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes); - } - - // do that also recursively for all children - for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) { - UpdateNode( pNode->mChildren[a]); - } -} - -// ------------------------------------------------------------------------------------------------ -// Apply the node transformation to a mesh -void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const -{ - // Check whether we need to transform the coordinates at all - if (!mat.IsIdentity()) { - - if (mesh->HasPositions()) { - for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { - mesh->mVertices[i] = mat * mesh->mVertices[i]; - } - } - if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) { - aiMatrix4x4 mWorldIT = mat; - mWorldIT.Inverse().Transpose(); - - // TODO: implement Inverse() for aiMatrix3x3 - aiMatrix3x3 m = aiMatrix3x3(mWorldIT); - - 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(); - } - } - } - } -} diff --git a/src/mesh/assimp-master/code/PostProcessing/DeboneProcess.h b/src/mesh/assimp-master/code/PostProcessing/DeboneProcess.h deleted file mode 100644 index cb072b7..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/DeboneProcess.h +++ /dev/null @@ -1,131 +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. - ----------------------------------------------------------------------- -*/ - -/** Defines a post processing step to limit the number of bones affecting a single vertex. */ -#ifndef AI_DEBONEPROCESS_H_INC -#define AI_DEBONEPROCESS_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> -#include <assimp/scene.h> - -#include <vector> -#include <utility> - -#// Forward declarations -class DeboneTest; - -namespace Assimp { - -#if (!defined AI_DEBONE_THRESHOLD) -# define AI_DEBONE_THRESHOLD 1.0f -#endif // !! AI_DEBONE_THRESHOLD - -// --------------------------------------------------------------------------- -/** This post processing step removes bones nearly losslessly or according to -* a configured threshold. In order to remove the bone, the primitives affected by -* the bone are split from the mesh. The split off (new) mesh is boneless. At any -* point in time, bones without affect upon a given mesh are to be removed. -*/ -class DeboneProcess : public BaseProcess { -public: - DeboneProcess(); - ~DeboneProcess(); - - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag. - * @param pFlags The processing flags the importer was called with. - * A bitwise combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, - * false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Called prior to ExecuteOnScene(). - * The function is a request to the process to update its configuration - * basing on the Importer's configuration property list. - */ - void SetupProperties(const Importer* pImp); - -protected: - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - /** Counts bones total/removable in a given mesh. - * @param pMesh The mesh to process. - */ - bool ConsiderMesh( const aiMesh* pMesh); - - /// Splits the given mesh by bone count. - /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split. - /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary. - void SplitMesh(const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const; - - /// Recursively updates the node's mesh list to account for the changed mesh list - void UpdateNode(aiNode* pNode) const; - - // ------------------------------------------------------------------- - // Apply transformation to a mesh - void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const; - -public: - /** Number of bones present in the scene. */ - unsigned int mNumBones; - unsigned int mNumBonesCanDoWithout; - - float mThreshold; - bool mAllOrNone; - - /// Per mesh index: Array of indices of the new submeshes. - std::vector< std::vector< std::pair< unsigned int,aiNode* > > > mSubMeshIndices; -}; - -} // end of namespace Assimp - -#endif // AI_DEBONEPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/DropFaceNormalsProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/DropFaceNormalsProcess.cpp deleted file mode 100644 index 0cf17f9..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/DropFaceNormalsProcess.cpp +++ /dev/null @@ -1,111 +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 Implementation of the post processing step to drop face -* normals for all imported faces. -*/ - - -#include "DropFaceNormalsProcess.h" -#include <assimp/postprocess.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/Exceptional.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -DropFaceNormalsProcess::DropFaceNormalsProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -DropFaceNormalsProcess::~DropFaceNormalsProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool DropFaceNormalsProcess::IsActive( unsigned int pFlags) const { - return (pFlags & aiProcess_DropNormals) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void DropFaceNormalsProcess::Execute( aiScene* pScene) { - ASSIMP_LOG_DEBUG("DropFaceNormalsProcess begin"); - - if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) { - throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here"); - } - - bool bHas = false; - for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { - bHas |= this->DropMeshFaceNormals( pScene->mMeshes[a]); - } - if (bHas) { - ASSIMP_LOG_INFO("DropFaceNormalsProcess finished. " - "Face normals have been removed"); - } else { - ASSIMP_LOG_DEBUG("DropFaceNormalsProcess finished. " - "No normals were present"); - } -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -bool DropFaceNormalsProcess::DropMeshFaceNormals (aiMesh* mesh) { - ai_assert(nullptr != mesh); - - if (nullptr == mesh->mNormals) { - return false; - } - - delete[] mesh->mNormals; - mesh->mNormals = nullptr; - return true; -} diff --git a/src/mesh/assimp-master/code/PostProcessing/DropFaceNormalsProcess.h b/src/mesh/assimp-master/code/PostProcessing/DropFaceNormalsProcess.h deleted file mode 100644 index 50abdc7..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/DropFaceNormalsProcess.h +++ /dev/null @@ -1,83 +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 Defines a post processing step to compute face normals for all loaded faces*/ -#ifndef AI_DROPFACENORMALPROCESS_H_INC -#define AI_DROPFACENORMALPROCESS_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** The DropFaceNormalsProcess computes face normals for all faces of all meshes -*/ -class ASSIMP_API_WINONLY DropFaceNormalsProcess : public BaseProcess { -public: - DropFaceNormalsProcess(); - ~DropFaceNormalsProcess(); - - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag field. - * @param pFlags The processing flags the importer was called with. A bitwise - * combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - -private: - bool DropMeshFaceNormals(aiMesh* pcMesh); -}; - -} // end of namespace Assimp - -#endif // !!AI_DROPFACENORMALPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/EmbedTexturesProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/EmbedTexturesProcess.cpp deleted file mode 100644 index 2f80c90..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/EmbedTexturesProcess.cpp +++ /dev/null @@ -1,161 +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. - ----------------------------------------------------------------------- -*/ - -#include "EmbedTexturesProcess.h" -#include <assimp/IOStream.hpp> -#include <assimp/IOSystem.hpp> -#include <assimp/ParsingUtils.h> -#include "ProcessHelper.h" - -#include <fstream> - -using namespace Assimp; - -EmbedTexturesProcess::EmbedTexturesProcess() : - BaseProcess() { - // empty -} - -EmbedTexturesProcess::~EmbedTexturesProcess() { - // empty -} - -bool EmbedTexturesProcess::IsActive(unsigned int pFlags) const { - return (pFlags & aiProcess_EmbedTextures) != 0; -} - -void EmbedTexturesProcess::SetupProperties(const Importer* pImp) { - mRootPath = pImp->GetPropertyString("sourceFilePath"); - mRootPath = mRootPath.substr(0, mRootPath.find_last_of("\\/") + 1u); - mIOHandler = pImp->GetIOHandler(); -} - -void EmbedTexturesProcess::Execute(aiScene* pScene) { - if (pScene == nullptr || pScene->mRootNode == nullptr || mIOHandler == nullptr){ - return; - } - - aiString path; - uint32_t embeddedTexturesCount = 0u; - for (auto matId = 0u; matId < pScene->mNumMaterials; ++matId) { - auto material = pScene->mMaterials[matId]; - - for (auto ttId = 1u; ttId < AI_TEXTURE_TYPE_MAX; ++ttId) { - auto tt = static_cast<aiTextureType>(ttId); - auto texturesCount = material->GetTextureCount(tt); - - for (auto texId = 0u; texId < texturesCount; ++texId) { - material->GetTexture(tt, texId, &path); - if (path.data[0] == '*') continue; // Already embedded - - // Indeed embed - if (addTexture(pScene, path.data)) { - auto embeddedTextureId = pScene->mNumTextures - 1u; - path.length = ::ai_snprintf(path.data, 1024, "*%u", embeddedTextureId); - material->AddProperty(&path, AI_MATKEY_TEXTURE(tt, texId)); - embeddedTexturesCount++; - } - } - } - } - - ASSIMP_LOG_INFO("EmbedTexturesProcess finished. Embedded ", embeddedTexturesCount, " textures." ); -} - -bool EmbedTexturesProcess::addTexture(aiScene *pScene, const std::string &path) const { - std::streampos imageSize = 0; - std::string imagePath = path; - - // Test path directly - if (!mIOHandler->Exists(imagePath)) { - ASSIMP_LOG_WARN("EmbedTexturesProcess: Cannot find image: ", imagePath, ". Will try to find it in root folder."); - - // Test path in root path - imagePath = mRootPath + path; - if (!mIOHandler->Exists(imagePath)) { - // Test path basename in root path - imagePath = mRootPath + path.substr(path.find_last_of("\\/") + 1u); - if (!mIOHandler->Exists(imagePath)) { - ASSIMP_LOG_ERROR("EmbedTexturesProcess: Unable to embed texture: ", path, "."); - return false; - } - } - } - IOStream* pFile = mIOHandler->Open(imagePath); - if (pFile == nullptr) { - ASSIMP_LOG_ERROR("EmbedTexturesProcess: Unable to embed texture: ", path, "."); - return false; - } - imageSize = pFile->FileSize(); - - aiTexel* imageContent = new aiTexel[ 1ul + static_cast<unsigned long>( imageSize ) / sizeof(aiTexel)]; - pFile->Seek(0, aiOrigin_SET); - pFile->Read(reinterpret_cast<char*>(imageContent), imageSize, 1); - mIOHandler->Close(pFile); - - // Enlarging the textures table - unsigned int textureId = pScene->mNumTextures++; - auto oldTextures = pScene->mTextures; - pScene->mTextures = new aiTexture*[pScene->mNumTextures]; - ::memmove(pScene->mTextures, oldTextures, sizeof(aiTexture*) * (pScene->mNumTextures - 1u)); - delete [] oldTextures; - - // Add the new texture - auto pTexture = new aiTexture; - pTexture->mHeight = 0; // Means that this is still compressed - pTexture->mWidth = static_cast<uint32_t>(imageSize); - pTexture->pcData = imageContent; - - auto extension = path.substr(path.find_last_of('.') + 1u); - extension = ai_tolower(extension); - if (extension == "jpeg") { - extension = "jpg"; - } - - size_t len = extension.size(); - if (len > HINTMAXTEXTURELEN -1 ) { - len = HINTMAXTEXTURELEN - 1; - } - ::strncpy(pTexture->achFormatHint, extension.c_str(), len); - pScene->mTextures[textureId] = pTexture; - - return true; -} diff --git a/src/mesh/assimp-master/code/PostProcessing/EmbedTexturesProcess.h b/src/mesh/assimp-master/code/PostProcessing/EmbedTexturesProcess.h deleted file mode 100644 index c3e6361..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/EmbedTexturesProcess.h +++ /dev/null @@ -1,88 +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. - ----------------------------------------------------------------------- -*/ - -#pragma once - -#include "Common/BaseProcess.h" - -#include <string> - -struct aiNode; - -class IOSystem; - -namespace Assimp { - -/** - * Force embedding of textures (using the path = "*1" convention). - * If a texture's file does not exist at the specified path - * (due, for instance, to an absolute path generated on another system), - * it will check if a file with the same name exists at the root folder - * of the imported model. And if so, it uses that. - */ -class ASSIMP_API EmbedTexturesProcess : public BaseProcess { -public: - /// The default class constructor. - EmbedTexturesProcess(); - - /// The class destructor. - virtual ~EmbedTexturesProcess(); - - /// Overwritten, @see BaseProcess - virtual bool IsActive(unsigned int pFlags) const; - - /// Overwritten, @see BaseProcess - virtual void SetupProperties(const Importer* pImp); - - /// Overwritten, @see BaseProcess - virtual void Execute(aiScene* pScene); - -private: - // Resolve the path and add the file content to the scene as a texture. - bool addTexture(aiScene *pScene, const std::string &path) const; - -private: - std::string mRootPath; - IOSystem* mIOHandler = nullptr; -}; - -} // namespace Assimp diff --git a/src/mesh/assimp-master/code/PostProcessing/FindDegenerates.cpp b/src/mesh/assimp-master/code/PostProcessing/FindDegenerates.cpp deleted file mode 100644 index 0bbf421..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/FindDegenerates.cpp +++ /dev/null @@ -1,297 +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 FindDegenerates.cpp - * @brief Implementation of the FindDegenerates post-process step. -*/ - -#include "ProcessHelper.h" -#include "FindDegenerates.h" - -#include <assimp/Exceptional.h> - -#include <unordered_map> - -using namespace Assimp; - -// Correct node indices to meshes and remove references to deleted mesh -static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap); - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -FindDegeneratesProcess::FindDegeneratesProcess() : - mConfigRemoveDegenerates( false ), - mConfigCheckAreaOfTriangle( false ){ - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -FindDegeneratesProcess::~FindDegeneratesProcess() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const { - return 0 != (pFlags & aiProcess_FindDegenerates); -} - -// ------------------------------------------------------------------------------------------------ -// Setup import configuration -void FindDegeneratesProcess::SetupProperties(const Importer* pImp) { - // Get the current value of AI_CONFIG_PP_FD_REMOVE - mConfigRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE,0)); - mConfigCheckAreaOfTriangle = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_CHECKAREA) ); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void FindDegeneratesProcess::Execute( aiScene* pScene) { - ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin"); - if ( nullptr == pScene) { - return; - } - - std::unordered_map<unsigned int, unsigned int> meshMap; - meshMap.reserve(pScene->mNumMeshes); - - const unsigned int originalNumMeshes = pScene->mNumMeshes; - unsigned int targetIndex = 0; - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - // Do not process point cloud, ExecuteOnMesh works only with faces data - if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) { - delete pScene->mMeshes[i]; - // Not strictly required, but clean: - pScene->mMeshes[i] = nullptr; - } else { - meshMap[i] = targetIndex; - pScene->mMeshes[targetIndex] = pScene->mMeshes[i]; - ++targetIndex; - } - } - pScene->mNumMeshes = targetIndex; - - if (meshMap.size() < originalNumMeshes) { - updateSceneGraph(pScene->mRootNode, meshMap); - } - - ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished"); -} - -static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap) { - unsigned int targetIndex = 0; - for (unsigned i = 0; i < pNode->mNumMeshes; ++i) { - const unsigned int sourceMeshIndex = pNode->mMeshes[i]; - auto it = meshMap.find(sourceMeshIndex); - if (it != meshMap.end()) { - pNode->mMeshes[targetIndex] = it->second; - ++targetIndex; - } - } - pNode->mNumMeshes = targetIndex; - //recurse to all children - for (unsigned i = 0; i < pNode->mNumChildren; ++i) { - updateSceneGraph(pNode->mChildren[i], meshMap); - } -} - -static ai_real heron( ai_real a, ai_real b, ai_real c ) { - ai_real s = (a + b + c) / 2; - ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 ); - return area; -} - -static ai_real distance3D( const aiVector3D &vA, aiVector3D &vB ) { - const ai_real lx = ( vB.x - vA.x ); - const ai_real ly = ( vB.y - vA.y ); - const ai_real lz = ( vB.z - vA.z ); - ai_real a = lx*lx + ly*ly + lz*lz; - ai_real d = pow( a, (ai_real)0.5 ); - - return d; -} - -static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) { - ai_real area = 0; - - aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] ); - aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] ); - aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] ); - - ai_real a( distance3D( vA, vB ) ); - ai_real b( distance3D( vB, vC ) ); - ai_real c( distance3D( vC, vA ) ); - area = heron( a, b, c ); - - return area; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported mesh -bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) { - mesh->mPrimitiveTypes = 0; - - std::vector<bool> remove_me; - if (mConfigRemoveDegenerates) { - remove_me.resize( mesh->mNumFaces, false ); - } - - unsigned int deg = 0, limit; - for ( unsigned int a = 0; a < mesh->mNumFaces; ++a ) { - aiFace& face = mesh->mFaces[a]; - bool first = true; - - // check whether the face contains degenerated entries - for (unsigned int i = 0; i < face.mNumIndices; ++i) { - // Polygons with more than 4 points are allowed to have double points, that is - // simulating polygons with holes just with concave polygons. However, - // double points may not come directly after another. - limit = face.mNumIndices; - if (face.mNumIndices > 4) { - limit = std::min( limit, i+2 ); - } - - for (unsigned int t = i+1; t < limit; ++t) { - if (mesh->mVertices[face.mIndices[ i ] ] == mesh->mVertices[ face.mIndices[ t ] ]) { - // we have found a matching vertex position - // remove the corresponding index from the array - --face.mNumIndices; - --limit; - for (unsigned int m = t; m < face.mNumIndices; ++m) { - face.mIndices[ m ] = face.mIndices[ m+1 ]; - } - --t; - - // NOTE: we set the removed vertex index to an unique value - // to make sure the developer gets notified when his - // application attempts to access this data. - face.mIndices[ face.mNumIndices ] = 0xdeadbeef; - - if(first) { - ++deg; - first = false; - } - - if ( mConfigRemoveDegenerates ) { - remove_me[ a ] = true; - goto evil_jump_outside; // hrhrhrh ... yeah, this rocks baby! - } - } - } - - if ( mConfigCheckAreaOfTriangle ) { - if ( face.mNumIndices == 3 ) { - ai_real area = calculateAreaOfTriangle( face, mesh ); - if (area < ai_epsilon) { - if ( mConfigRemoveDegenerates ) { - remove_me[ a ] = true; - ++deg; - goto evil_jump_outside; - } - - // todo: check for index which is corrupt. - } - } - } - } - - // We need to update the primitive flags array of the mesh. - switch (face.mNumIndices) - { - case 1u: - mesh->mPrimitiveTypes |= aiPrimitiveType_POINT; - break; - case 2u: - mesh->mPrimitiveTypes |= aiPrimitiveType_LINE; - break; - case 3u: - mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; - break; - default: - mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; - break; - }; -evil_jump_outside: - continue; - } - - // If AI_CONFIG_PP_FD_REMOVE is true, remove degenerated faces from the import - if (mConfigRemoveDegenerates && deg) { - unsigned int n = 0; - for (unsigned int a = 0; a < mesh->mNumFaces; ++a) - { - aiFace& face_src = mesh->mFaces[a]; - if (!remove_me[a]) { - aiFace& face_dest = mesh->mFaces[n++]; - - // Do a manual copy, keep the index array - face_dest.mNumIndices = face_src.mNumIndices; - face_dest.mIndices = face_src.mIndices; - - if (&face_src != &face_dest) { - // clear source - face_src.mNumIndices = 0; - face_src.mIndices = nullptr; - } - } - else { - // Otherwise delete it if we don't need this face - delete[] face_src.mIndices; - face_src.mIndices = nullptr; - face_src.mNumIndices = 0; - } - } - // Just leave the rest of the array unreferenced, we don't care for now - mesh->mNumFaces = n; - if (!mesh->mNumFaces) { - //The whole mesh consists of degenerated faces - //signal upward, that this mesh should be deleted. - ASSIMP_LOG_VERBOSE_DEBUG("FindDegeneratesProcess removed a mesh full of degenerated primitives"); - return true; - } - } - - if (deg && !DefaultLogger::isNullLogger()) { - ASSIMP_LOG_WARN( "Found ", deg, " degenerated primitives"); - } - return false; -} diff --git a/src/mesh/assimp-master/code/PostProcessing/FindDegenerates.h b/src/mesh/assimp-master/code/PostProcessing/FindDegenerates.h deleted file mode 100644 index 6fe1e92..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/FindDegenerates.h +++ /dev/null @@ -1,130 +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 Defines a post processing step to search all meshes for - degenerated faces */ -#ifndef AI_FINDDEGENERATESPROCESS_H_INC -#define AI_FINDDEGENERATESPROCESS_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> - -class FindDegeneratesProcessTest; -namespace Assimp { - - -// --------------------------------------------------------------------------- -/** FindDegeneratesProcess: Searches a mesh for degenerated triangles. -*/ -class ASSIMP_API FindDegeneratesProcess : public BaseProcess { -public: - FindDegeneratesProcess(); - ~FindDegeneratesProcess(); - - // ------------------------------------------------------------------- - // Check whether step is active - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - // Execute step on a given scene - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - // Setup import settings - void SetupProperties(const Importer* pImp); - - // ------------------------------------------------------------------- - // Execute step on a given mesh - ///@returns true if the current mesh should be deleted, false otherwise - bool ExecuteOnMesh( aiMesh* mesh); - - // ------------------------------------------------------------------- - /// @brief Enable the instant removal of degenerated primitives - /// @param enabled true for enabled. - void EnableInstantRemoval(bool enabled); - - // ------------------------------------------------------------------- - /// @brief Check whether instant removal is currently enabled - /// @return The instant removal state. - bool IsInstantRemoval() const; - - // ------------------------------------------------------------------- - /// @brief Enable the area check for triangles. - /// @param enabled true for enabled. - void EnableAreaCheck( bool enabled ); - - // ------------------------------------------------------------------- - /// @brief Check whether the area check is enabled. - /// @return The area check state. - bool isAreaCheckEnabled() const; - -private: - //! Configuration option: remove degenerates faces immediately - bool mConfigRemoveDegenerates; - //! Configuration option: check for area - bool mConfigCheckAreaOfTriangle; -}; - -inline -void FindDegeneratesProcess::EnableInstantRemoval(bool enabled) { - mConfigRemoveDegenerates = enabled; -} - -inline -bool FindDegeneratesProcess::IsInstantRemoval() const { - return mConfigRemoveDegenerates; -} - -inline -void FindDegeneratesProcess::EnableAreaCheck( bool enabled ) { - mConfigCheckAreaOfTriangle = enabled; -} - -inline -bool FindDegeneratesProcess::isAreaCheckEnabled() const { - return mConfigCheckAreaOfTriangle; -} - -} // Namespace Assimp - -#endif // !! AI_FINDDEGENERATESPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/FindInstancesProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/FindInstancesProcess.cpp deleted file mode 100644 index 7f8c93f..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/FindInstancesProcess.cpp +++ /dev/null @@ -1,277 +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 FindInstancesProcess.cpp - * @brief Implementation of the aiProcess_FindInstances postprocessing step -*/ - - -#include "FindInstancesProcess.h" -#include <memory> -#include <stdio.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -FindInstancesProcess::FindInstancesProcess() -: configSpeedFlag (false) -{} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -FindInstancesProcess::~FindInstancesProcess() -{} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool FindInstancesProcess::IsActive( unsigned int pFlags) const -{ - // FindInstances makes absolutely no sense together with PreTransformVertices - // fixme: spawn error message somewhere else? - return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices); -} - -// ------------------------------------------------------------------------------------------------ -// Setup properties for the step -void FindInstancesProcess::SetupProperties(const Importer* pImp) -{ - // AI_CONFIG_FAVOUR_SPEED - configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0)); -} - -// ------------------------------------------------------------------------------------------------ -// Compare the bones of two meshes -bool CompareBones(const aiMesh* orig, const aiMesh* inst) -{ - for (unsigned int i = 0; i < orig->mNumBones;++i) { - aiBone* aha = orig->mBones[i]; - aiBone* oha = inst->mBones[i]; - - if (aha->mNumWeights != oha->mNumWeights || - aha->mOffsetMatrix != oha->mOffsetMatrix) { - return false; - } - - // compare weight per weight --- - for (unsigned int n = 0; n < aha->mNumWeights;++n) { - if (aha->mWeights[n].mVertexId != oha->mWeights[n].mVertexId || - (aha->mWeights[n].mWeight - oha->mWeights[n].mWeight) < 10e-3f) { - return false; - } - } - } - return true; -} - -// ------------------------------------------------------------------------------------------------ -// Update mesh indices in the node graph -void UpdateMeshIndices(aiNode* node, unsigned int* lookup) -{ - for (unsigned int n = 0; n < node->mNumMeshes;++n) - node->mMeshes[n] = lookup[node->mMeshes[n]]; - - for (unsigned int n = 0; n < node->mNumChildren;++n) - UpdateMeshIndices(node->mChildren[n],lookup); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void FindInstancesProcess::Execute( aiScene* pScene) -{ - ASSIMP_LOG_DEBUG("FindInstancesProcess begin"); - if (pScene->mNumMeshes) { - - // use a pseudo hash for all meshes in the scene to quickly find - // the ones which are possibly equal. This step is executed early - // in the pipeline, so we could, depending on the file format, - // have several thousand small meshes. That's too much for a brute - // everyone-against-everyone check involving up to 10 comparisons - // each. - std::unique_ptr<uint64_t[]> hashes (new uint64_t[pScene->mNumMeshes]); - std::unique_ptr<unsigned int[]> remapping (new unsigned int[pScene->mNumMeshes]); - - unsigned int numMeshesOut = 0; - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - - aiMesh* inst = pScene->mMeshes[i]; - hashes[i] = GetMeshHash(inst); - - // Find an appropriate epsilon - // to compare position differences against - float epsilon = ComputePositionEpsilon(inst); - epsilon *= epsilon; - - for (int a = i-1; a >= 0; --a) { - if (hashes[i] == hashes[a]) - { - aiMesh* orig = pScene->mMeshes[a]; - if (!orig) - continue; - - // check for hash collision .. we needn't check - // the vertex format, it *must* match due to the - // (brilliant) construction of the hash - if (orig->mNumBones != inst->mNumBones || - orig->mNumFaces != inst->mNumFaces || - orig->mNumVertices != inst->mNumVertices || - orig->mMaterialIndex != inst->mMaterialIndex || - orig->mPrimitiveTypes != inst->mPrimitiveTypes) - continue; - - // up to now the meshes are equal. Now compare vertex positions, normals, - // tangents and bitangents using this epsilon. - if (orig->HasPositions()) { - if(!CompareArrays(orig->mVertices,inst->mVertices,orig->mNumVertices,epsilon)) - continue; - } - if (orig->HasNormals()) { - if(!CompareArrays(orig->mNormals,inst->mNormals,orig->mNumVertices,epsilon)) - continue; - } - if (orig->HasTangentsAndBitangents()) { - if (!CompareArrays(orig->mTangents,inst->mTangents,orig->mNumVertices,epsilon) || - !CompareArrays(orig->mBitangents,inst->mBitangents,orig->mNumVertices,epsilon)) - continue; - } - - // use a constant epsilon for colors and UV coordinates - static const float uvEpsilon = 10e-4f; - { - unsigned int j, end = orig->GetNumUVChannels(); - for(j = 0; j < end; ++j) { - if (!orig->mTextureCoords[j]) { - continue; - } - if(!CompareArrays(orig->mTextureCoords[j],inst->mTextureCoords[j],orig->mNumVertices,uvEpsilon)) { - break; - } - } - if (j != end) { - continue; - } - } - { - unsigned int j, end = orig->GetNumColorChannels(); - for(j = 0; j < end; ++j) { - if (!orig->mColors[j]) { - continue; - } - if(!CompareArrays(orig->mColors[j],inst->mColors[j],orig->mNumVertices,uvEpsilon)) { - break; - } - } - if (j != end) { - continue; - } - } - - // These two checks are actually quite expensive and almost *never* required. - // Almost. That's why they're still here. But there's no reason to do them - // in speed-targeted imports. - if (!configSpeedFlag) { - - // It seems to be strange, but we really need to check whether the - // bones are identical too. Although it's extremely unprobable - // that they're not if control reaches here, we need to deal - // with unprobable cases, too. It could still be that there are - // equal shapes which are deformed differently. - if (!CompareBones(orig,inst)) - continue; - - // For completeness ... compare even the index buffers for equality - // face order & winding order doesn't care. Input data is in verbose format. - std::unique_ptr<unsigned int[]> ftbl_orig(new unsigned int[orig->mNumVertices]); - std::unique_ptr<unsigned int[]> ftbl_inst(new unsigned int[orig->mNumVertices]); - - for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) { - aiFace& f = orig->mFaces[tt]; - for (unsigned int nn = 0; nn < f.mNumIndices;++nn) - ftbl_orig[f.mIndices[nn]] = tt; - - aiFace& f2 = inst->mFaces[tt]; - for (unsigned int nn = 0; nn < f2.mNumIndices;++nn) - ftbl_inst[f2.mIndices[nn]] = tt; - } - if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int))) - continue; - } - - // We're still here. Or in other words: 'inst' is an instance of 'orig'. - // Place a marker in our list that we can easily update mesh indices. - remapping[i] = remapping[a]; - - // Delete the instanced mesh, we don't need it anymore - delete inst; - pScene->mMeshes[i] = nullptr; - break; - } - } - - // If we didn't find a match for the current mesh: keep it - if (pScene->mMeshes[i]) { - remapping[i] = numMeshesOut++; - } - } - ai_assert(0 != numMeshesOut); - if (numMeshesOut != pScene->mNumMeshes) { - - // Collapse the meshes array by removing all nullptr entries - for (unsigned int real = 0, i = 0; real < numMeshesOut; ++i) { - if (pScene->mMeshes[i]) - pScene->mMeshes[real++] = pScene->mMeshes[i]; - } - - // And update the node graph with our nice lookup table - UpdateMeshIndices(pScene->mRootNode,remapping.get()); - - // write to log - if (!DefaultLogger::isNullLogger()) { - ASSIMP_LOG_INFO( "FindInstancesProcess finished. Found ", (pScene->mNumMeshes - numMeshesOut), " instances" ); - } - pScene->mNumMeshes = numMeshesOut; - } else { - ASSIMP_LOG_DEBUG("FindInstancesProcess finished. No instanced meshes found"); - } - } -} diff --git a/src/mesh/assimp-master/code/PostProcessing/FindInstancesProcess.h b/src/mesh/assimp-master/code/PostProcessing/FindInstancesProcess.h deleted file mode 100644 index b501d88..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/FindInstancesProcess.h +++ /dev/null @@ -1,137 +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 FindInstancesProcess.h - * @brief Declares the aiProcess_FindInstances post-process step - */ -#ifndef AI_FINDINSTANCES_H_INC -#define AI_FINDINSTANCES_H_INC - -#include "Common/BaseProcess.h" -#include "PostProcessing/ProcessHelper.h" - -class FindInstancesProcessTest; -namespace Assimp { - -// ------------------------------------------------------------------------------- -/** @brief Get a pseudo(!)-hash representing a mesh. - * - * The hash is built from number of vertices, faces, primitive types, - * .... but *not* from the real mesh data. The funcction is not a perfect hash. - * @param in Input mesh - * @return Hash. - */ -inline -uint64_t GetMeshHash(aiMesh* in) { - ai_assert(nullptr != in); - - // ... get an unique value representing the vertex format of the mesh - const unsigned int fhash = GetMeshVFormatUnique(in); - - // and bake it with number of vertices/faces/bones/matidx/ptypes - return ((uint64_t)fhash << 32u) | (( - (in->mNumBones << 16u) ^ (in->mNumVertices) ^ - (in->mNumFaces<<4u) ^ (in->mMaterialIndex<<15) ^ - (in->mPrimitiveTypes<<28)) & 0xffffffff ); -} - -// ------------------------------------------------------------------------------- -/** @brief Perform a component-wise comparison of two arrays - * - * @param first First array - * @param second Second array - * @param size Size of both arrays - * @param e Epsilon - * @return true if the arrays are identical - */ -inline -bool CompareArrays(const aiVector3D* first, const aiVector3D* second, - unsigned int size, float e) { - for (const aiVector3D* end = first+size; first != end; ++first,++second) { - if ( (*first - *second).SquareLength() >= e) - return false; - } - return true; -} - -// and the same for colors ... -inline bool CompareArrays(const aiColor4D* first, const aiColor4D* second, - unsigned int size, float e) -{ - for (const aiColor4D* end = first+size; first != end; ++first,++second) { - if ( GetColorDifference(*first,*second) >= e) - return false; - } - return true; -} - -// --------------------------------------------------------------------------- -/** @brief A post-processing steps to search for instanced meshes -*/ -class FindInstancesProcess : public BaseProcess -{ -public: - - FindInstancesProcess(); - ~FindInstancesProcess(); - -public: - // ------------------------------------------------------------------- - // Check whether step is active in given flags combination - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - // Execute step on a given scene - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - // Setup properties prior to executing the process - void SetupProperties(const Importer* pImp); - -private: - - bool configSpeedFlag; - -}; // ! end class FindInstancesProcess -} // ! end namespace Assimp - -#endif // !! AI_FINDINSTANCES_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/FindInvalidDataProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/FindInvalidDataProcess.cpp deleted file mode 100644 index b42cbe9..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/FindInvalidDataProcess.cpp +++ /dev/null @@ -1,409 +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 Defines a post processing step to search an importer's output - for data that is obviously invalid */ - -#ifndef ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS - -// internal headers -#include "FindInvalidDataProcess.h" -#include "ProcessHelper.h" - -#include <assimp/Exceptional.h> -#include <assimp/qnan.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -FindInvalidDataProcess::FindInvalidDataProcess() : - configEpsilon(0.0), mIgnoreTexCoods(false) { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -FindInvalidDataProcess::~FindInvalidDataProcess() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool FindInvalidDataProcess::IsActive(unsigned int pFlags) const { - return 0 != (pFlags & aiProcess_FindInvalidData); -} - -// ------------------------------------------------------------------------------------------------ -// Setup import configuration -void FindInvalidDataProcess::SetupProperties(const Importer *pImp) { - // Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY - configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY, 0.f)); - mIgnoreTexCoods = pImp->GetPropertyBool(AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS, false); -} - -// ------------------------------------------------------------------------------------------------ -// Update mesh references in the node graph -void UpdateMeshReferences(aiNode *node, const std::vector<unsigned int> &meshMapping) { - if (node->mNumMeshes) { - unsigned int out = 0; - for (unsigned int a = 0; a < node->mNumMeshes; ++a) { - - unsigned int ref = node->mMeshes[a]; - if (UINT_MAX != (ref = meshMapping[ref])) { - node->mMeshes[out++] = ref; - } - } - // just let the members that are unused, that's much cheaper - // than a full array realloc'n'copy party ... - node->mNumMeshes = out; - if (0 == out) { - delete[] node->mMeshes; - node->mMeshes = nullptr; - } - } - // recursively update all children - for (unsigned int i = 0; i < node->mNumChildren; ++i) { - UpdateMeshReferences(node->mChildren[i], meshMapping); - } -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void FindInvalidDataProcess::Execute(aiScene *pScene) { - ASSIMP_LOG_DEBUG("FindInvalidDataProcess begin"); - - bool out = false; - std::vector<unsigned int> meshMapping(pScene->mNumMeshes); - unsigned int real = 0; - - // Process meshes - for (unsigned int a = 0; a < pScene->mNumMeshes; a++) { - int result = ProcessMesh(pScene->mMeshes[a]); - if (0 == result) { - out = true; - } - if (2 == result) { - // remove this mesh - delete pScene->mMeshes[a]; - pScene->mMeshes[a] = nullptr; - - meshMapping[a] = UINT_MAX; - out = true; - continue; - } - - pScene->mMeshes[real] = pScene->mMeshes[a]; - meshMapping[a] = real++; - } - - // Process animations - for (unsigned int animIdx = 0; animIdx < pScene->mNumAnimations; ++animIdx) { - ProcessAnimation(pScene->mAnimations[animIdx]); - } - - if (out) { - if (real != pScene->mNumMeshes) { - if (!real) { - throw DeadlyImportError("No meshes remaining"); - } - - // we need to remove some meshes. - // therefore we'll also need to remove all references - // to them from the scenegraph - UpdateMeshReferences(pScene->mRootNode, meshMapping); - pScene->mNumMeshes = real; - } - - ASSIMP_LOG_INFO("FindInvalidDataProcess finished. Found issues ..."); - } else { - ASSIMP_LOG_DEBUG("FindInvalidDataProcess finished. Everything seems to be OK."); - } -} - -// ------------------------------------------------------------------------------------------------ -template <typename T> -inline const char *ValidateArrayContents(const T * /*arr*/, unsigned int /*size*/, - const std::vector<bool> & /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/) { - return nullptr; -} - -// ------------------------------------------------------------------------------------------------ -template <> -inline const char *ValidateArrayContents<aiVector3D>(const aiVector3D *arr, unsigned int size, - const std::vector<bool> &dirtyMask, bool mayBeIdentical, bool mayBeZero) { - bool b = false; - unsigned int cnt = 0; - for (unsigned int i = 0; i < size; ++i) { - - if (dirtyMask.size() && dirtyMask[i]) { - continue; - } - ++cnt; - - const aiVector3D &v = arr[i]; - if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) { - return "INF/NAN was found in a vector component"; - } - if (!mayBeZero && !v.x && !v.y && !v.z) { - return "Found zero-length vector"; - } - if (i && v != arr[i - 1]) b = true; - } - if (cnt > 1 && !b && !mayBeIdentical) { - return "All vectors are identical"; - } - return nullptr; -} - -// ------------------------------------------------------------------------------------------------ -template <typename T> -inline bool ProcessArray(T *&in, unsigned int num, const char *name, - const std::vector<bool> &dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true) { - const char *err = ValidateArrayContents(in, num, dirtyMask, mayBeIdentical, mayBeZero); - if (err) { - ASSIMP_LOG_ERROR("FindInvalidDataProcess fails on mesh ", name, ": ", err); - delete[] in; - in = nullptr; - return true; - } - return false; -} - -// ------------------------------------------------------------------------------------------------ -template <typename T> -AI_FORCE_INLINE bool EpsilonCompare(const T &n, const T &s, ai_real epsilon); - -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE bool EpsilonCompare(ai_real n, ai_real s, ai_real epsilon) { - return std::fabs(n - s) > epsilon; -} - -// ------------------------------------------------------------------------------------------------ -template <> -bool EpsilonCompare<aiVectorKey>(const aiVectorKey &n, const aiVectorKey &s, ai_real epsilon) { - return EpsilonCompare(n.mValue.x, s.mValue.x, epsilon) && - EpsilonCompare(n.mValue.y, s.mValue.y, epsilon) && - EpsilonCompare(n.mValue.z, s.mValue.z, epsilon); -} - -// ------------------------------------------------------------------------------------------------ -template <> -bool EpsilonCompare<aiQuatKey>(const aiQuatKey &n, const aiQuatKey &s, ai_real epsilon) { - return EpsilonCompare(n.mValue.x, s.mValue.x, epsilon) && - EpsilonCompare(n.mValue.y, s.mValue.y, epsilon) && - EpsilonCompare(n.mValue.z, s.mValue.z, epsilon) && - EpsilonCompare(n.mValue.w, s.mValue.w, epsilon); -} - -// ------------------------------------------------------------------------------------------------ -template <typename T> -inline bool AllIdentical(T *in, unsigned int num, ai_real epsilon) { - if (num <= 1) { - return true; - } - - if (fabs(epsilon) > 0.f) { - for (unsigned int i = 0; i < num - 1; ++i) { - if (!EpsilonCompare(in[i], in[i + 1], epsilon)) { - return false; - } - } - } else { - for (unsigned int i = 0; i < num - 1; ++i) { - if (in[i] != in[i + 1]) { - return false; - } - } - } - return true; -} - -// ------------------------------------------------------------------------------------------------ -// Search an animation for invalid content -void FindInvalidDataProcess::ProcessAnimation(aiAnimation *anim) { - // Process all animation channels - for (unsigned int a = 0; a < anim->mNumChannels; ++a) { - ProcessAnimationChannel(anim->mChannels[a]); - } -} - -// ------------------------------------------------------------------------------------------------ -void FindInvalidDataProcess::ProcessAnimationChannel(aiNodeAnim *anim) { - ai_assert(nullptr != anim); - if (anim->mNumPositionKeys == 0 && anim->mNumRotationKeys == 0 && anim->mNumScalingKeys == 0) { - ai_assert_entry(); - return; - } - - // Check whether all values in a tracks are identical - in this case - // we can remove al keys except one. - // POSITIONS - int i = 0; - if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys, anim->mNumPositionKeys, configEpsilon)) { - aiVectorKey v = anim->mPositionKeys[0]; - - // Reallocate ... we need just ONE element, it makes no sense to reuse the array - delete[] anim->mPositionKeys; - anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys = 1]; - anim->mPositionKeys[0] = v; - i = 1; - } - - // ROTATIONS - if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys, anim->mNumRotationKeys, configEpsilon)) { - aiQuatKey v = anim->mRotationKeys[0]; - - // Reallocate ... we need just ONE element, it makes no sense to reuse the array - delete[] anim->mRotationKeys; - anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys = 1]; - anim->mRotationKeys[0] = v; - i = 1; - } - - // SCALINGS - if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys, anim->mNumScalingKeys, configEpsilon)) { - aiVectorKey v = anim->mScalingKeys[0]; - - // Reallocate ... we need just ONE element, it makes no sense to reuse the array - delete[] anim->mScalingKeys; - anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys = 1]; - anim->mScalingKeys[0] = v; - i = 1; - } - if (1 == i) { - ASSIMP_LOG_WARN("Simplified dummy tracks with just one key"); - } -} - -// ------------------------------------------------------------------------------------------------ -// Search a mesh for invalid contents -int FindInvalidDataProcess::ProcessMesh(aiMesh *pMesh) { - bool ret = false; - std::vector<bool> dirtyMask(pMesh->mNumVertices, pMesh->mNumFaces != 0); - - // Ignore elements that are not referenced by vertices. - // (they are, for example, caused by the FindDegenerates step) - for (unsigned int m = 0; m < pMesh->mNumFaces; ++m) { - const aiFace &f = pMesh->mFaces[m]; - - for (unsigned int i = 0; i < f.mNumIndices; ++i) { - dirtyMask[f.mIndices[i]] = false; - } - } - - // Process vertex positions - if (pMesh->mVertices && ProcessArray(pMesh->mVertices, pMesh->mNumVertices, "positions", dirtyMask)) { - ASSIMP_LOG_ERROR("Deleting mesh: Unable to continue without vertex positions"); - - return 2; - } - - // process texture coordinates - if (!mIgnoreTexCoods) { - for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) { - if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) { - pMesh->mNumUVComponents[i] = 0; - - // delete all subsequent texture coordinate sets. - for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { - delete[] pMesh->mTextureCoords[a]; - pMesh->mTextureCoords[a] = nullptr; - pMesh->mNumUVComponents[a] = 0; - } - - ret = true; - } - } - } - - // -- we don't validate vertex colors, it's difficult to say whether - // they are invalid or not. - - // Normals and tangents are undefined for point and line faces. - if (pMesh->mNormals || pMesh->mTangents) { - - if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes || - aiPrimitiveType_LINE & pMesh->mPrimitiveTypes) { - if (aiPrimitiveType_TRIANGLE & pMesh->mPrimitiveTypes || - aiPrimitiveType_POLYGON & pMesh->mPrimitiveTypes) { - // We need to update the lookup-table - for (unsigned int m = 0; m < pMesh->mNumFaces; ++m) { - const aiFace &f = pMesh->mFaces[m]; - - if (f.mNumIndices < 3) { - dirtyMask[f.mIndices[0]] = true; - if (f.mNumIndices == 2) { - dirtyMask[f.mIndices[1]] = true; - } - } - } - } - // Normals, tangents and bitangents are undefined for - // the whole mesh (and should not even be there) - else { - return ret; - } - } - - // Process mesh normals - if (pMesh->mNormals && ProcessArray(pMesh->mNormals, pMesh->mNumVertices, - "normals", dirtyMask, true, false)) - ret = true; - - // Process mesh tangents - if (pMesh->mTangents && ProcessArray(pMesh->mTangents, pMesh->mNumVertices, "tangents", dirtyMask)) { - delete[] pMesh->mBitangents; - pMesh->mBitangents = nullptr; - ret = true; - } - - // Process mesh bitangents - if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents, pMesh->mNumVertices, "bitangents", dirtyMask)) { - delete[] pMesh->mTangents; - pMesh->mTangents = nullptr; - ret = true; - } - } - return ret ? 1 : 0; -} - -#endif // !! ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS diff --git a/src/mesh/assimp-master/code/PostProcessing/FindInvalidDataProcess.h b/src/mesh/assimp-master/code/PostProcessing/FindInvalidDataProcess.h deleted file mode 100644 index 5ea895c..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/FindInvalidDataProcess.h +++ /dev/null @@ -1,105 +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 Defines a post processing step to search an importer's output - * for data that is obviously invalid - */ -#ifndef AI_FINDINVALIDDATA_H_INC -#define AI_FINDINVALIDDATA_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/anim.h> -#include <assimp/types.h> - -struct aiMesh; - -class FindInvalidDataProcessTest; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** The FindInvalidData post-processing step. It searches the mesh data - * for parts that are obviously invalid and removes them. - * - * Originally this was a workaround for some models written by Blender - * which have zero normal vectors. */ -class ASSIMP_API FindInvalidDataProcess : public BaseProcess { -public: - FindInvalidDataProcess(); - ~FindInvalidDataProcess(); - - // ------------------------------------------------------------------- - // - bool IsActive(unsigned int pFlags) const; - - // ------------------------------------------------------------------- - // Setup import settings - void SetupProperties(const Importer *pImp); - - // ------------------------------------------------------------------- - // Run the step - void Execute(aiScene *pScene); - - // ------------------------------------------------------------------- - /** Executes the post-processing step on the given mesh - * @param pMesh The mesh to process. - * @return 0 - nothing, 1 - removed sth, 2 - please delete me */ - int ProcessMesh(aiMesh *pMesh); - - // ------------------------------------------------------------------- - /** Executes the post-processing step on the given animation - * @param anim The animation to process. */ - void ProcessAnimation(aiAnimation *anim); - - // ------------------------------------------------------------------- - /** Executes the post-processing step on the given anim channel - * @param anim The animation channel to process.*/ - void ProcessAnimationChannel(aiNodeAnim *anim); - -private: - ai_real configEpsilon; - bool mIgnoreTexCoods; -}; - -} // end of namespace Assimp - -#endif // AI_AI_FINDINVALIDDATA_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/FixNormalsStep.cpp b/src/mesh/assimp-master/code/PostProcessing/FixNormalsStep.cpp deleted file mode 100644 index be01042..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/FixNormalsStep.cpp +++ /dev/null @@ -1,184 +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 Implementation of the post processing step to invert - * all normals in meshes with infacing normals. - */ - -// internal headers -#include "FixNormalsStep.h" -#include <assimp/StringUtils.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/postprocess.h> -#include <assimp/scene.h> -#include <stdio.h> - - -using namespace Assimp; - - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -FixInfacingNormalsProcess::FixInfacingNormalsProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -FixInfacingNormalsProcess::~FixInfacingNormalsProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const -{ - return (pFlags & aiProcess_FixInfacingNormals) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void FixInfacingNormalsProcess::Execute( aiScene* pScene) -{ - ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess begin"); - - bool bHas( false ); - for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) { - if (ProcessMesh(pScene->mMeshes[a], a)) { - bHas = true; - } - } - - if (bHas) { - ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess finished. Found issues."); - } else { - ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess finished. No changes to the scene."); - } -} - -// ------------------------------------------------------------------------------------------------ -// Apply the step to the mesh -bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index) -{ - ai_assert(nullptr != pcMesh); - - // Nothing to do if there are no model normals - if (!pcMesh->HasNormals()) { - return false; - } - - // Compute the bounding box of both the model vertices + normals and - // the unmodified model vertices. Then check whether the first BB - // is smaller than the second. In this case we can assume that the - // normals need to be flipped, although there are a few special cases .. - // convex, concave, planar models ... - - aiVector3D vMin0 (1e10f,1e10f,1e10f); - aiVector3D vMin1 (1e10f,1e10f,1e10f); - aiVector3D vMax0 (-1e10f,-1e10f,-1e10f); - aiVector3D vMax1 (-1e10f,-1e10f,-1e10f); - - for (unsigned int i = 0; i < pcMesh->mNumVertices;++i) - { - vMin1.x = std::min(vMin1.x,pcMesh->mVertices[i].x); - vMin1.y = std::min(vMin1.y,pcMesh->mVertices[i].y); - vMin1.z = std::min(vMin1.z,pcMesh->mVertices[i].z); - - vMax1.x = std::max(vMax1.x,pcMesh->mVertices[i].x); - vMax1.y = std::max(vMax1.y,pcMesh->mVertices[i].y); - vMax1.z = std::max(vMax1.z,pcMesh->mVertices[i].z); - - const aiVector3D vWithNormal = pcMesh->mVertices[i] + pcMesh->mNormals[i]; - - vMin0.x = std::min(vMin0.x,vWithNormal.x); - vMin0.y = std::min(vMin0.y,vWithNormal.y); - vMin0.z = std::min(vMin0.z,vWithNormal.z); - - vMax0.x = std::max(vMax0.x,vWithNormal.x); - vMax0.y = std::max(vMax0.y,vWithNormal.y); - vMax0.z = std::max(vMax0.z,vWithNormal.z); - } - - const float fDelta0_x = (vMax0.x - vMin0.x); - const float fDelta0_y = (vMax0.y - vMin0.y); - const float fDelta0_z = (vMax0.z - vMin0.z); - - const float fDelta1_x = (vMax1.x - vMin1.x); - const float fDelta1_y = (vMax1.y - vMin1.y); - const float fDelta1_z = (vMax1.z - vMin1.z); - - // Check whether the boxes are overlapping - if ((fDelta0_x > 0.0f) != (fDelta1_x > 0.0f))return false; - if ((fDelta0_y > 0.0f) != (fDelta1_y > 0.0f))return false; - if ((fDelta0_z > 0.0f) != (fDelta1_z > 0.0f))return false; - - // Check whether this is a planar surface - const float fDelta1_yz = fDelta1_y * fDelta1_z; - - if (fDelta1_x < 0.05f * std::sqrt( fDelta1_yz ))return false; - if (fDelta1_y < 0.05f * std::sqrt( fDelta1_z * fDelta1_x ))return false; - if (fDelta1_z < 0.05f * std::sqrt( fDelta1_y * fDelta1_x ))return false; - - // now compare the volumes of the bounding boxes - if (std::fabs(fDelta0_x * fDelta0_y * fDelta0_z) < std::fabs(fDelta1_x * fDelta1_yz)) { - if (!DefaultLogger::isNullLogger()) { - ASSIMP_LOG_INFO("Mesh ", index, ": Normals are facing inwards (or the mesh is planar)", index); - } - - // Invert normals - for (unsigned int i = 0; i < pcMesh->mNumVertices;++i) - pcMesh->mNormals[i] *= -1.0f; - - // ... and flip faces - for (unsigned int i = 0; i < pcMesh->mNumFaces;++i) - { - aiFace& face = pcMesh->mFaces[i]; - for( unsigned int b = 0; b < face.mNumIndices / 2; b++) - std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]); - } - return true; - } - return false; -} diff --git a/src/mesh/assimp-master/code/PostProcessing/FixNormalsStep.h b/src/mesh/assimp-master/code/PostProcessing/FixNormalsStep.h deleted file mode 100644 index b7d3ba3..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/FixNormalsStep.h +++ /dev/null @@ -1,91 +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 Defines a post processing step to fix infacing normals */ -#ifndef AI_FIXNORMALSPROCESS_H_INC -#define AI_FIXNORMALSPROCESS_H_INC - -#include "Common/BaseProcess.h" - -struct aiMesh; - -namespace Assimp -{ - -// --------------------------------------------------------------------------- -/** The FixInfacingNormalsProcess tries to determine whether the normal - * vectors of an object are facing inwards. In this case they will be - * flipped. - */ -class FixInfacingNormalsProcess : public BaseProcess { -public: - FixInfacingNormalsProcess(); - ~FixInfacingNormalsProcess(); - - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag field. - * @param pFlags The processing flags the importer was called with. A bitwise - * combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - -protected: - - // ------------------------------------------------------------------- - /** Executes the step on the given mesh - * @param pMesh The mesh to process. - */ - bool ProcessMesh( aiMesh* pMesh, unsigned int index); -}; - -} // end of namespace Assimp - -#endif // AI_FIXNORMALSPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/GenBoundingBoxesProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/GenBoundingBoxesProcess.cpp deleted file mode 100644 index 1c20b6f..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/GenBoundingBoxesProcess.cpp +++ /dev/null @@ -1,115 +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. ---------------------------------------------------------------------------- -*/ - -#ifndef ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS - -#include "PostProcessing/GenBoundingBoxesProcess.h" - -#include <assimp/postprocess.h> -#include <assimp/scene.h> - -namespace Assimp { - -GenBoundingBoxesProcess::GenBoundingBoxesProcess() -: BaseProcess() { - -} - -GenBoundingBoxesProcess::~GenBoundingBoxesProcess() { - // empty -} - -bool GenBoundingBoxesProcess::IsActive(unsigned int pFlags) const { - return 0 != ( pFlags & aiProcess_GenBoundingBoxes ); -} - -void checkMesh(aiMesh* mesh, aiVector3D& min, aiVector3D& max) { - ai_assert(nullptr != mesh); - - if (0 == mesh->mNumVertices) { - return; - } - - for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { - const aiVector3D &pos = mesh->mVertices[i]; - if (pos.x < min.x) { - min.x = pos.x; - } - if (pos.y < min.y) { - min.y = pos.y; - } - if (pos.z < min.z) { - min.z = pos.z; - } - - if (pos.x > max.x) { - max.x = pos.x; - } - if (pos.y > max.y) { - max.y = pos.y; - } - if (pos.z > max.z) { - max.z = pos.z; - } - } -} - -void GenBoundingBoxesProcess::Execute(aiScene* pScene) { - if (nullptr == pScene) { - return; - } - - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - aiMesh* mesh = pScene->mMeshes[i]; - if (nullptr == mesh) { - continue; - } - - aiVector3D min(999999, 999999, 999999), max(-999999, -999999, -999999); - checkMesh(mesh, min, max); - mesh->mAABB.mMin = min; - mesh->mAABB.mMax = max; - } -} - -} // Namespace Assimp - -#endif // ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS diff --git a/src/mesh/assimp-master/code/PostProcessing/GenBoundingBoxesProcess.h b/src/mesh/assimp-master/code/PostProcessing/GenBoundingBoxesProcess.h deleted file mode 100644 index 0b7591b..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/GenBoundingBoxesProcess.h +++ /dev/null @@ -1,76 +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 Defines a post-processing step to generate Axis-aligned bounding - * volumes for all meshes. - */ - -#pragma once - -#ifndef AI_GENBOUNDINGBOXESPROCESS_H_INC -#define AI_GENBOUNDINGBOXESPROCESS_H_INC - -#ifndef ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS - -#include "Common/BaseProcess.h" - -namespace Assimp { - -/** Post-processing process to find axis-aligned bounding volumes for amm meshes - * used in a scene - */ -class ASSIMP_API GenBoundingBoxesProcess : public BaseProcess { -public: - /// The class constructor. - GenBoundingBoxesProcess(); - /// The class destructor. - ~GenBoundingBoxesProcess(); - /// Will return true, if aiProcess_GenBoundingBoxes is defined. - bool IsActive(unsigned int pFlags) const override; - /// The execution callback. - void Execute(aiScene* pScene) override; -}; - -} // Namespace Assimp - -#endif // #ifndef ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS - -#endif // AI_GENBOUNDINGBOXESPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/GenFaceNormalsProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/GenFaceNormalsProcess.cpp deleted file mode 100644 index 517dd3b..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/GenFaceNormalsProcess.cpp +++ /dev/null @@ -1,147 +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 Implementation of the post processing step to generate face -* normals for all imported faces. -*/ - -#include "GenFaceNormalsProcess.h" -#include <assimp/Exceptional.h> -#include <assimp/postprocess.h> -#include <assimp/qnan.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -GenFaceNormalsProcess::GenFaceNormalsProcess() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -GenFaceNormalsProcess::~GenFaceNormalsProcess() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const { - force_ = (pFlags & aiProcess_ForceGenNormals) != 0; - flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0; - return (pFlags & aiProcess_GenNormals) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void GenFaceNormalsProcess::Execute(aiScene *pScene) { - ASSIMP_LOG_DEBUG("GenFaceNormalsProcess begin"); - - if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) { - throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here"); - } - - bool bHas = false; - for (unsigned int a = 0; a < pScene->mNumMeshes; a++) { - if (this->GenMeshFaceNormals(pScene->mMeshes[a])) { - bHas = true; - } - } - if (bHas) { - ASSIMP_LOG_INFO("GenFaceNormalsProcess finished. " - "Face normals have been calculated"); - } else { - ASSIMP_LOG_DEBUG("GenFaceNormalsProcess finished. " - "Normals are already there"); - } -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -bool GenFaceNormalsProcess::GenMeshFaceNormals(aiMesh *pMesh) { - if (nullptr != pMesh->mNormals) { - if (force_) { - delete[] pMesh->mNormals; - } else { - return false; - } - } - - // If the mesh consists of lines and/or points but not of - // triangles or higher-order polygons the normal vectors - // are undefined. - if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) { - ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes"); - return false; - } - - // allocate an array to hold the output normals - pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; - const float qnan = get_qnan(); - - // iterate through all faces and compute per-face normals but store them per-vertex. - for (unsigned int a = 0; a < pMesh->mNumFaces; a++) { - const aiFace &face = pMesh->mFaces[a]; - if (face.mNumIndices < 3) { - // either a point or a line -> no well-defined normal vector - for (unsigned int i = 0; i < face.mNumIndices; ++i) { - pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan); - } - continue; - } - - const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]]; - const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]]; - const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]]; - if (flippedWindingOrder_) - std::swap( pV2, pV3 ); - const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); - - for (unsigned int i = 0; i < face.mNumIndices; ++i) { - pMesh->mNormals[face.mIndices[i]] = vNor; - } - } - return true; -} diff --git a/src/mesh/assimp-master/code/PostProcessing/GenFaceNormalsProcess.h b/src/mesh/assimp-master/code/PostProcessing/GenFaceNormalsProcess.h deleted file mode 100644 index 586c490..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/GenFaceNormalsProcess.h +++ /dev/null @@ -1,88 +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 Defines a post processing step to compute face normals for all loaded faces*/ -#ifndef AI_GENFACENORMALPROCESS_H_INC -#define AI_GENFACENORMALPROCESS_H_INC - -#include "Common/BaseProcess.h" -#include <assimp/mesh.h> - -namespace Assimp -{ - -// --------------------------------------------------------------------------- -/** The GenFaceNormalsProcess computes face normals for all faces of all meshes -*/ -class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess -{ -public: - - GenFaceNormalsProcess(); - ~GenFaceNormalsProcess(); - -public: - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag field. - * @param pFlags The processing flags the importer was called with. A bitwise - * combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - -private: - bool GenMeshFaceNormals(aiMesh* pcMesh); - mutable bool force_ = false; - mutable bool flippedWindingOrder_ = false; -}; - -} // end of namespace Assimp - -#endif // !!AI_GENFACENORMALPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/GenVertexNormalsProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/GenVertexNormalsProcess.cpp deleted file mode 100644 index 1a8afc5..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/GenVertexNormalsProcess.cpp +++ /dev/null @@ -1,233 +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 Implementation of the post processing step to generate face -* normals for all imported faces. -*/ - -// internal headers -#include "GenVertexNormalsProcess.h" -#include "ProcessHelper.h" -#include <assimp/Exceptional.h> -#include <assimp/qnan.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -GenVertexNormalsProcess::GenVertexNormalsProcess() : - configMaxAngle(AI_DEG_TO_RAD(175.f)) { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -GenVertexNormalsProcess::~GenVertexNormalsProcess() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const { - force_ = (pFlags & aiProcess_ForceGenNormals) != 0; - flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0; - return (pFlags & aiProcess_GenSmoothNormals) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void GenVertexNormalsProcess::SetupProperties(const Importer *pImp) { - // Get the current value of the AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE property - configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, (ai_real)175.0); - configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle, (ai_real)175.0), (ai_real)0.0)); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void GenVertexNormalsProcess::Execute(aiScene *pScene) { - ASSIMP_LOG_DEBUG("GenVertexNormalsProcess begin"); - - if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) { - throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here"); - } - - bool bHas = false; - for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) { - if (GenMeshVertexNormals(pScene->mMeshes[a], a)) - bHas = true; - } - - if (bHas) { - ASSIMP_LOG_INFO("GenVertexNormalsProcess finished. " - "Vertex normals have been calculated"); - } else { - ASSIMP_LOG_DEBUG("GenVertexNormalsProcess finished. " - "Normals are already there"); - } -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int meshIndex) { - if (nullptr != pMesh->mNormals) { - if (force_) - delete[] pMesh->mNormals; - else - return false; - } - - // If the mesh consists of lines and/or points but not of - // triangles or higher-order polygons the normal vectors - // are undefined. - if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) { - ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes"); - return false; - } - - // Allocate the array to hold the output normals - const float qnan = std::numeric_limits<ai_real>::quiet_NaN(); - pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; - - // Compute per-face normals but store them per-vertex - for (unsigned int a = 0; a < pMesh->mNumFaces; a++) { - const aiFace &face = pMesh->mFaces[a]; - if (face.mNumIndices < 3) { - // either a point or a line -> no normal vector - for (unsigned int i = 0; i < face.mNumIndices; ++i) { - pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan); - } - - continue; - } - - const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]]; - const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]]; - const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]]; - if (flippedWindingOrder_) - std::swap( pV2, pV3 ); - const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); - - for (unsigned int i = 0; i < face.mNumIndices; ++i) { - pMesh->mNormals[face.mIndices[i]] = vNor; - } - } - - // Set up a SpatialSort to quickly find all vertices close to a given position - // check whether we can reuse the SpatialSort of a previous step. - SpatialSort *vertexFinder = nullptr; - SpatialSort _vertexFinder; - ai_real posEpsilon = ai_real(1e-5); - if (shared) { - std::vector<std::pair<SpatialSort, ai_real>> *avf; - shared->GetProperty(AI_SPP_SPATIAL_SORT, avf); - if (avf) { - std::pair<SpatialSort, ai_real> &blubb = avf->operator[](meshIndex); - vertexFinder = &blubb.first; - posEpsilon = blubb.second; - } - } - if (!vertexFinder) { - _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof(aiVector3D)); - vertexFinder = &_vertexFinder; - posEpsilon = ComputePositionEpsilon(pMesh); - } - std::vector<unsigned int> verticesFound; - aiVector3D *pcNew = new aiVector3D[pMesh->mNumVertices]; - - if (configMaxAngle >= AI_DEG_TO_RAD(175.f)) { - // There is no angle limit. Thus all vertices with positions close - // to each other will receive the same vertex normal. This allows us - // to optimize the whole algorithm a little bit ... - std::vector<bool> abHad(pMesh->mNumVertices, false); - for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) { - if (abHad[i]) { - continue; - } - - // Get all vertices that share this one ... - vertexFinder->FindPositions(pMesh->mVertices[i], posEpsilon, verticesFound); - - aiVector3D pcNor; - for (unsigned int a = 0; a < verticesFound.size(); ++a) { - const aiVector3D &v = pMesh->mNormals[verticesFound[a]]; - if (is_not_qnan(v.x)) pcNor += v; - } - pcNor.NormalizeSafe(); - - // Write the smoothed normal back to all affected normals - for (unsigned int a = 0; a < verticesFound.size(); ++a) { - unsigned int vidx = verticesFound[a]; - pcNew[vidx] = pcNor; - abHad[vidx] = true; - } - } - } - // Slower code path if a smooth angle is set. There are many ways to achieve - // the effect, this one is the most straightforward one. - else { - const ai_real fLimit = std::cos(configMaxAngle); - for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) { - // Get all vertices that share this one ... - vertexFinder->FindPositions(pMesh->mVertices[i], posEpsilon, verticesFound); - - aiVector3D vr = pMesh->mNormals[i]; - - aiVector3D pcNor; - for (unsigned int a = 0; a < verticesFound.size(); ++a) { - aiVector3D v = pMesh->mNormals[verticesFound[a]]; - - // Check whether the angle between the two normals is not too large. - // Skip the angle check on our own normal to avoid false negatives - // (v*v is not guaranteed to be 1.0 for all unit vectors v) - if (is_not_qnan(v.x) && (verticesFound[a] == i || (v * vr >= fLimit))) - pcNor += v; - } - pcNew[i] = pcNor.NormalizeSafe(); - } - } - - delete[] pMesh->mNormals; - pMesh->mNormals = pcNew; - - return true; -} diff --git a/src/mesh/assimp-master/code/PostProcessing/GenVertexNormalsProcess.h b/src/mesh/assimp-master/code/PostProcessing/GenVertexNormalsProcess.h deleted file mode 100644 index 0dcae79..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/GenVertexNormalsProcess.h +++ /dev/null @@ -1,112 +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 Defines a post processing step to compute vertex normals - for all loaded vertizes */ -#ifndef AI_GENVERTEXNORMALPROCESS_H_INC -#define AI_GENVERTEXNORMALPROCESS_H_INC - -#include "Common/assbin_chunks.h" -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> - -// Forward declarations -class GenNormalsTest; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** The GenFaceNormalsProcess computes vertex normals for all vertices -*/ -class ASSIMP_API GenVertexNormalsProcess : public BaseProcess { -public: - GenVertexNormalsProcess(); - ~GenVertexNormalsProcess(); - - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag. - * @param pFlags The processing flags the importer was called with. - * A bitwise combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, - * false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Called prior to ExecuteOnScene(). - * The function is a request to the process to update its configuration - * basing on the Importer's configuration property list. - */ - void SetupProperties(const Importer* pImp); - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - - // setter for configMaxAngle - inline void SetMaxSmoothAngle(ai_real f) { - configMaxAngle =f; - } - - // ------------------------------------------------------------------- - /** Computes normals for a specific mesh - * @param pcMesh Mesh - * @param meshIndex Index of the mesh - * @return true if vertex normals have been computed - */ - bool GenMeshVertexNormals (aiMesh* pcMesh, unsigned int meshIndex); - -private: - /** Configuration option: maximum smoothing angle, in radians*/ - ai_real configMaxAngle; - mutable bool force_ = false; - mutable bool flippedWindingOrder_ = false; -}; - -} // end of namespace Assimp - -#endif // !!AI_GENVERTEXNORMALPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/ImproveCacheLocality.cpp b/src/mesh/assimp-master/code/PostProcessing/ImproveCacheLocality.cpp deleted file mode 100644 index 56bdfc4..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ImproveCacheLocality.cpp +++ /dev/null @@ -1,379 +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 Implementation of the post processing step to improve the cache locality of a mesh. - * <br> - * The algorithm is roughly basing on this paper: - * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf - * .. although overdraw reduction isn't implemented yet ... - */ - -// internal headers -#include "PostProcessing/ImproveCacheLocality.h" -#include "Common/VertexTriangleAdjacency.h" - -#include <assimp/StringUtils.h> -#include <assimp/postprocess.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> -#include <stdio.h> -#include <stack> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -ImproveCacheLocalityProcess::ImproveCacheLocalityProcess() -: mConfigCacheDepth(PP_ICL_PTCACHE_SIZE) { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const { - return (pFlags & aiProcess_ImproveCacheLocality) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Setup configuration -void ImproveCacheLocalityProcess::SetupProperties(const Importer* pImp) { - // AI_CONFIG_PP_ICL_PTCACHE_SIZE controls the target cache size for the optimizer - mConfigCacheDepth = pImp->GetPropertyInteger(AI_CONFIG_PP_ICL_PTCACHE_SIZE,PP_ICL_PTCACHE_SIZE); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void ImproveCacheLocalityProcess::Execute( aiScene* pScene) { - if (!pScene->mNumMeshes) { - ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess skipped; there are no meshes"); - return; - } - - ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess begin"); - - float out = 0.f; - unsigned int numf = 0, numm = 0; - for( unsigned int a = 0; a < pScene->mNumMeshes; ++a ){ - const float res = ProcessMesh( pScene->mMeshes[a],a); - if (res) { - numf += pScene->mMeshes[a]->mNumFaces; - out += res; - ++numm; - } - } - if (!DefaultLogger::isNullLogger()) { - if (numf > 0) { - ASSIMP_LOG_INFO("Cache relevant are ", numm, " meshes (", numf, " faces). Average output ACMR is ", out / numf); - } - ASSIMP_LOG_DEBUG("ImproveCacheLocalityProcess finished. "); - } -} - -// ------------------------------------------------------------------------------------------------ -// Improves the cache coherency of a specific mesh -ai_real ImproveCacheLocalityProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshNum) { - // TODO: rewrite this to use std::vector or boost::shared_array - ai_assert(nullptr != pMesh); - - // Check whether the input data is valid - // - there must be vertices and faces - // - all faces must be triangulated or we can't operate on them - if (!pMesh->HasFaces() || !pMesh->HasPositions()) - return static_cast<ai_real>(0.f); - - if (pMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) { - ASSIMP_LOG_ERROR("This algorithm works on triangle meshes only"); - return static_cast<ai_real>(0.f); - } - - if(pMesh->mNumVertices <= mConfigCacheDepth) { - return static_cast<ai_real>(0.f); - } - - ai_real fACMR = 3.f; - const aiFace* const pcEnd = pMesh->mFaces+pMesh->mNumFaces; - - // Input ACMR is for logging purposes only - if (!DefaultLogger::isNullLogger()) { - - unsigned int* piFIFOStack = new unsigned int[mConfigCacheDepth]; - memset(piFIFOStack,0xff,mConfigCacheDepth*sizeof(unsigned int)); - unsigned int* piCur = piFIFOStack; - const unsigned int* const piCurEnd = piFIFOStack + mConfigCacheDepth; - - // count the number of cache misses - unsigned int iCacheMisses = 0; - for (const aiFace* pcFace = pMesh->mFaces;pcFace != pcEnd;++pcFace) { - for (unsigned int qq = 0; qq < 3;++qq) { - bool bInCache = false; - for (unsigned int* pp = piFIFOStack;pp < piCurEnd;++pp) { - if (*pp == pcFace->mIndices[qq]) { - // the vertex is in cache - bInCache = true; - break; - } - } - if (!bInCache) { - ++iCacheMisses; - if (piCurEnd == piCur) { - piCur = piFIFOStack; - } - *piCur++ = pcFace->mIndices[qq]; - } - } - } - delete[] piFIFOStack; - fACMR = (ai_real) iCacheMisses / pMesh->mNumFaces; - if (3.0 == fACMR) { - char szBuff[128]; // should be sufficiently large in every case - - // the JoinIdenticalVertices process has not been executed on this - // mesh, otherwise this value would normally be at least minimally - // smaller than 3.0 ... - ai_snprintf(szBuff,128,"Mesh %u: Not suitable for vcache optimization",meshNum); - ASSIMP_LOG_WARN(szBuff); - return static_cast<ai_real>(0.f); - } - } - - // first we need to build a vertex-triangle adjacency list - VertexTriangleAdjacency adj(pMesh->mFaces,pMesh->mNumFaces, pMesh->mNumVertices,true); - - // build a list to store per-vertex caching time stamps - unsigned int* const piCachingStamps = new unsigned int[pMesh->mNumVertices]; - memset(piCachingStamps,0x0,pMesh->mNumVertices*sizeof(unsigned int)); - - // allocate an empty output index buffer. We store the output indices in one large array. - // Since the number of triangles won't change the input faces can be reused. This is how - // we save thousands of redundant mini allocations for aiFace::mIndices - const unsigned int iIdxCnt = pMesh->mNumFaces*3; - unsigned int* const piIBOutput = new unsigned int[iIdxCnt]; - unsigned int* piCSIter = piIBOutput; - - // allocate the flag array to hold the information - // whether a face has already been emitted or not - std::vector<bool> abEmitted(pMesh->mNumFaces,false); - - // dead-end vertex index stack - std::stack<unsigned int, std::vector<unsigned int> > sDeadEndVStack; - - // create a copy of the piNumTriPtr buffer - unsigned int* const piNumTriPtr = adj.mLiveTriangles; - const std::vector<unsigned int> piNumTriPtrNoModify(piNumTriPtr, piNumTriPtr + pMesh->mNumVertices); - - // get the largest number of referenced triangles and allocate the "candidate buffer" - unsigned int iMaxRefTris = 0; { - const unsigned int* piCur = adj.mLiveTriangles; - const unsigned int* const piCurEnd = adj.mLiveTriangles+pMesh->mNumVertices; - for (;piCur != piCurEnd;++piCur) { - iMaxRefTris = std::max(iMaxRefTris,*piCur); - } - } - ai_assert(iMaxRefTris > 0); - unsigned int* piCandidates = new unsigned int[iMaxRefTris*3]; - unsigned int iCacheMisses = 0; - - // ................................................................................... - /** PSEUDOCODE for the algorithm - - A = Build-Adjacency(I) Vertex-triangle adjacency - L = Get-Triangle-Counts(A) Per-vertex live triangle counts - C = Zero(Vertex-Count(I)) Per-vertex caching time stamps - D = Empty-Stack() Dead-end vertex stack - E = False(Triangle-Count(I)) Per triangle emitted flag - O = Empty-Index-Buffer() Empty output buffer - f = 0 Arbitrary starting vertex - s = k+1, i = 1 Time stamp and cursor - while f >= 0 For all valid fanning vertices - N = Empty-Set() 1-ring of next candidates - for each Triangle t in Neighbors(A, f) - if !Emitted(E,t) - for each Vertex v in t - Append(O,v) Output vertex - Push(D,v) Add to dead-end stack - Insert(N,v) Register as candidate - L[v] = L[v]-1 Decrease live triangle count - if s-C[v] > k If not in cache - C[v] = s Set time stamp - s = s+1 Increment time stamp - E[t] = true Flag triangle as emitted - Select next fanning vertex - f = Get-Next-Vertex(I,i,k,N,C,s,L,D) - return O - */ - // ................................................................................... - - int ivdx = 0; - int ics = 1; - int iStampCnt = mConfigCacheDepth+1; - while (ivdx >= 0) { - - unsigned int icnt = piNumTriPtrNoModify[ivdx]; - unsigned int* piList = adj.GetAdjacentTriangles(ivdx); - unsigned int* piCurCandidate = piCandidates; - - // get all triangles in the neighborhood - for (unsigned int tri = 0; tri < icnt;++tri) { - - // if they have not yet been emitted, add them to the output IB - const unsigned int fidx = *piList++; - if (!abEmitted[fidx]) { - - // so iterate through all vertices of the current triangle - const aiFace* pcFace = &pMesh->mFaces[ fidx ]; - unsigned nind = pcFace->mNumIndices; - for (unsigned ind = 0; ind < nind; ind++) { - unsigned dp = pcFace->mIndices[ind]; - - // the current vertex won't have any free triangles after this step - if (ivdx != (int)dp) { - // append the vertex to the dead-end stack - sDeadEndVStack.push(dp); - - // register as candidate for the next step - *piCurCandidate++ = dp; - - // decrease the per-vertex triangle counts - piNumTriPtr[dp]--; - } - - // append the vertex to the output index buffer - *piCSIter++ = dp; - - // if the vertex is not yet in cache, set its cache count - if (iStampCnt-piCachingStamps[dp] > mConfigCacheDepth) { - piCachingStamps[dp] = iStampCnt++; - ++iCacheMisses; - } - } - // flag triangle as emitted - abEmitted[fidx] = true; - } - } - - // the vertex has now no living adjacent triangles anymore - piNumTriPtr[ivdx] = 0; - - // get next fanning vertex - ivdx = -1; - int max_priority = -1; - for (unsigned int* piCur = piCandidates;piCur != piCurCandidate;++piCur) { - const unsigned int dp = *piCur; - - // must have live triangles - if (piNumTriPtr[dp] > 0) { - int priority = 0; - - // will the vertex be in cache, even after fanning occurs? - unsigned int tmp; - if ((tmp = iStampCnt-piCachingStamps[dp]) + 2*piNumTriPtr[dp] <= mConfigCacheDepth) { - priority = tmp; - } - - // keep best candidate - if (priority > max_priority) { - max_priority = priority; - ivdx = dp; - } - } - } - // did we reach a dead end? - if (-1 == ivdx) { - // need to get a non-local vertex for which we have a good chance that it is still - // in the cache ... - while (!sDeadEndVStack.empty()) { - unsigned int iCachedIdx = sDeadEndVStack.top(); - sDeadEndVStack.pop(); - if (piNumTriPtr[ iCachedIdx ] > 0) { - ivdx = iCachedIdx; - break; - } - } - - if (-1 == ivdx) { - // well, there isn't such a vertex. Simply get the next vertex in input order and - // hope it is not too bad ... - while (ics < (int)pMesh->mNumVertices) { - ++ics; - if (piNumTriPtr[ics] > 0) { - ivdx = ics; - break; - } - } - } - } - } - ai_real fACMR2 = 0.0f; - if (!DefaultLogger::isNullLogger()) { - fACMR2 = (float)iCacheMisses / pMesh->mNumFaces; - - // very intense verbose logging ... prepare for much text if there are many meshes - if ( DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) { - ASSIMP_LOG_VERBOSE_DEBUG("Mesh %u | ACMR in: ", meshNum, " out: ", fACMR, " | ~", fACMR2, ((fACMR - fACMR2) / fACMR) * 100.f); - } - - fACMR2 *= pMesh->mNumFaces; - } - // sort the output index buffer back to the input array - piCSIter = piIBOutput; - for (aiFace* pcFace = pMesh->mFaces; pcFace != pcEnd;++pcFace) { - unsigned nind = pcFace->mNumIndices; - unsigned * ind = pcFace->mIndices; - if (nind > 0) ind[0] = *piCSIter++; - if (nind > 1) ind[1] = *piCSIter++; - if (nind > 2) ind[2] = *piCSIter++; - } - - // delete temporary storage - delete[] piCachingStamps; - delete[] piIBOutput; - delete[] piCandidates; - - return fACMR2; -} diff --git a/src/mesh/assimp-master/code/PostProcessing/ImproveCacheLocality.h b/src/mesh/assimp-master/code/PostProcessing/ImproveCacheLocality.h deleted file mode 100644 index b2074a1..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ImproveCacheLocality.h +++ /dev/null @@ -1,101 +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 Defines a post processing step to reorder faces for - better cache locality*/ -#ifndef AI_IMPROVECACHELOCALITY_H_INC -#define AI_IMPROVECACHELOCALITY_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/types.h> - -struct aiMesh; - -namespace Assimp -{ - -// --------------------------------------------------------------------------- -/** The ImproveCacheLocalityProcess reorders all faces for improved vertex - * cache locality. It tries to arrange all faces to fans and to render - * faces which share vertices directly one after the other. - * - * @note This step expects triagulated input data. - */ -class ImproveCacheLocalityProcess : public BaseProcess -{ -public: - - ImproveCacheLocalityProcess(); - ~ImproveCacheLocalityProcess(); - -public: - - // ------------------------------------------------------------------- - // Check whether the pp step is active - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - // Executes the pp step on a given scene - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - // Configures the pp step - void SetupProperties(const Importer* pImp); - -protected: - // ------------------------------------------------------------------- - /** Executes the postprocessing step on the given mesh - * @param pMesh The mesh to process. - * @param meshNum Index of the mesh to process - */ - ai_real ProcessMesh( aiMesh* pMesh, unsigned int meshNum); - -private: - //! Configuration parameter: specifies the size of the cache to - //! optimize the vertex data for. - unsigned int mConfigCacheDepth; -}; - -} // end of namespace Assimp - -#endif // AI_IMPROVECACHELOCALITY_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/JoinVerticesProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/JoinVerticesProcess.cpp deleted file mode 100644 index 184e8d7..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/JoinVerticesProcess.cpp +++ /dev/null @@ -1,438 +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 Implementation of the post processing step to join identical vertices - * for all imported meshes - */ - - -#ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS - -#include "JoinVerticesProcess.h" -#include "ProcessHelper.h" -#include <assimp/Vertex.h> -#include <assimp/TinyFormatter.h> -#include <stdio.h> -#include <unordered_set> - -using namespace Assimp; -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -JoinVerticesProcess::JoinVerticesProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -JoinVerticesProcess::~JoinVerticesProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool JoinVerticesProcess::IsActive( unsigned int pFlags) const -{ - return (pFlags & aiProcess_JoinIdenticalVertices) != 0; -} -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void JoinVerticesProcess::Execute( aiScene* pScene) -{ - ASSIMP_LOG_DEBUG("JoinVerticesProcess begin"); - - // get the total number of vertices BEFORE the step is executed - int iNumOldVertices = 0; - if (!DefaultLogger::isNullLogger()) { - for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { - iNumOldVertices += pScene->mMeshes[a]->mNumVertices; - } - } - - // execute the step - int iNumVertices = 0; - for( unsigned int a = 0; a < pScene->mNumMeshes; a++) - iNumVertices += ProcessMesh( pScene->mMeshes[a],a); - - // if logging is active, print detailed statistics - if (!DefaultLogger::isNullLogger()) { - if (iNumOldVertices == iNumVertices) { - ASSIMP_LOG_DEBUG("JoinVerticesProcess finished "); - } else { - ASSIMP_LOG_INFO("JoinVerticesProcess finished | Verts in: ", iNumOldVertices, - " out: ", iNumVertices, " | ~", - ((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f ); - } - } - - pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT; -} - -namespace { - -bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex) -{ - // A little helper to find locally close vertices faster. - // Try to reuse the lookup table from the last step. - const static float epsilon = 1e-5f; - // Squared because we check against squared length of the vector difference - static const float squareEpsilon = epsilon * epsilon; - - // Square compare is useful for animeshes vertices compare - if ((lhs.position - rhs.position).SquareLength() > squareEpsilon) { - return false; - } - - // We just test the other attributes even if they're not present in the mesh. - // In this case they're initialized to 0 so the comparison succeeds. - // By this method the non-present attributes are effectively ignored in the comparison. - if ((lhs.normal - rhs.normal).SquareLength() > squareEpsilon) { - return false; - } - - if ((lhs.texcoords[0] - rhs.texcoords[0]).SquareLength() > squareEpsilon) { - return false; - } - - if ((lhs.tangent - rhs.tangent).SquareLength() > squareEpsilon) { - return false; - } - - if ((lhs.bitangent - rhs.bitangent).SquareLength() > squareEpsilon) { - return false; - } - - // Usually we won't have vertex colors or multiple UVs, so we can skip from here - // Actually this increases runtime performance slightly, at least if branch - // prediction is on our side. - if (complex) { - for (int i = 0; i < 8; i++) { - if (i > 0 && (lhs.texcoords[i] - rhs.texcoords[i]).SquareLength() > squareEpsilon) { - return false; - } - if (GetColorDifference(lhs.colors[i], rhs.colors[i]) > squareEpsilon) { - return false; - } - } - } - return true; -} - -template<class XMesh> -void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) { - // replace vertex data with the unique data sets - pMesh->mNumVertices = (unsigned int)uniqueVertices.size(); - - // ---------------------------------------------------------------------------- - // NOTE - we're *not* calling Vertex::SortBack() because it would check for - // presence of every single vertex component once PER VERTEX. And our CPU - // dislikes branches, even if they're easily predictable. - // ---------------------------------------------------------------------------- - - // Position, if present (check made for aiAnimMesh) - if (pMesh->mVertices) - { - delete [] pMesh->mVertices; - pMesh->mVertices = new aiVector3D[pMesh->mNumVertices]; - for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { - pMesh->mVertices[a] = uniqueVertices[a].position; - } - } - - // Normals, if present - if (pMesh->mNormals) - { - delete [] pMesh->mNormals; - pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; - for( unsigned int a = 0; a < pMesh->mNumVertices; a++) { - pMesh->mNormals[a] = uniqueVertices[a].normal; - } - } - // Tangents, if present - if (pMesh->mTangents) - { - delete [] pMesh->mTangents; - pMesh->mTangents = new aiVector3D[pMesh->mNumVertices]; - for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { - pMesh->mTangents[a] = uniqueVertices[a].tangent; - } - } - // Bitangents as well - if (pMesh->mBitangents) - { - delete [] pMesh->mBitangents; - pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices]; - for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { - pMesh->mBitangents[a] = uniqueVertices[a].bitangent; - } - } - // Vertex colors - for (unsigned int a = 0; pMesh->HasVertexColors(a); a++) - { - delete [] pMesh->mColors[a]; - pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices]; - for( unsigned int b = 0; b < pMesh->mNumVertices; b++) { - pMesh->mColors[a][b] = uniqueVertices[b].colors[a]; - } - } - // Texture coords - for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++) - { - delete [] pMesh->mTextureCoords[a]; - pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices]; - for (unsigned int b = 0; b < pMesh->mNumVertices; b++) { - pMesh->mTextureCoords[a][b] = uniqueVertices[b].texcoords[a]; - } - } -} -} // namespace - -// ------------------------------------------------------------------------------------------------ -// Unites identical vertices in the given mesh -int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) -{ - static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8"); - static_assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8, "AI_MAX_NUMBER_OF_TEXTURECOORDS == 8"); - - // Return early if we don't have any positions - if (!pMesh->HasPositions() || !pMesh->HasFaces()) { - return 0; - } - - // We should care only about used vertices, not all of them - // (this can happen due to original file vertices buffer being used by - // multiple meshes) - std::unordered_set<unsigned int> usedVertexIndices; - usedVertexIndices.reserve(pMesh->mNumVertices); - for( unsigned int a = 0; a < pMesh->mNumFaces; a++) - { - aiFace& face = pMesh->mFaces[a]; - for( unsigned int b = 0; b < face.mNumIndices; b++) { - usedVertexIndices.insert(face.mIndices[b]); - } - } - - // We'll never have more vertices afterwards. - std::vector<Vertex> uniqueVertices; - uniqueVertices.reserve( pMesh->mNumVertices); - - // For each vertex the index of the vertex it was replaced by. - // Since the maximal number of vertices is 2^31-1, the most significand bit can be used to mark - // whether a new vertex was created for the index (true) or if it was replaced by an existing - // unique vertex (false). This saves an additional std::vector<bool> and greatly enhances - // branching performance. - static_assert(AI_MAX_VERTICES == 0x7fffffff, "AI_MAX_VERTICES == 0x7fffffff"); - std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff); - - // float posEpsilonSqr; - SpatialSort *vertexFinder = nullptr; - SpatialSort _vertexFinder; - - typedef std::pair<SpatialSort,float> SpatPair; - if (shared) { - std::vector<SpatPair >* avf; - shared->GetProperty(AI_SPP_SPATIAL_SORT,avf); - if (avf) { - SpatPair& blubb = (*avf)[meshIndex]; - vertexFinder = &blubb.first; - // posEpsilonSqr = blubb.second; - } - } - if (!vertexFinder) { - // bad, need to compute it. - _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D)); - vertexFinder = &_vertexFinder; - // posEpsilonSqr = ComputePositionEpsilon(pMesh); - } - - // Again, better waste some bytes than a realloc ... - std::vector<unsigned int> verticesFound; - verticesFound.reserve(10); - - // Run an optimized code path if we don't have multiple UVs or vertex colors. - // This should yield false in more than 99% of all imports ... - const bool complex = ( pMesh->GetNumColorChannels() > 0 || pMesh->GetNumUVChannels() > 1); - const bool hasAnimMeshes = pMesh->mNumAnimMeshes > 0; - - // We'll never have more vertices afterwards. - std::vector<std::vector<Vertex>> uniqueAnimatedVertices; - if (hasAnimMeshes) { - uniqueAnimatedVertices.resize(pMesh->mNumAnimMeshes); - for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { - uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices); - } - } - - // Now check each vertex if it brings something new to the table - for( unsigned int a = 0; a < pMesh->mNumVertices; a++) { - if (usedVertexIndices.find(a) == usedVertexIndices.end()) { - continue; - } - - // collect the vertex data - Vertex v(pMesh,a); - - // collect all vertices that are close enough to the given position - vertexFinder->FindIdenticalPositions( v.position, verticesFound); - unsigned int matchIndex = 0xffffffff; - - // check all unique vertices close to the position if this vertex is already present among them - for( unsigned int b = 0; b < verticesFound.size(); b++) { - const unsigned int vidx = verticesFound[b]; - const unsigned int uidx = replaceIndex[ vidx]; - if( uidx & 0x80000000) - continue; - - const Vertex& uv = uniqueVertices[ uidx]; - - if (!areVerticesEqual(v, uv, complex)) { - continue; - } - - if (hasAnimMeshes) { - // If given vertex is animated, then it has to be preserver 1 to 1 (base mesh and animated mesh require same topology) - // NOTE: not doing this totaly breaks anim meshes as they don't have their own faces (they use pMesh->mFaces) - bool breaksAnimMesh = false; - for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { - const Vertex& animatedUV = uniqueAnimatedVertices[animMeshIndex][ uidx]; - Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a); - if (!areVerticesEqual(aniMeshVertex, animatedUV, complex)) { - breaksAnimMesh = true; - break; - } - } - if (breaksAnimMesh) { - continue; - } - } - - // we're still here -> this vertex perfectly matches our given vertex - matchIndex = uidx; - break; - } - - // found a replacement vertex among the uniques? - if( matchIndex != 0xffffffff) - { - // store where to found the matching unique vertex - replaceIndex[a] = matchIndex | 0x80000000; - } - else - { - // no unique vertex matches it up to now -> so add it - replaceIndex[a] = (unsigned int)uniqueVertices.size(); - uniqueVertices.push_back( v); - if (hasAnimMeshes) { - for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { - Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a); - uniqueAnimatedVertices[animMeshIndex].push_back(aniMeshVertex); - } - } - } - } - - if (!DefaultLogger::isNullLogger() && DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) { - ASSIMP_LOG_VERBOSE_DEBUG( - "Mesh ",meshIndex, - " (", - (pMesh->mName.length ? pMesh->mName.data : "unnamed"), - ") | Verts in: ",pMesh->mNumVertices, - " out: ", - uniqueVertices.size(), - " | ~", - ((pMesh->mNumVertices - uniqueVertices.size()) / (float)pMesh->mNumVertices) * 100.f, - "%" - ); - } - - updateXMeshVertices(pMesh, uniqueVertices); - if (hasAnimMeshes) { - for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { - updateXMeshVertices(pMesh->mAnimMeshes[animMeshIndex], uniqueAnimatedVertices[animMeshIndex]); - } - } - - // adjust the indices in all faces - for( unsigned int a = 0; a < pMesh->mNumFaces; a++) - { - aiFace& face = pMesh->mFaces[a]; - for( unsigned int b = 0; b < face.mNumIndices; b++) { - face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000; - } - } - - // adjust bone vertex weights. - for( int a = 0; a < (int)pMesh->mNumBones; a++) { - aiBone* bone = pMesh->mBones[a]; - std::vector<aiVertexWeight> newWeights; - newWeights.reserve( bone->mNumWeights); - - if (nullptr != bone->mWeights) { - for ( unsigned int b = 0; b < bone->mNumWeights; b++ ) { - const aiVertexWeight& ow = bone->mWeights[ b ]; - // if the vertex is a unique one, translate it - if ( !( replaceIndex[ ow.mVertexId ] & 0x80000000 ) ) { - aiVertexWeight nw; - nw.mVertexId = replaceIndex[ ow.mVertexId ]; - nw.mWeight = ow.mWeight; - newWeights.push_back( nw ); - } - } - } else { - ASSIMP_LOG_ERROR( "X-Export: aiBone shall contain weights, but pointer to them is nullptr." ); - } - - if (newWeights.size() > 0) { - // kill the old and replace them with the translated weights - delete [] bone->mWeights; - bone->mNumWeights = (unsigned int)newWeights.size(); - - bone->mWeights = new aiVertexWeight[bone->mNumWeights]; - memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight)); - } - } - return pMesh->mNumVertices; -} - -#endif // !! ASSIMP_BUILD_NO_JOINVERTICES_PROCESS diff --git a/src/mesh/assimp-master/code/PostProcessing/JoinVerticesProcess.h b/src/mesh/assimp-master/code/PostProcessing/JoinVerticesProcess.h deleted file mode 100644 index f95236e..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/JoinVerticesProcess.h +++ /dev/null @@ -1,95 +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 Defines a post processing step to join identical vertices - on all imported meshes.*/ -#ifndef AI_JOINVERTICESPROCESS_H_INC -#define AI_JOINVERTICESPROCESS_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/types.h> - -struct aiMesh; - -namespace Assimp -{ - -// --------------------------------------------------------------------------- -/** The JoinVerticesProcess unites identical vertices in all imported meshes. - * By default the importer returns meshes where each face addressed its own - * set of vertices even if that means that identical vertices are stored multiple - * times. The JoinVerticesProcess finds these identical vertices and - * erases all but one of the copies. This usually reduces the number of vertices - * in a mesh by a serious amount and is the standard form to render a mesh. - */ -class ASSIMP_API JoinVerticesProcess : public BaseProcess { -public: - JoinVerticesProcess(); - ~JoinVerticesProcess(); - - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag field. - * @param pFlags The processing flags the importer was called with. A bitwise - * combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - /** Unites identical vertices in the given mesh. - * @param pMesh The mesh to process. - * @param meshIndex Index of the mesh to process - */ - int ProcessMesh( aiMesh* pMesh, unsigned int meshIndex); -}; - -} // end of namespace Assimp - -#endif // AI_CALCTANGENTSPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/LimitBoneWeightsProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/LimitBoneWeightsProcess.cpp deleted file mode 100644 index 63f6bf9..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/LimitBoneWeightsProcess.cpp +++ /dev/null @@ -1,196 +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. - ----------------------------------------------------------------------- -*/ - -/** Implementation of the LimitBoneWeightsProcess post processing step */ - - -#include "LimitBoneWeightsProcess.h" -#include <assimp/SmallVector.h> -#include <assimp/StringUtils.h> -#include <assimp/postprocess.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/scene.h> -#include <stdio.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -LimitBoneWeightsProcess::LimitBoneWeightsProcess() -{ - mMaxWeights = AI_LMW_MAX_WEIGHTS; -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -LimitBoneWeightsProcess::~LimitBoneWeightsProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const -{ - return (pFlags & aiProcess_LimitBoneWeights) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void LimitBoneWeightsProcess::Execute( aiScene* pScene) -{ - ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess begin"); - - for (unsigned int m = 0; m < pScene->mNumMeshes; ++m) { - ProcessMesh(pScene->mMeshes[m]); - } - - ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess end"); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void LimitBoneWeightsProcess::SetupProperties(const Importer* pImp) -{ - // get the current value of the property - this->mMaxWeights = pImp->GetPropertyInteger(AI_CONFIG_PP_LBW_MAX_WEIGHTS,AI_LMW_MAX_WEIGHTS); -} - -// ------------------------------------------------------------------------------------------------ -// Unites identical vertices in the given mesh -void LimitBoneWeightsProcess::ProcessMesh(aiMesh* pMesh) -{ - if (!pMesh->HasBones()) - return; - - // collect all bone weights per vertex - typedef SmallVector<Weight,8> VertexWeightArray; - typedef std::vector<VertexWeightArray> WeightsPerVertex; - WeightsPerVertex vertexWeights(pMesh->mNumVertices); - size_t maxVertexWeights = 0; - - for (unsigned int b = 0; b < pMesh->mNumBones; ++b) - { - const aiBone* bone = pMesh->mBones[b]; - for (unsigned int w = 0; w < bone->mNumWeights; ++w) - { - const aiVertexWeight& vw = bone->mWeights[w]; - - if (vertexWeights.size() <= vw.mVertexId) - continue; - - vertexWeights[vw.mVertexId].push_back(Weight(b, vw.mWeight)); - maxVertexWeights = std::max(maxVertexWeights, vertexWeights[vw.mVertexId].size()); - } - } - - if (maxVertexWeights <= mMaxWeights) - return; - - unsigned int removed = 0, old_bones = pMesh->mNumBones; - - // now cut the weight count if it exceeds the maximum - for (WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit) - { - if (vit->size() <= mMaxWeights) - continue; - - // more than the defined maximum -> first sort by weight in descending order. That's - // why we defined the < operator in such a weird way. - std::sort(vit->begin(), vit->end()); - - // now kill everything beyond the maximum count - unsigned int m = static_cast<unsigned int>(vit->size()); - vit->resize(mMaxWeights); - removed += static_cast<unsigned int>(m - vit->size()); - - // and renormalize the weights - float sum = 0.0f; - for(const Weight* it = vit->begin(); it != vit->end(); ++it) { - sum += it->mWeight; - } - if (0.0f != sum) { - const float invSum = 1.0f / sum; - for(Weight* it = vit->begin(); it != vit->end(); ++it) { - it->mWeight *= invSum; - } - } - } - - // clear weight count for all bone - for (unsigned int a = 0; a < pMesh->mNumBones; ++a) - { - pMesh->mBones[a]->mNumWeights = 0; - } - - // rebuild the vertex weight array for all bones - for (unsigned int a = 0; a < vertexWeights.size(); ++a) - { - const VertexWeightArray& vw = vertexWeights[a]; - for (const Weight* it = vw.begin(); it != vw.end(); ++it) - { - aiBone* bone = pMesh->mBones[it->mBone]; - bone->mWeights[bone->mNumWeights++] = aiVertexWeight(a, it->mWeight); - } - } - - // remove empty bones - unsigned int writeBone = 0; - - for (unsigned int readBone = 0; readBone< pMesh->mNumBones; ++readBone) - { - aiBone* bone = pMesh->mBones[readBone]; - if (bone->mNumWeights > 0) - { - pMesh->mBones[writeBone++] = bone; - } - else - { - delete bone; - } - } - pMesh->mNumBones = writeBone; - - if (!DefaultLogger::isNullLogger()) { - ASSIMP_LOG_INFO("Removed ", removed, " weights. Input bones: ", old_bones, ". Output bones: ", pMesh->mNumBones); - } -} diff --git a/src/mesh/assimp-master/code/PostProcessing/LimitBoneWeightsProcess.h b/src/mesh/assimp-master/code/PostProcessing/LimitBoneWeightsProcess.h deleted file mode 100644 index 22d286b..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/LimitBoneWeightsProcess.h +++ /dev/null @@ -1,138 +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. - ----------------------------------------------------------------------- -*/ - -/** Defines a post processing step to limit the number of bones affecting a single vertex. */ -#ifndef AI_LIMITBONEWEIGHTSPROCESS_H_INC -#define AI_LIMITBONEWEIGHTSPROCESS_H_INC - -#include "Common/BaseProcess.h" - -// Forward declarations -struct aiMesh; - -class LimitBoneWeightsTest; - -namespace Assimp { - -// NOTE: If you change these limits, don't forget to change the -// corresponding values in all Assimp ports - -// ********************************************************** -// Java: ConfigProperty.java, -// ConfigProperty.DEFAULT_BONE_WEIGHT_LIMIT -// ********************************************************** - -#if (!defined AI_LMW_MAX_WEIGHTS) -# define AI_LMW_MAX_WEIGHTS 0x4 -#endif // !! AI_LMW_MAX_WEIGHTS - -// --------------------------------------------------------------------------- -/** This post processing step limits the number of bones affecting a vertex -* to a certain maximum value. If a vertex is affected by more than that number -* of bones, the bone weight with the least influence on this vertex are removed. -* The other weights on this bone are then renormalized to assure the sum weight -* to be 1. -*/ -class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess { -public: - LimitBoneWeightsProcess(); - ~LimitBoneWeightsProcess(); - - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag. - * @param pFlags The processing flags the importer was called with. - * A bitwise combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, - * false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Called prior to ExecuteOnScene(). - * The function is a request to the process to update its configuration - * basing on the Importer's configuration property list. - */ - void SetupProperties(const Importer* pImp); - - // ------------------------------------------------------------------- - /** Limits the bone weight count for all vertices in the given mesh. - * @param pMesh The mesh to process. - */ - void ProcessMesh( aiMesh* pMesh); - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - /** Describes a bone weight on a vertex */ - struct Weight { - unsigned int mBone; ///< Index of the bone - float mWeight; ///< Weight of that bone on this vertex - Weight() AI_NO_EXCEPT - : mBone(0) - , mWeight(0.0f) { - // empty - } - - Weight( unsigned int pBone, float pWeight) - : mBone(pBone) - , mWeight(pWeight) { - // empty - } - - /** Comparison operator to sort bone weights by descending weight */ - bool operator < (const Weight& pWeight) const { - return mWeight > pWeight.mWeight; - } - }; - - /** Maximum number of bones influencing any single vertex. */ - unsigned int mMaxWeights; -}; - -} // end of namespace Assimp - -#endif // AI_LIMITBONEWEIGHTSPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/MakeVerboseFormat.cpp b/src/mesh/assimp-master/code/PostProcessing/MakeVerboseFormat.cpp deleted file mode 100644 index 75e2a0f..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/MakeVerboseFormat.cpp +++ /dev/null @@ -1,231 +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 Implementation of the post processing step "MakeVerboseFormat" -*/ - -#include "MakeVerboseFormat.h" -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -MakeVerboseFormatProcess::MakeVerboseFormatProcess() { - // nothing to do here -} -// ------------------------------------------------------------------------------------------------ -MakeVerboseFormatProcess::~MakeVerboseFormatProcess() { - // nothing to do here -} -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void MakeVerboseFormatProcess::Execute(aiScene *pScene) { - ai_assert(nullptr != pScene); - ASSIMP_LOG_DEBUG("MakeVerboseFormatProcess begin"); - - bool bHas = false; - for (unsigned int a = 0; a < pScene->mNumMeshes; a++) { - if (MakeVerboseFormat(pScene->mMeshes[a])) - bHas = true; - } - if (bHas) { - ASSIMP_LOG_INFO("MakeVerboseFormatProcess finished. There was much work to do ..."); - } else { - ASSIMP_LOG_DEBUG("MakeVerboseFormatProcess. There was nothing to do."); - } - - pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh *pcMesh) { - ai_assert(nullptr != pcMesh); - - unsigned int iOldNumVertices = pcMesh->mNumVertices; - const unsigned int iNumVerts = pcMesh->mNumFaces * 3; - - aiVector3D *pvPositions = new aiVector3D[iNumVerts]; - - aiVector3D *pvNormals = nullptr; - if (pcMesh->HasNormals()) { - pvNormals = new aiVector3D[iNumVerts]; - } - aiVector3D *pvTangents = nullptr, *pvBitangents = nullptr; - if (pcMesh->HasTangentsAndBitangents()) { - pvTangents = new aiVector3D[iNumVerts]; - pvBitangents = new aiVector3D[iNumVerts]; - } - - aiVector3D *apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = { 0 }; - aiColor4D *apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = { 0 }; - - unsigned int p = 0; - while (pcMesh->HasTextureCoords(p)) - apvTextureCoords[p++] = new aiVector3D[iNumVerts]; - - p = 0; - while (pcMesh->HasVertexColors(p)) - apvColorSets[p++] = new aiColor4D[iNumVerts]; - - // allocate enough memory to hold output bones and vertex weights ... - std::vector<aiVertexWeight> *newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones]; - for (unsigned int i = 0; i < pcMesh->mNumBones; ++i) { - newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights * 3); - } - - // iterate through all faces and build a clean list - unsigned int iIndex = 0; - for (unsigned int a = 0; a < pcMesh->mNumFaces; ++a) { - aiFace *pcFace = &pcMesh->mFaces[a]; - for (unsigned int q = 0; q < pcFace->mNumIndices; ++q, ++iIndex) { - // need to build a clean list of bones, too - for (unsigned int i = 0; i < pcMesh->mNumBones; ++i) { - for (unsigned int boneIdx = 0; boneIdx < pcMesh->mBones[i]->mNumWeights; ++boneIdx) { - const aiVertexWeight &w = pcMesh->mBones[i]->mWeights[boneIdx]; - if (pcFace->mIndices[q] == w.mVertexId) { - aiVertexWeight wNew; - wNew.mVertexId = iIndex; - wNew.mWeight = w.mWeight; - newWeights[i].push_back(wNew); - } - } - } - - pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]]; - - if (pcMesh->HasNormals()) { - pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]]; - } - if (pcMesh->HasTangentsAndBitangents()) { - pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]]; - pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]]; - } - - unsigned int pp = 0; - while (pcMesh->HasTextureCoords(pp)) { - apvTextureCoords[pp][iIndex] = pcMesh->mTextureCoords[pp][pcFace->mIndices[q]]; - ++pp; - } - pp = 0; - while (pcMesh->HasVertexColors(pp)) { - apvColorSets[pp][iIndex] = pcMesh->mColors[pp][pcFace->mIndices[q]]; - ++pp; - } - pcFace->mIndices[q] = iIndex; - } - } - - // build output vertex weights - for (unsigned int i = 0; i < pcMesh->mNumBones; ++i) { - delete[] pcMesh->mBones[i]->mWeights; - if (!newWeights[i].empty()) { - pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()]; - pcMesh->mBones[i]->mNumWeights = static_cast<unsigned int>(newWeights[i].size()); - aiVertexWeight *weightToCopy = &(newWeights[i][0]); - memcpy(pcMesh->mBones[i]->mWeights, weightToCopy, - sizeof(aiVertexWeight) * newWeights[i].size()); - } else { - pcMesh->mBones[i]->mWeights = nullptr; - } - } - delete[] newWeights; - - // delete the old members - delete[] pcMesh->mVertices; - pcMesh->mVertices = pvPositions; - - p = 0; - while (pcMesh->HasTextureCoords(p)) { - delete[] pcMesh->mTextureCoords[p]; - pcMesh->mTextureCoords[p] = apvTextureCoords[p]; - ++p; - } - p = 0; - while (pcMesh->HasVertexColors(p)) { - delete[] pcMesh->mColors[p]; - pcMesh->mColors[p] = apvColorSets[p]; - ++p; - } - pcMesh->mNumVertices = iNumVerts; - - if (pcMesh->HasNormals()) { - delete[] pcMesh->mNormals; - pcMesh->mNormals = pvNormals; - } - if (pcMesh->HasTangentsAndBitangents()) { - delete[] pcMesh->mTangents; - pcMesh->mTangents = pvTangents; - delete[] pcMesh->mBitangents; - pcMesh->mBitangents = pvBitangents; - } - return (pcMesh->mNumVertices != iOldNumVertices); -} - -// ------------------------------------------------------------------------------------------------ -bool IsMeshInVerboseFormat(const aiMesh *mesh) { - // avoid slow vector<bool> specialization - std::vector<unsigned int> seen(mesh->mNumVertices, 0); - for (unsigned int i = 0; i < mesh->mNumFaces; ++i) { - const aiFace &f = mesh->mFaces[i]; - for (unsigned int j = 0; j < f.mNumIndices; ++j) { - if (++seen[f.mIndices[j]] == 2) { - // found a duplicate index - return false; - } - } - } - - return true; -} - -// ------------------------------------------------------------------------------------------------ -bool MakeVerboseFormatProcess::IsVerboseFormat(const aiScene *pScene) { - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - if (!IsMeshInVerboseFormat(pScene->mMeshes[i])) { - return false; - } - } - - return true; -} diff --git a/src/mesh/assimp-master/code/PostProcessing/MakeVerboseFormat.h b/src/mesh/assimp-master/code/PostProcessing/MakeVerboseFormat.h deleted file mode 100644 index 6b81da6..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/MakeVerboseFormat.h +++ /dev/null @@ -1,113 +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 Defines a post processing step to bring a given scene - into the verbose format that is expected by most postprocess steps. - This is the inverse of the "JoinIdenticalVertices" step. */ -#ifndef AI_MAKEVERBOSEFORMAT_H_INC -#define AI_MAKEVERBOSEFORMAT_H_INC - -#include "Common/BaseProcess.h" - -struct aiMesh; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** MakeVerboseFormatProcess: Class to convert an asset to the verbose - * format which is expected by most postprocess steps. - * - * This is the inverse of what the "JoinIdenticalVertices" step is doing. - * This step has no official flag (since it wouldn't make sense to run it - * during import). It is intended for applications intending to modify the - * returned aiScene. After this step has been executed, they can execute - * other postprocess steps on the data. The code might also be useful to - * quickly adapt code that doesn't result in a verbose representation of - * the scene data. - * The step has been added because it was required by the viewer, however - * it has been moved to the main library since others might find it - * useful, too. */ -class ASSIMP_API_WINONLY MakeVerboseFormatProcess : public BaseProcess -{ -public: - - - MakeVerboseFormatProcess(); - ~MakeVerboseFormatProcess(); - -public: - - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag field. - * @param pFlags The processing flags the importer was called with. A bitwise - * combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, false if not */ - bool IsActive( unsigned int /*pFlags*/ ) const - { - // NOTE: There is no direct flag that corresponds to - // this postprocess step. - return false; - } - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. */ - void Execute( aiScene* pScene); - -public: - - // ------------------------------------------------------------------- - /** Checks whether the scene is already in verbose format. - * @param pScene The data to check. - * @return true if the scene is already in verbose format. */ - static bool IsVerboseFormat(const aiScene* pScene); - -private: - - //! Apply the postprocess step to a given submesh - bool MakeVerboseFormat (aiMesh* pcMesh); -}; - -} // end of namespace Assimp - -#endif // !!AI_KILLNORMALPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/OptimizeGraph.cpp b/src/mesh/assimp-master/code/PostProcessing/OptimizeGraph.cpp deleted file mode 100644 index ea44eb3..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/OptimizeGraph.cpp +++ /dev/null @@ -1,358 +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 OptimizeGraph.cpp - * @brief Implementation of the aiProcess_OptimizGraph step - */ - -#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS - -#include "OptimizeGraph.h" -#include "ProcessHelper.h" -#include "ConvertToLHProcess.h" -#include <assimp/Exceptional.h> -#include <assimp/SceneCombiner.h> -#include <stdio.h> - -using namespace Assimp; - -#define AI_RESERVED_NODE_NAME "$Reserved_And_Evil" - -/* AI_OG_USE_HASHING enables the use of hashing to speed-up std::set lookups. - * The unhashed variant should be faster, except for *very* large data sets - */ -#ifdef AI_OG_USE_HASHING -// Use our standard hashing function to compute the hash -#define AI_OG_GETKEY(str) SuperFastHash(str.data, str.length) -#else -// Otherwise hope that std::string will utilize a static buffer -// for shorter node names. This would avoid endless heap copying. -#define AI_OG_GETKEY(str) std::string(str.data) -#endif - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -OptimizeGraphProcess::OptimizeGraphProcess() : - mScene(), - nodes_in(), - nodes_out(), - count_merged() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -OptimizeGraphProcess::~OptimizeGraphProcess() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool OptimizeGraphProcess::IsActive(unsigned int pFlags) const { - return (0 != (pFlags & aiProcess_OptimizeGraph)); -} - -// ------------------------------------------------------------------------------------------------ -// Setup properties for the post-processing step -void OptimizeGraphProcess::SetupProperties(const Importer *pImp) { - // Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST - std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST, ""); - AddLockedNodeList(tmp); -} - -// ------------------------------------------------------------------------------------------------ -// Collect new children -void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &nodes) { - nodes_in += nd->mNumChildren; - - // Process children - std::list<aiNode *> child_nodes; - for (unsigned int i = 0; i < nd->mNumChildren; ++i) { - CollectNewChildren(nd->mChildren[i], child_nodes); - nd->mChildren[i] = nullptr; - } - - // Check whether we need this node; if not we can replace it by our own children (warn, danger of incest). - if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end()) { - for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) { - - if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) { - (*it)->mTransformation = nd->mTransformation * (*it)->mTransformation; - nodes.push_back(*it); - - it = child_nodes.erase(it); - continue; - } - ++it; - } - - if (nd->mNumMeshes || !child_nodes.empty()) { - nodes.push_back(nd); - } else { - delete nd; /* bye, node */ - return; - } - } else { - - // Retain our current position in the hierarchy - nodes.push_back(nd); - - // Now check for possible optimizations in our list of child nodes. join as many as possible - aiNode *join_master = nullptr; - aiMatrix4x4 inv; - - const LockedSetType::const_iterator end = locked.end(); - - std::list<aiNode *> join; - for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) { - aiNode *child = *it; - if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) { - - // There may be no instanced meshes - unsigned int n = 0; - for (; n < child->mNumMeshes; ++n) { - if (meshes[child->mMeshes[n]] > 1) { - break; - } - } - if (n == child->mNumMeshes) { - if (!join_master) { - join_master = child; - inv = join_master->mTransformation; - inv.Inverse(); - } else { - child->mTransformation = inv * child->mTransformation; - - join.push_back(child); - it = child_nodes.erase(it); - continue; - } - } - } - ++it; - } - if (join_master && !join.empty()) { - join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%u", count_merged++); - - unsigned int out_meshes = 0; - for (std::list<aiNode *>::const_iterator it = join.cbegin(); it != join.cend(); ++it) { - out_meshes += (*it)->mNumMeshes; - } - - // copy all mesh references in one array - if (out_meshes) { - unsigned int *meshIdxs = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshIdxs; - for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) { - *tmp++ = join_master->mMeshes[n]; - } - - for (const aiNode *join_node : join) { - for (unsigned int n = 0; n < join_node->mNumMeshes; ++n) { - - *tmp = join_node->mMeshes[n]; - aiMesh *mesh = mScene->mMeshes[*tmp++]; - - // Assume the transformation is affine - // manually move the mesh into the right coordinate system - - // Check for odd negative scale (mirror) - if (join_node->mTransformation.Determinant() < 0) { - // Reverse the mesh face winding order - FlipWindingOrderProcess::ProcessMesh(mesh); - } - - // Update positions, normals and tangents - const aiMatrix3x3 IT = aiMatrix3x3(join_node->mTransformation).Inverse().Transpose(); - for (unsigned int a = 0; a < mesh->mNumVertices; ++a) { - - mesh->mVertices[a] *= join_node->mTransformation; - - if (mesh->HasNormals()) - mesh->mNormals[a] *= IT; - - if (mesh->HasTangentsAndBitangents()) { - mesh->mTangents[a] *= IT; - mesh->mBitangents[a] *= IT; - } - } - } - delete join_node; // bye, node - } - delete[] join_master->mMeshes; - join_master->mMeshes = meshIdxs; - join_master->mNumMeshes += out_meshes; - } - } - } - // reassign children if something changed - if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) { - - delete[] nd->mChildren; - - if (!child_nodes.empty()) { - nd->mChildren = new aiNode *[child_nodes.size()]; - } else - nd->mChildren = nullptr; - } - - nd->mNumChildren = static_cast<unsigned int>(child_nodes.size()); - - if (nd->mChildren) { - aiNode **tmp = nd->mChildren; - for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) { - aiNode *node = *tmp++ = *it; - node->mParent = nd; - } - } - - nodes_out += static_cast<unsigned int>(child_nodes.size()); -} - -// ------------------------------------------------------------------------------------------------ -// Execute the post-processing step on the given scene -void OptimizeGraphProcess::Execute(aiScene *pScene) { - ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin"); - nodes_in = nodes_out = count_merged = 0; - mScene = pScene; - - meshes.resize(pScene->mNumMeshes, 0); - FindInstancedMeshes(pScene->mRootNode); - - // build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it - locked.clear(); - for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) { -#ifdef AI_OG_USE_HASHING - locked.insert(SuperFastHash((*it).c_str())); -#else - locked.insert(*it); -#endif - } - - for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) { - for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) { - aiNodeAnim *anim = pScene->mAnimations[i]->mChannels[a]; - locked.insert(AI_OG_GETKEY(anim->mNodeName)); - } - } - - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) { - - aiBone *bone = pScene->mMeshes[i]->mBones[a]; - locked.insert(AI_OG_GETKEY(bone->mName)); - - // HACK: Meshes referencing bones may not be transformed; we need to look them. - // The easiest way to do this is to increase their reference counters ... - meshes[i] += 2; - } - } - - for (unsigned int i = 0; i < pScene->mNumCameras; ++i) { - aiCamera *cam = pScene->mCameras[i]; - locked.insert(AI_OG_GETKEY(cam->mName)); - } - - for (unsigned int i = 0; i < pScene->mNumLights; ++i) { - aiLight *lgh = pScene->mLights[i]; - locked.insert(AI_OG_GETKEY(lgh->mName)); - } - - // Insert a dummy master node and make it read-only - aiNode *dummy_root = new aiNode(AI_RESERVED_NODE_NAME); - locked.insert(AI_OG_GETKEY(dummy_root->mName)); - - const aiString prev = pScene->mRootNode->mName; - pScene->mRootNode->mParent = dummy_root; - - dummy_root->mChildren = new aiNode *[dummy_root->mNumChildren = 1]; - dummy_root->mChildren[0] = pScene->mRootNode; - - // Do our recursive processing of scenegraph nodes. For each node collect - // a fully new list of children and allow their children to place themselves - // on the same hierarchy layer as their parents. - std::list<aiNode *> nodes; - CollectNewChildren(dummy_root, nodes); - - ai_assert(nodes.size() == 1); - - if (dummy_root->mNumChildren == 0) { - pScene->mRootNode = nullptr; - throw DeadlyImportError("After optimizing the scene graph, no data remains"); - } - - if (dummy_root->mNumChildren > 1) { - pScene->mRootNode = dummy_root; - - // Keep the dummy node but assign the name of the old root node to it - pScene->mRootNode->mName = prev; - } else { - - // Remove the dummy root node again. - pScene->mRootNode = dummy_root->mChildren[0]; - - dummy_root->mChildren[0] = nullptr; - delete dummy_root; - } - - pScene->mRootNode->mParent = nullptr; - if (!DefaultLogger::isNullLogger()) { - if (nodes_in != nodes_out) { - ASSIMP_LOG_INFO("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out); - } else { - ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished"); - } - } - meshes.clear(); - locked.clear(); -} - -// ------------------------------------------------------------------------------------------------ -// Build a LUT of all instanced meshes -void OptimizeGraphProcess::FindInstancedMeshes(aiNode *pNode) { - for (unsigned int i = 0; i < pNode->mNumMeshes; ++i) { - ++meshes[pNode->mMeshes[i]]; - } - - for (unsigned int i = 0; i < pNode->mNumChildren; ++i) - FindInstancedMeshes(pNode->mChildren[i]); -} - -#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS diff --git a/src/mesh/assimp-master/code/PostProcessing/OptimizeGraph.h b/src/mesh/assimp-master/code/PostProcessing/OptimizeGraph.h deleted file mode 100644 index f5caa13..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/OptimizeGraph.h +++ /dev/null @@ -1,140 +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 OptimizeGraph.h - * @brief Declares a post processing step to optimize the scenegraph - */ -#ifndef AI_OPTIMIZEGRAPHPROCESS_H_INC -#define AI_OPTIMIZEGRAPHPROCESS_H_INC - -#include "Common/BaseProcess.h" -#include "PostProcessing/ProcessHelper.h" - -#include <assimp/types.h> - -#include <set> - -// Forward declarations -struct aiMesh; - -class OptimizeGraphProcessTest; - -namespace Assimp { - -// ----------------------------------------------------------------------------- -/** @brief Postprocessing step to optimize the scenegraph - * - * The implementation tries to merge nodes, even if they use different - * transformations. Animations are preserved. - * - * @see aiProcess_OptimizeGraph for a detailed description of the - * algorithm being applied. - */ -class OptimizeGraphProcess : public BaseProcess { -public: - OptimizeGraphProcess(); - ~OptimizeGraphProcess(); - - // ------------------------------------------------------------------- - bool IsActive( unsigned int pFlags) const override; - - // ------------------------------------------------------------------- - void Execute( aiScene* pScene) override; - - // ------------------------------------------------------------------- - void SetupProperties(const Importer* pImp) override; - - // ------------------------------------------------------------------- - /** @brief Add a list of node names to be locked and not modified. - * @param in List of nodes. See #AI_CONFIG_PP_OG_EXCLUDE_LIST for - * format explanations. - */ - inline void AddLockedNodeList(std::string& in) { - ConvertListToStrings (in,locked_nodes); - } - - // ------------------------------------------------------------------- - /** @brief Add another node to be locked and not modified. - * @param name Name to be locked - */ - inline void AddLockedNode(std::string& name) { - locked_nodes.push_back(name); - } - - // ------------------------------------------------------------------- - /** @brief Remove a node from the list of locked nodes. - * @param name Name to be unlocked - */ - inline void RemoveLockedNode(std::string& name) { - locked_nodes.remove(name); - } - -protected: - void CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes); - void FindInstancedMeshes (aiNode* pNode); - -private: -#ifdef AI_OG_USE_HASHING - typedef std::set<unsigned int> LockedSetType; -#else - typedef std::set<std::string> LockedSetType; -#endif - - //! Scene we're working with - aiScene* mScene; - - //! List of locked names. Stored is the hash of the name - LockedSetType locked; - - //! List of nodes to be locked in addition to those with animations, lights or cameras assigned. - std::list<std::string> locked_nodes; - - //! Node counters for logging purposes - unsigned int nodes_in,nodes_out, count_merged; - - //! Reference counters for meshes - std::vector<unsigned int> meshes; -}; - -} // end of namespace Assimp - -#endif // AI_OPTIMIZEGRAPHPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/OptimizeMeshes.cpp b/src/mesh/assimp-master/code/PostProcessing/OptimizeMeshes.cpp deleted file mode 100644 index e624bb1..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/OptimizeMeshes.cpp +++ /dev/null @@ -1,256 +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 OptimizeMeshes.cpp - * @brief Implementation of the aiProcess_OptimizeMeshes step - */ - - -#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS - - -#include "OptimizeMeshes.h" -#include "ProcessHelper.h" -#include <assimp/SceneCombiner.h> -#include <assimp/Exceptional.h> - -using namespace Assimp; - -static const unsigned int NotSet = 0xffffffff; -static const unsigned int DeadBeef = 0xdeadbeef; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -OptimizeMeshesProcess::OptimizeMeshesProcess() - : mScene() - , pts(false) - , max_verts( NotSet ) - , max_faces( NotSet ) { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -OptimizeMeshesProcess::~OptimizeMeshesProcess() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const -{ - // Our behaviour needs to be different if the SortByPType or SplitLargeMeshes - // steps are active. Thus we need to query their flags here and store the - // information, although we're breaking const-correctness. - // That's a serious design flaw, consider redesign. - if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) { - pts = (0 != (pFlags & aiProcess_SortByPType)); - max_verts = ( 0 != ( pFlags & aiProcess_SplitLargeMeshes ) ) ? DeadBeef : max_verts; - return true; - } - return false; -} - -// ------------------------------------------------------------------------------------------------ -// Setup properties for the post-processing step -void OptimizeMeshesProcess::SetupProperties(const Importer* pImp) -{ - if( max_verts == DeadBeef /* magic hack */ ) { - max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES); - max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES); - } -} - -// ------------------------------------------------------------------------------------------------ -// Execute step -void OptimizeMeshesProcess::Execute( aiScene* pScene) -{ - const unsigned int num_old = pScene->mNumMeshes; - if (num_old <= 1) { - ASSIMP_LOG_DEBUG("Skipping OptimizeMeshesProcess"); - return; - } - - ASSIMP_LOG_DEBUG("OptimizeMeshesProcess begin"); - mScene = pScene; - - // need to clear persistent members from previous runs - merge_list.resize( 0 ); - output.resize( 0 ); - - // ensure we have the right sizes - merge_list.reserve(pScene->mNumMeshes); - output.reserve(pScene->mNumMeshes); - - // Prepare lookup tables - meshes.resize(pScene->mNumMeshes); - FindInstancedMeshes(pScene->mRootNode); - if( max_verts == DeadBeef ) /* undo the magic hack */ - max_verts = NotSet; - - // ... instanced meshes are immediately processed and added to the output list - for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) { - meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]); - - if (meshes[i].instance_cnt > 1 && meshes[i].output_id == NotSet ) { - meshes[i].output_id = n++; - output.push_back(mScene->mMeshes[i]); - } - } - - // and process all nodes in the scenegraph recursively - ProcessNode(pScene->mRootNode); - if (!output.size()) { - throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong"); - } - - meshes.resize( 0 ); - ai_assert(output.size() <= num_old); - - mScene->mNumMeshes = static_cast<unsigned int>(output.size()); - std::copy(output.begin(),output.end(),mScene->mMeshes); - - if (output.size() != num_old) { - ASSIMP_LOG_DEBUG("OptimizeMeshesProcess finished. Input meshes: ", num_old, ", Output meshes: ", pScene->mNumMeshes); - } else { - ASSIMP_LOG_DEBUG( "OptimizeMeshesProcess finished" ); - } -} - -// ------------------------------------------------------------------------------------------------ -// Process meshes for a single node -void OptimizeMeshesProcess::ProcessNode( aiNode* pNode) -{ - for (unsigned int i = 0; i < pNode->mNumMeshes;++i) { - unsigned int& im = pNode->mMeshes[i]; - - if (meshes[im].instance_cnt > 1) { - im = meshes[im].output_id; - } - else { - merge_list.resize( 0 ); - unsigned int verts = 0, faces = 0; - - // Find meshes to merge with us - for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) { - unsigned int am = pNode->mMeshes[a]; - if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) { - - merge_list.push_back(mScene->mMeshes[am]); - verts += mScene->mMeshes[am]->mNumVertices; - faces += mScene->mMeshes[am]->mNumFaces; - - pNode->mMeshes[a] = pNode->mMeshes[pNode->mNumMeshes - 1]; - --pNode->mNumMeshes; - --a; - } - } - - // and merge all meshes which we found, replace the old ones - if (!merge_list.empty()) { - merge_list.push_back(mScene->mMeshes[im]); - - aiMesh* out; - SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end()); - output.push_back(out); - } else { - output.push_back(mScene->mMeshes[im]); - } - im = static_cast<unsigned int>(output.size()-1); - } - } - - - for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) { - ProcessNode( pNode->mChildren[ i ] ); - } -} - -// ------------------------------------------------------------------------------------------------ -// Check whether two meshes can be joined -bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces ) -{ - if (meshes[a].vertex_format != meshes[b].vertex_format) - return false; - - aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b]; - - if ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) || - (NotSet != max_faces && faces+mb->mNumFaces > max_faces)) { - return false; - } - - // Never merge unskinned meshes with skinned meshes - if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones()) - return false; - - // Never merge meshes with different kinds of primitives if SortByPType did already - // do its work. We would destroy everything again ... - if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes) - return false; - - // If both meshes are skinned, check whether we have many bones defined in both meshes. - // If yes, we can join them. - if (ma->HasBones()) { - // TODO - return false; - } - return true; -} - -// ------------------------------------------------------------------------------------------------ -// Build a LUT of all instanced meshes -void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode) -{ - for( unsigned int i = 0; i < pNode->mNumMeshes; ++i ) { - ++meshes[ pNode->mMeshes[ i ] ].instance_cnt; - } - - for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) { - FindInstancedMeshes( pNode->mChildren[ i ] ); - } -} - -// ------------------------------------------------------------------------------------------------ - -#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS diff --git a/src/mesh/assimp-master/code/PostProcessing/OptimizeMeshes.h b/src/mesh/assimp-master/code/PostProcessing/OptimizeMeshes.h deleted file mode 100644 index b80f98d..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/OptimizeMeshes.h +++ /dev/null @@ -1,186 +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 OptimizeMeshes.h - * @brief Declares a post processing step to join meshes, if possible - */ -#ifndef AI_OPTIMIZEMESHESPROCESS_H_INC -#define AI_OPTIMIZEMESHESPROCESS_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/types.h> - -#include <vector> - -struct aiMesh; -struct aiNode; -class OptimizeMeshesProcessTest; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** @brief Postprocessing step to optimize mesh usage - * - * The implementation looks for meshes that could be joined and joins them. - * Usually this will reduce the number of drawcalls. - * - * @note Instanced meshes are currently not processed. - */ -class OptimizeMeshesProcess : public BaseProcess { -public: - /// @brief The class constructor. - OptimizeMeshesProcess(); - - /// @brief The class destructor. - ~OptimizeMeshesProcess(); - - /** @brief Internal utility to store additional mesh info - */ - struct MeshInfo { - MeshInfo() AI_NO_EXCEPT - : instance_cnt(0) - , vertex_format(0) - , output_id(0xffffffff) { - // empty - } - - //! Number of times this mesh is referenced - unsigned int instance_cnt; - - //! Vertex format id - unsigned int vertex_format; - - //! Output ID - unsigned int output_id; - }; - -public: - // ------------------------------------------------------------------- - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - void SetupProperties(const Importer* pImp); - - - // ------------------------------------------------------------------- - /** @brief Specify whether you want meshes with different - * primitive types to be merged as well. - * - * IsActive() sets this property automatically to true if the - * aiProcess_SortByPType flag is found. - */ - void EnablePrimitiveTypeSorting(bool enable) { - pts = enable; - } - - // Getter - bool IsPrimitiveTypeSortingEnabled () const { - return pts; - } - - - // ------------------------------------------------------------------- - /** @brief Specify a maximum size of a single output mesh. - * - * If a single input mesh already exceeds this limit, it won't - * be split. - * @param verts Maximum number of vertices per mesh - * @param faces Maximum number of faces per mesh - */ - void SetPreferredMeshSizeLimit (unsigned int verts, unsigned int faces) - { - max_verts = verts; - max_faces = faces; - } - - -protected: - - // ------------------------------------------------------------------- - /** @brief Do the actual optimization on all meshes of this node - * @param pNode Node we're working with - */ - void ProcessNode( aiNode* pNode); - - // ------------------------------------------------------------------- - /** @brief Returns true if b can be joined with a - * - * @param verts Number of output verts up to now - * @param faces Number of output faces up to now - */ - bool CanJoin ( unsigned int a, unsigned int b, - unsigned int verts, unsigned int faces ); - - // ------------------------------------------------------------------- - /** @brief Find instanced meshes, for the moment we're excluding - * them from all optimizations - */ - void FindInstancedMeshes (aiNode* pNode); - -private: - - //! Scene we're working with - aiScene* mScene; - - //! Per mesh info - std::vector<MeshInfo> meshes; - - //! Output meshes - std::vector<aiMesh*> output; - - //! @see EnablePrimitiveTypeSorting - mutable bool pts; - - //! @see SetPreferredMeshSizeLimit - mutable unsigned int max_verts,max_faces; - - //! Temporary storage - std::vector<aiMesh*> merge_list; -}; - -} // end of namespace Assimp - -#endif // AI_CALCTANGENTSPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.cpp b/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.cpp deleted file mode 100644 index ec7b878..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.cpp +++ /dev/null @@ -1,688 +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 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, ")"); - } -} diff --git a/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.h b/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.h deleted file mode 100644 index 14e5139..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/PretransformVertices.h +++ /dev/null @@ -1,166 +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 PretransformVertices.h - * @brief Defines a post processing step to pretransform all - * vertices in the scenegraph - */ -#ifndef AI_PRETRANSFORMVERTICES_H_INC -#define AI_PRETRANSFORMVERTICES_H_INC - -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> - -#include <list> -#include <vector> - -// Forward declarations -struct aiNode; - -class PretransformVerticesTest; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** The PretransformVertices pre-transforms all vertices in the node tree - * and removes the whole graph. The output is a list of meshes, one for - * each material. -*/ -class ASSIMP_API PretransformVertices : public BaseProcess { -public: - PretransformVertices(); - ~PretransformVertices(); - - // ------------------------------------------------------------------- - // Check whether step is active - bool IsActive(unsigned int pFlags) const override; - - // ------------------------------------------------------------------- - // Execute step on a given scene - void Execute(aiScene *pScene) override; - - // ------------------------------------------------------------------- - // Setup import settings - void SetupProperties(const Importer *pImp) override; - - // ------------------------------------------------------------------- - /** @brief Toggle the 'keep hierarchy' option - * @param keep true for keep configuration. - */ - void KeepHierarchy(bool keep) { - configKeepHierarchy = keep; - } - - // ------------------------------------------------------------------- - /** @brief Check whether 'keep hierarchy' is currently enabled. - * @return ... - */ - bool IsHierarchyKept() const { - return configKeepHierarchy; - } - -private: - // ------------------------------------------------------------------- - // Count the number of nodes - unsigned int CountNodes(const aiNode *pcNode) const; - - // ------------------------------------------------------------------- - // Get a bitwise combination identifying the vertex format of a mesh - unsigned int GetMeshVFormat(aiMesh *pcMesh) const; - - // ------------------------------------------------------------------- - // Count the number of vertices in the whole scene and a given - // material index - void CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode, - unsigned int iMat, - unsigned int iVFormat, - unsigned int *piFaces, - unsigned int *piVertices) const; - - // ------------------------------------------------------------------- - // Collect vertex/face data - void CollectData(const aiScene *pcScene, const aiNode *pcNode, - unsigned int iMat, - unsigned int iVFormat, - aiMesh *pcMeshOut, - unsigned int aiCurrent[2], - unsigned int *num_refs) const; - - // ------------------------------------------------------------------- - // Get a list of all vertex formats that occur for a given material - // The output list contains duplicate elements - void GetVFormatList(const aiScene *pcScene, unsigned int iMat, - std::list<unsigned int> &aiOut) const; - - // ------------------------------------------------------------------- - // Compute the absolute transformation matrices of each node - void ComputeAbsoluteTransform(aiNode *pcNode); - - // ------------------------------------------------------------------- - // Simple routine to build meshes in worldspace, no further optimization - void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in, - unsigned int numIn, aiNode *node) const; - - // ------------------------------------------------------------------- - // Apply the node transformation to a mesh - void ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const; - - // ------------------------------------------------------------------- - // Reset transformation matrices to identity - void MakeIdentityTransform(aiNode *nd) const; - - // ------------------------------------------------------------------- - // Build reference counters for all meshes - void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const; - - //! Configuration option: keep scene hierarchy as long as possible - bool configKeepHierarchy; - bool configNormalize; - bool configTransform; - aiMatrix4x4 configTransformation; - bool mConfigPointCloud; -}; - -} // end of namespace Assimp - -#endif // !!AI_GENFACENORMALPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/ProcessHelper.cpp b/src/mesh/assimp-master/code/PostProcessing/ProcessHelper.cpp deleted file mode 100644 index 6f0a798..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ProcessHelper.cpp +++ /dev/null @@ -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 diff --git a/src/mesh/assimp-master/code/PostProcessing/ProcessHelper.h b/src/mesh/assimp-master/code/PostProcessing/ProcessHelper.h deleted file mode 100644 index 78df94c..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ProcessHelper.h +++ /dev/null @@ -1,376 +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. - ----------------------------------------------------------------------- -*/ - -#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 diff --git a/src/mesh/assimp-master/code/PostProcessing/RemoveRedundantMaterials.cpp b/src/mesh/assimp-master/code/PostProcessing/RemoveRedundantMaterials.cpp deleted file mode 100644 index ac2fa97..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/RemoveRedundantMaterials.cpp +++ /dev/null @@ -1,224 +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 RemoveRedundantMaterials.cpp - * @brief Implementation of the "RemoveRedundantMaterials" post processing step -*/ - -// internal headers - -#include "RemoveRedundantMaterials.h" -#include <assimp/ParsingUtils.h> -#include "ProcessHelper.h" -#include "Material/MaterialSystem.h" -#include <assimp/Exceptional.h> -#include <stdio.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -RemoveRedundantMatsProcess::RemoveRedundantMatsProcess() -: mConfigFixedMaterials() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const -{ - return (pFlags & aiProcess_RemoveRedundantMaterials) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Setup import properties -void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp) -{ - // Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST - mConfigFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,""); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void RemoveRedundantMatsProcess::Execute( aiScene* pScene) -{ - ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess begin"); - - unsigned int redundantRemoved = 0, unreferencedRemoved = 0; - if (pScene->mNumMaterials) - { - // Find out which materials are referenced by meshes - std::vector<bool> abReferenced(pScene->mNumMaterials,false); - for (unsigned int i = 0;i < pScene->mNumMeshes;++i) - abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true; - - // If a list of materials to be excluded was given, match the list with - // our imported materials and 'salt' all positive matches to ensure that - // we get unique hashes later. - if (mConfigFixedMaterials.length()) { - - std::list<std::string> strings; - ConvertListToStrings(mConfigFixedMaterials,strings); - - for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { - aiMaterial* mat = pScene->mMaterials[i]; - - aiString name; - mat->Get(AI_MATKEY_NAME,name); - - if (name.length) { - std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data); - if (it != strings.end()) { - - // Our brilliant 'salt': A single material property with ~ as first - // character to mark it as internal and temporary. - const int dummy = 1; - ((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0); - - // Keep this material even if no mesh references it - abReferenced[i] = true; - ASSIMP_LOG_VERBOSE_DEBUG( "Found positive match in exclusion list: \'", name.data, "\'"); - } - } - } - } - - // TODO: re-implement this algorithm to work in-place - unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials]; - for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) { - aiMappingTable[ i ] = 0; - } - unsigned int iNewNum = 0; - - // Iterate through all materials and calculate a hash for them - // store all hashes in a list and so a quick search whether - // we do already have a specific hash. This allows us to - // determine which materials are identical. - uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];; - for (unsigned int i = 0; i < pScene->mNumMaterials;++i) - { - // No mesh is referencing this material, remove it. - if (!abReferenced[i]) { - ++unreferencedRemoved; - delete pScene->mMaterials[i]; - pScene->mMaterials[i] = nullptr; - continue; - } - - // Check all previously mapped materials for a matching hash. - // On a match we can delete this material and just make it ref to the same index. - uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]); - for (unsigned int a = 0; a < i;++a) - { - if (abReferenced[a] && me == aiHashes[a]) { - ++redundantRemoved; - me = 0; - aiMappingTable[i] = aiMappingTable[a]; - delete pScene->mMaterials[i]; - pScene->mMaterials[i] = nullptr; - break; - } - } - // This is a new material that is referenced, add to the map. - if (me) { - aiMappingTable[i] = iNewNum++; - } - } - // If the new material count differs from the original, - // we need to rebuild the material list and remap mesh material indexes. - if(iNewNum < 1) - throw DeadlyImportError("No materials remaining"); - if (iNewNum != pScene->mNumMaterials) { - ai_assert(iNewNum > 0); - aiMaterial** ppcMaterials = new aiMaterial*[iNewNum]; - ::memset(ppcMaterials,0,sizeof(void*)*iNewNum); - for (unsigned int p = 0; p < pScene->mNumMaterials;++p) - { - // if the material is not referenced ... remove it - if (!abReferenced[p]) { - continue; - } - - // generate new names for modified materials that had no names - const unsigned int idx = aiMappingTable[p]; - if (ppcMaterials[idx]) { - aiString sz; - if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) { - sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p); - ((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME); - } - } else { - ppcMaterials[idx] = pScene->mMaterials[p]; - } - } - // update all material indices - for (unsigned int p = 0; p < pScene->mNumMeshes;++p) { - aiMesh* mesh = pScene->mMeshes[p]; - ai_assert(nullptr != mesh); - mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex]; - } - // delete the old material list - delete[] pScene->mMaterials; - pScene->mMaterials = ppcMaterials; - pScene->mNumMaterials = iNewNum; - } - // delete temporary storage - delete[] aiHashes; - delete[] aiMappingTable; - } - if (redundantRemoved == 0 && unreferencedRemoved == 0) - { - ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess finished "); - } - else - { - ASSIMP_LOG_INFO("RemoveRedundantMatsProcess finished. Removed ", redundantRemoved, " redundant and ", - unreferencedRemoved, " unused materials."); - } -} diff --git a/src/mesh/assimp-master/code/PostProcessing/RemoveRedundantMaterials.h b/src/mesh/assimp-master/code/PostProcessing/RemoveRedundantMaterials.h deleted file mode 100644 index e8c1478..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/RemoveRedundantMaterials.h +++ /dev/null @@ -1,103 +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 RemoveRedundantMaterials.h - * @brief Defines a post processing step to remove redundant materials - */ -#ifndef AI_REMOVEREDUNDANTMATERIALS_H_INC -#define AI_REMOVEREDUNDANTMATERIALS_H_INC - -#include "Common/BaseProcess.h" -#include <assimp/mesh.h> - -class RemoveRedundantMatsTest; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** RemoveRedundantMatsProcess: Post-processing step to remove redundant - * materials from the imported scene. - */ -class ASSIMP_API RemoveRedundantMatsProcess : public BaseProcess { -public: - /// The default class constructor. - RemoveRedundantMatsProcess(); - - /// The class destructor. - ~RemoveRedundantMatsProcess(); - - // ------------------------------------------------------------------- - // Check whether step is active - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - // Execute step on a given scene - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - // Setup import settings - void SetupProperties(const Importer* pImp); - - // ------------------------------------------------------------------- - /** @brief Set list of fixed (inmutable) materials - * @param fixed See #AI_CONFIG_PP_RRM_EXCLUDE_LIST - */ - void SetFixedMaterialsString(const std::string& fixed = std::string()) { - mConfigFixedMaterials = fixed; - } - - // ------------------------------------------------------------------- - /** @brief Get list of fixed (inmutable) materials - * @return See #AI_CONFIG_PP_RRM_EXCLUDE_LIST - */ - const std::string& GetFixedMaterialsString() const { - return mConfigFixedMaterials; - } - -private: - //! Configuration option: list of all fixed materials - std::string mConfigFixedMaterials; -}; - -} // end of namespace Assimp - -#endif // !!AI_REMOVEREDUNDANTMATERIALS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/RemoveVCProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/RemoveVCProcess.cpp deleted file mode 100644 index 1107736..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/RemoveVCProcess.cpp +++ /dev/null @@ -1,307 +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 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; -} diff --git a/src/mesh/assimp-master/code/PostProcessing/RemoveVCProcess.h b/src/mesh/assimp-master/code/PostProcessing/RemoveVCProcess.h deleted file mode 100644 index cf10868..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/RemoveVCProcess.h +++ /dev/null @@ -1,124 +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 Defines a post processing step to remove specific parts of the scene */ -#ifndef AI_REMOVEVCPROCESS_H_INCLUDED -#define AI_REMOVEVCPROCESS_H_INCLUDED - -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> - -class RemoveVCProcessTest; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** RemoveVCProcess: Class to exclude specific parts of the data structure - * from further processing by removing them, -*/ -class ASSIMP_API RemoveVCProcess : public BaseProcess { -public: - /// The default class constructor. - RemoveVCProcess(); - - /// The class destructor. - ~RemoveVCProcess(); - - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag field. - * @param pFlags The processing flags the importer was called with. A bitwise - * combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - /** Called prior to ExecuteOnScene(). - * The function is a request to the process to update its configuration - * basing on the Importer's configuration property list. - */ - virtual void SetupProperties(const Importer* pImp); - - // ------------------------------------------------------------------- - /** Manually setup the configuration flags for the step - * - * @param Bitwise combination of the #aiComponent enumerated values. - */ - void SetDeleteFlags(unsigned int f) - { - configDeleteFlags = f; - } - - // ------------------------------------------------------------------- - /** Query the current configuration. - */ - unsigned int GetDeleteFlags() const - { - return configDeleteFlags; - } - -private: - - bool ProcessMesh (aiMesh* pcMesh); - - /** Configuration flag - */ - unsigned int configDeleteFlags; - - /** The scene we're working with - */ - aiScene* mScene; -}; - -// --------------------------------------------------------------------------- - -} // end of namespace Assimp - -#endif // !!AI_REMOVEVCPROCESS_H_INCLUDED diff --git a/src/mesh/assimp-master/code/PostProcessing/ScaleProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/ScaleProcess.cpp deleted file mode 100644 index 0090f8d..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ScaleProcess.cpp +++ /dev/null @@ -1,208 +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. - ----------------------------------------------------------------------- -*/ -#include "ScaleProcess.h" - -#include <assimp/scene.h> -#include <assimp/postprocess.h> -#include <assimp/BaseImporter.h> - -namespace Assimp { - -ScaleProcess::ScaleProcess() -: BaseProcess() -, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) { -} - -ScaleProcess::~ScaleProcess() { - // empty -} - -void ScaleProcess::setScale( ai_real scale ) { - mScale = scale; -} - -ai_real ScaleProcess::getScale() const { - return mScale; -} - -bool ScaleProcess::IsActive( unsigned int pFlags ) const { - return ( pFlags & aiProcess_GlobalScale ) != 0; -} - -void ScaleProcess::SetupProperties( const Importer* pImp ) { - // User scaling - mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f ); - - // File scaling * Application Scaling - float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, 1.0f ); - - // apply scale to the scale - // helps prevent bugs with backward compatibility for anyone using normal scaling. - mScale *= importerScale; -} - -void ScaleProcess::Execute( aiScene* pScene ) { - if(mScale == 1.0f) { - return; // nothing to scale - } - - ai_assert( mScale != 0 ); - ai_assert( nullptr != pScene ); - ai_assert( nullptr != pScene->mRootNode ); - - if ( nullptr == pScene ) { - return; - } - - if ( nullptr == pScene->mRootNode ) { - return; - } - - // Process animations and update position transform to new unit system - for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ ) - { - aiAnimation* animation = pScene->mAnimations[animationID]; - - for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++) - { - aiNodeAnim* anim = animation->mChannels[animationChannel]; - - for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++) - { - aiVectorKey& vectorKey = anim->mPositionKeys[posKey]; - vectorKey.mValue *= mScale; - } - } - } - - for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++) - { - aiMesh *mesh = pScene->mMeshes[meshID]; - - // Reconstruct mesh vertices to the new unit system - for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++) - { - aiVector3D& vertex = mesh->mVertices[vertexID]; - vertex *= mScale; - } - - - // bone placement / scaling - for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++) - { - // Reconstruct matrix by transform rather than by scale - // This prevent scale values being changed which can - // be meaningful in some cases - // like when you want the modeller to see 1:1 compatibility. - aiBone* bone = mesh->mBones[boneID]; - - aiVector3D pos, scale; - aiQuaternion rotation; - - bone->mOffsetMatrix.Decompose( scale, rotation, pos); - - aiMatrix4x4 translation; - aiMatrix4x4::Translation( pos * mScale, translation ); - - aiMatrix4x4 scaling; - aiMatrix4x4::Scaling( aiVector3D(scale), scaling ); - - aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix()); - - bone->mOffsetMatrix = translation * RotMatrix * scaling; - } - - - // animation mesh processing - // convert by position rather than scale. - for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++) - { - aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID]; - - for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++) - { - aiVector3D& vertex = animMesh->mVertices[vertexID]; - vertex *= mScale; - } - } - } - - traverseNodes( pScene->mRootNode ); -} - -void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) { - applyScaling( node ); - - for( size_t i = 0; i < node->mNumChildren; i++) - { - // recurse into the tree until we are done! - traverseNodes( node->mChildren[i], nested_node_id+1 ); - } -} - -void ScaleProcess::applyScaling( aiNode *currentNode ) { - if ( nullptr != currentNode ) { - // Reconstruct matrix by transform rather than by scale - // This prevent scale values being changed which can - // be meaningful in some cases - // like when you want the modeller to - // see 1:1 compatibility. - - aiVector3D pos, scale; - aiQuaternion rotation; - currentNode->mTransformation.Decompose( scale, rotation, pos); - - aiMatrix4x4 translation; - aiMatrix4x4::Translation( pos * mScale, translation ); - - aiMatrix4x4 scaling; - - // note: we do not use mScale here, this is on purpose. - aiMatrix4x4::Scaling( scale, scaling ); - - aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix()); - - currentNode->mTransformation = translation * RotMatrix * scaling; - } -} - -} // Namespace Assimp diff --git a/src/mesh/assimp-master/code/PostProcessing/ScaleProcess.h b/src/mesh/assimp-master/code/PostProcessing/ScaleProcess.h deleted file mode 100644 index b6eb75d..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ScaleProcess.h +++ /dev/null @@ -1,97 +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. - ----------------------------------------------------------------------- -*/ -#ifndef SCALE_PROCESS_H_ -#define SCALE_PROCESS_H_ - -#include "Common/BaseProcess.h" - -struct aiNode; - -#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT) -# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f -#endif // !! AI_DEBONE_THRESHOLD - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** ScaleProcess: Class to rescale the whole model. - * Now rescales animations, bones, and blend shapes properly. - * Please note this will not write to 'scale' transform it will rewrite mesh - * and matrixes so that your scale values - * from your model package are preserved, so this is completely intentional - * bugs should be reported as soon as they are found. -*/ -class ASSIMP_API ScaleProcess : public BaseProcess { -public: - /// The default class constructor. - ScaleProcess(); - - /// The class destructor. - virtual ~ScaleProcess(); - - /// Will set the scale manually. - void setScale( ai_real scale ); - - /// Returns the current scaling value. - ai_real getScale() const; - - /// Overwritten, @see BaseProcess - virtual bool IsActive( unsigned int pFlags ) const; - - /// Overwritten, @see BaseProcess - virtual void SetupProperties( const Importer* pImp ); - - /// Overwritten, @see BaseProcess - virtual void Execute( aiScene* pScene ); - -private: - void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 ); - void applyScaling( aiNode *currentNode ); - -private: - ai_real mScale; -}; - -} // Namespace Assimp - - -#endif // SCALE_PROCESS_H_ diff --git a/src/mesh/assimp-master/code/PostProcessing/SortByPTypeProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/SortByPTypeProcess.cpp deleted file mode 100644 index c926809..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/SortByPTypeProcess.cpp +++ /dev/null @@ -1,439 +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 Implementation of the DeterminePTypeHelperProcess and - * SortByPTypeProcess post-process steps. -*/ - -// internal headers -#include "SortByPTypeProcess.h" -#include "ProcessHelper.h" -#include <assimp/Exceptional.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -SortByPTypeProcess::SortByPTypeProcess() : - mConfigRemoveMeshes(0) { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -SortByPTypeProcess::~SortByPTypeProcess() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool SortByPTypeProcess::IsActive(unsigned int pFlags) const { - return (pFlags & aiProcess_SortByPType) != 0; -} - -// ------------------------------------------------------------------------------------------------ -void SortByPTypeProcess::SetupProperties(const Importer *pImp) { - mConfigRemoveMeshes = pImp->GetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, 0); -} - -// ------------------------------------------------------------------------------------------------ -// Update changed meshes in all nodes -void UpdateNodes(const std::vector<unsigned int> &replaceMeshIndex, aiNode *node) { - if (node->mNumMeshes) { - unsigned int newSize = 0; - for (unsigned int m = 0; m < node->mNumMeshes; ++m) { - unsigned int add = node->mMeshes[m] << 2; - for (unsigned int i = 0; i < 4; ++i) { - if (UINT_MAX != replaceMeshIndex[add + i]) ++newSize; - } - } - if (!newSize) { - delete[] node->mMeshes; - node->mNumMeshes = 0; - node->mMeshes = nullptr; - } else { - // Try to reuse the old array if possible - unsigned int *newMeshes = (newSize > node->mNumMeshes ? new unsigned int[newSize] : node->mMeshes); - - for (unsigned int m = 0; m < node->mNumMeshes; ++m) { - unsigned int add = node->mMeshes[m] << 2; - for (unsigned int i = 0; i < 4; ++i) { - if (UINT_MAX != replaceMeshIndex[add + i]) - *newMeshes++ = replaceMeshIndex[add + i]; - } - } - if (newSize > node->mNumMeshes) - delete[] node->mMeshes; - - node->mMeshes = newMeshes - (node->mNumMeshes = newSize); - } - } - - // call all subnodes recursively - for (unsigned int m = 0; m < node->mNumChildren; ++m) - UpdateNodes(replaceMeshIndex, node->mChildren[m]); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void SortByPTypeProcess::Execute(aiScene *pScene) { - if (0 == pScene->mNumMeshes) { - ASSIMP_LOG_DEBUG("SortByPTypeProcess skipped, there are no meshes"); - return; - } - - ASSIMP_LOG_DEBUG("SortByPTypeProcess begin"); - - unsigned int aiNumMeshesPerPType[4] = { 0, 0, 0, 0 }; - - std::vector<aiMesh *> outMeshes; - outMeshes.reserve(static_cast<size_t>(pScene->mNumMeshes) << 1u); - - bool bAnyChanges = false; - - std::vector<unsigned int> replaceMeshIndex(pScene->mNumMeshes * 4, UINT_MAX); - std::vector<unsigned int>::iterator meshIdx = replaceMeshIndex.begin(); - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - aiMesh *const mesh = pScene->mMeshes[i]; - if (mesh->mPrimitiveTypes == 0) { - throw DeadlyImportError("Mesh with invalid primitive type: ", mesh->mName.C_Str()); - } - - // if there's just one primitive type in the mesh there's nothing to do for us - unsigned int num = 0; - if (mesh->mPrimitiveTypes & aiPrimitiveType_POINT) { - ++aiNumMeshesPerPType[0]; - ++num; - } - if (mesh->mPrimitiveTypes & aiPrimitiveType_LINE) { - ++aiNumMeshesPerPType[1]; - ++num; - } - if (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE) { - ++aiNumMeshesPerPType[2]; - ++num; - } - if (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON) { - ++aiNumMeshesPerPType[3]; - ++num; - } - - if (1 == num) { - if (!(mConfigRemoveMeshes & mesh->mPrimitiveTypes)) { - *meshIdx = static_cast<unsigned int>(outMeshes.size()); - outMeshes.push_back(mesh); - } else { - delete mesh; - pScene->mMeshes[i] = nullptr; - bAnyChanges = true; - } - - meshIdx += 4; - continue; - } - bAnyChanges = true; - - // reuse our current mesh arrays for the submesh - // with the largest number of primitives - unsigned int aiNumPerPType[4] = { 0, 0, 0, 0 }; - aiFace *pFirstFace = mesh->mFaces; - aiFace *const pLastFace = pFirstFace + mesh->mNumFaces; - - unsigned int numPolyVerts = 0; - for (; pFirstFace != pLastFace; ++pFirstFace) { - if (pFirstFace->mNumIndices <= 3) - ++aiNumPerPType[pFirstFace->mNumIndices - 1]; - else { - ++aiNumPerPType[3]; - numPolyVerts += pFirstFace->mNumIndices; - } - } - - VertexWeightTable *avw = ComputeVertexBoneWeightTable(mesh); - for (unsigned int real = 0; real < 4; ++real, ++meshIdx) { - if (!aiNumPerPType[real] || mConfigRemoveMeshes & (1u << real)) { - continue; - } - - *meshIdx = (unsigned int)outMeshes.size(); - outMeshes.push_back(new aiMesh()); - aiMesh *out = outMeshes.back(); - - // the name carries the adjacency information between the meshes - out->mName = mesh->mName; - - // copy data members - out->mPrimitiveTypes = 1u << real; - out->mMaterialIndex = mesh->mMaterialIndex; - - // allocate output storage - out->mNumFaces = aiNumPerPType[real]; - aiFace *outFaces = out->mFaces = new aiFace[out->mNumFaces]; - - out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real + 1)); - - aiVector3D *vert(nullptr), *nor(nullptr), *tan(nullptr), *bit(nullptr); - aiVector3D *uv[AI_MAX_NUMBER_OF_TEXTURECOORDS]; - aiColor4D *cols[AI_MAX_NUMBER_OF_COLOR_SETS]; - - if (mesh->mVertices) { - vert = out->mVertices = new aiVector3D[out->mNumVertices]; - } - - if (mesh->mNormals) { - nor = out->mNormals = new aiVector3D[out->mNumVertices]; - } - - if (mesh->mTangents) { - tan = out->mTangents = new aiVector3D[out->mNumVertices]; - bit = out->mBitangents = new aiVector3D[out->mNumVertices]; - } - - for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++j) { - uv[j] = nullptr; - if (mesh->mTextureCoords[j]) { - uv[j] = out->mTextureCoords[j] = new aiVector3D[out->mNumVertices]; - } - - out->mNumUVComponents[j] = mesh->mNumUVComponents[j]; - } - - for (unsigned int j = 0; j < AI_MAX_NUMBER_OF_COLOR_SETS; ++j) { - cols[j] = nullptr; - if (mesh->mColors[j]) { - cols[j] = out->mColors[j] = new aiColor4D[out->mNumVertices]; - } - } - - if (mesh->mNumAnimMeshes > 0 && mesh->mAnimMeshes) { - out->mNumAnimMeshes = mesh->mNumAnimMeshes; - out->mAnimMeshes = new aiAnimMesh *[out->mNumAnimMeshes]; - } - - for (unsigned int j = 0; j < mesh->mNumAnimMeshes; ++j) { - aiAnimMesh *animMesh = mesh->mAnimMeshes[j]; - aiAnimMesh *outAnimMesh = out->mAnimMeshes[j] = new aiAnimMesh; - outAnimMesh->mNumVertices = out->mNumVertices; - if (animMesh->mVertices) - outAnimMesh->mVertices = new aiVector3D[out->mNumVertices]; - else - outAnimMesh->mVertices = nullptr; - if (animMesh->mNormals) - outAnimMesh->mNormals = new aiVector3D[out->mNumVertices]; - else - outAnimMesh->mNormals = nullptr; - if (animMesh->mTangents) - outAnimMesh->mTangents = new aiVector3D[out->mNumVertices]; - else - outAnimMesh->mTangents = nullptr; - if (animMesh->mBitangents) - outAnimMesh->mBitangents = new aiVector3D[out->mNumVertices]; - else - outAnimMesh->mBitangents = nullptr; - for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) { - if (animMesh->mColors[jj]) - outAnimMesh->mColors[jj] = new aiColor4D[out->mNumVertices]; - else - outAnimMesh->mColors[jj] = nullptr; - } - for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) { - if (animMesh->mTextureCoords[jj]) - outAnimMesh->mTextureCoords[jj] = new aiVector3D[out->mNumVertices]; - else - outAnimMesh->mTextureCoords[jj] = nullptr; - } - } - - typedef std::vector<aiVertexWeight> TempBoneInfo; - std::vector<TempBoneInfo> tempBones(mesh->mNumBones); - - // try to guess how much storage we'll need - for (unsigned int q = 0; q < mesh->mNumBones; ++q) { - tempBones[q].reserve(mesh->mBones[q]->mNumWeights / (num - 1)); - } - - unsigned int outIdx = 0; - unsigned int amIdx = 0; // AnimMesh index - for (unsigned int m = 0; m < mesh->mNumFaces; ++m) { - aiFace &in = mesh->mFaces[m]; - if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) { - continue; - } - - outFaces->mNumIndices = in.mNumIndices; - outFaces->mIndices = in.mIndices; - - for (unsigned int q = 0; q < in.mNumIndices; ++q) { - unsigned int idx = in.mIndices[q]; - - // process all bones of this index - if (avw) { - VertexWeightTable &tbl = avw[idx]; - for (VertexWeightTable::const_iterator it = tbl.begin(), end = tbl.end(); - it != end; ++it) { - tempBones[(*it).first].push_back(aiVertexWeight(outIdx, (*it).second)); - } - } - - if (vert) { - *vert++ = mesh->mVertices[idx]; - //mesh->mVertices[idx].x = get_qnan(); - } - if (nor) *nor++ = mesh->mNormals[idx]; - if (tan) { - *tan++ = mesh->mTangents[idx]; - *bit++ = mesh->mBitangents[idx]; - } - - for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++pp) { - if (!uv[pp]) break; - *uv[pp]++ = mesh->mTextureCoords[pp][idx]; - } - - for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_COLOR_SETS; ++pp) { - if (!cols[pp]) break; - *cols[pp]++ = mesh->mColors[pp][idx]; - } - - unsigned int pp = 0; - for (; pp < mesh->mNumAnimMeshes; ++pp) { - aiAnimMesh *animMesh = mesh->mAnimMeshes[pp]; - aiAnimMesh *outAnimMesh = out->mAnimMeshes[pp]; - if (animMesh->mVertices) - outAnimMesh->mVertices[amIdx] = animMesh->mVertices[idx]; - if (animMesh->mNormals) - outAnimMesh->mNormals[amIdx] = animMesh->mNormals[idx]; - if (animMesh->mTangents) - outAnimMesh->mTangents[amIdx] = animMesh->mTangents[idx]; - if (animMesh->mBitangents) - outAnimMesh->mBitangents[amIdx] = animMesh->mBitangents[idx]; - for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) { - if (animMesh->mColors[jj]) - outAnimMesh->mColors[jj][amIdx] = animMesh->mColors[jj][idx]; - } - for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) { - if (animMesh->mTextureCoords[jj]) - outAnimMesh->mTextureCoords[jj][amIdx] = animMesh->mTextureCoords[jj][idx]; - } - } - if (pp == mesh->mNumAnimMeshes) - amIdx++; - - in.mIndices[q] = outIdx++; - } - - in.mIndices = nullptr; - ++outFaces; - } - ai_assert(outFaces == out->mFaces + out->mNumFaces); - - // now generate output bones - for (unsigned int q = 0; q < mesh->mNumBones; ++q) { - if (!tempBones[q].empty()) { - ++out->mNumBones; - } - } - - if (out->mNumBones) { - out->mBones = new aiBone *[out->mNumBones]; - for (unsigned int q = 0, boneIdx = 0; q < mesh->mNumBones; ++q) { - TempBoneInfo &in = tempBones[q]; - if (in.empty()) { - continue; - } - - aiBone *srcBone = mesh->mBones[q]; - aiBone *bone = out->mBones[boneIdx] = new aiBone(); - - bone->mName = srcBone->mName; - bone->mOffsetMatrix = srcBone->mOffsetMatrix; - - bone->mNumWeights = (unsigned int)in.size(); - bone->mWeights = new aiVertexWeight[bone->mNumWeights]; - - ::memcpy(bone->mWeights, &in[0], bone->mNumWeights * sizeof(aiVertexWeight)); - - ++boneIdx; - } - } - } - - // delete the per-vertex bone weights table - delete[] avw; - - // delete the input mesh - delete mesh; - - // avoid invalid pointer - pScene->mMeshes[i] = nullptr; - } - - if (outMeshes.empty()) { - // This should not occur - throw DeadlyImportError("No meshes remaining"); - } - - // If we added at least one mesh process all nodes in the node - // graph and update their respective mesh indices. - if (bAnyChanges) { - UpdateNodes(replaceMeshIndex, pScene->mRootNode); - } - - if (outMeshes.size() != pScene->mNumMeshes) { - delete[] pScene->mMeshes; - pScene->mNumMeshes = (unsigned int)outMeshes.size(); - pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; - } - ::memcpy(pScene->mMeshes, &outMeshes[0], pScene->mNumMeshes * sizeof(void *)); - - if (!DefaultLogger::isNullLogger()) { - char buffer[1024]; - ::ai_snprintf(buffer, 1024, "Points: %u%s, Lines: %u%s, Triangles: %u%s, Polygons: %u%s (Meshes, X = removed)", - aiNumMeshesPerPType[0], ((mConfigRemoveMeshes & aiPrimitiveType_POINT) ? "X" : ""), - aiNumMeshesPerPType[1], ((mConfigRemoveMeshes & aiPrimitiveType_LINE) ? "X" : ""), - aiNumMeshesPerPType[2], ((mConfigRemoveMeshes & aiPrimitiveType_TRIANGLE) ? "X" : ""), - aiNumMeshesPerPType[3], ((mConfigRemoveMeshes & aiPrimitiveType_POLYGON) ? "X" : "")); - ASSIMP_LOG_INFO(buffer); - ASSIMP_LOG_DEBUG("SortByPTypeProcess finished"); - } -} diff --git a/src/mesh/assimp-master/code/PostProcessing/SortByPTypeProcess.h b/src/mesh/assimp-master/code/PostProcessing/SortByPTypeProcess.h deleted file mode 100644 index e30342a..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/SortByPTypeProcess.h +++ /dev/null @@ -1,82 +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 Defines a post processing step to sort meshes by the types - of primitives they contain */ -#ifndef AI_SORTBYPTYPEPROCESS_H_INC -#define AI_SORTBYPTYPEPROCESS_H_INC - -#include "Common/BaseProcess.h" -#include <assimp/mesh.h> - -class SortByPTypeProcessTest; - -namespace Assimp { - - -// --------------------------------------------------------------------------- -/** SortByPTypeProcess: Sorts meshes by the types of primitives they contain. - * A mesh with 5 lines, 3 points and 145 triangles would be split in 3 - * submeshes. -*/ -class ASSIMP_API SortByPTypeProcess : public BaseProcess { -public: - SortByPTypeProcess(); - ~SortByPTypeProcess(); - - // ------------------------------------------------------------------- - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - void SetupProperties(const Importer* pImp); - -private: - int mConfigRemoveMeshes; -}; - - -} // end of namespace Assimp - -#endif // !!AI_SORTBYPTYPEPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/SplitByBoneCountProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/SplitByBoneCountProcess.cpp deleted file mode 100644 index ace62ae..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/SplitByBoneCountProcess.cpp +++ /dev/null @@ -1,480 +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 SplitByBoneCountProcess.cpp -/// Implementation of the SplitByBoneCount postprocessing step - -// internal headers of the post-processing framework -#include "SplitByBoneCountProcess.h" -#include <assimp/postprocess.h> -#include <assimp/DefaultLogger.hpp> - -#include <limits> -#include <assimp/TinyFormatter.h> -#include <assimp/Exceptional.h> -#include <set> - -using namespace Assimp; -using namespace Assimp::Formatter; - -// ------------------------------------------------------------------------------------------------ -// Constructor -SplitByBoneCountProcess::SplitByBoneCountProcess() -{ - // set default, might be overridden by importer config - mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES; -} - -// ------------------------------------------------------------------------------------------------ -// Destructor -SplitByBoneCountProcess::~SplitByBoneCountProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag. -bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const -{ - return !!(pFlags & aiProcess_SplitByBoneCount); -} - -// ------------------------------------------------------------------------------------------------ -// Updates internal properties -void SplitByBoneCountProcess::SetupProperties(const Importer* pImp) -{ - mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void SplitByBoneCountProcess::Execute( aiScene* pScene) -{ - ASSIMP_LOG_DEBUG("SplitByBoneCountProcess begin"); - - // early out - bool isNecessary = false; - for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) - if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount ) - { - isNecessary = true; - break; - } - - if( !isNecessary ) - { - ASSIMP_LOG_DEBUG("SplitByBoneCountProcess early-out: no meshes with more than ", mMaxBoneCount, " bones." ); - return; - } - - // we need to do something. Let's go. - mSubMeshIndices.clear(); - mSubMeshIndices.resize( pScene->mNumMeshes); - - // build a new array of meshes for the scene - std::vector<aiMesh*> meshes; - - for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) - { - aiMesh* srcMesh = pScene->mMeshes[a]; - - std::vector<aiMesh*> newMeshes; - SplitMesh( pScene->mMeshes[a], newMeshes); - - // mesh was split - if( !newMeshes.empty() ) - { - // store new meshes and indices of the new meshes - for( unsigned int b = 0; b < newMeshes.size(); ++b) - { - mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size())); - meshes.push_back( newMeshes[b]); - } - - // and destroy the source mesh. It should be completely contained inside the new submeshes - delete srcMesh; - } - else - { - // Mesh is kept unchanged - store it's new place in the mesh array - mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size())); - meshes.push_back( srcMesh); - } - } - - // rebuild the scene's mesh array - pScene->mNumMeshes = static_cast<unsigned int>(meshes.size()); - delete [] pScene->mMeshes; - pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; - std::copy( meshes.begin(), meshes.end(), pScene->mMeshes); - - // recurse through all nodes and translate the node's mesh indices to fit the new mesh array - UpdateNode( pScene->mRootNode); - - ASSIMP_LOG_DEBUG( "SplitByBoneCountProcess end: split ", mSubMeshIndices.size(), " meshes into ", meshes.size(), " submeshes." ); -} - -// ------------------------------------------------------------------------------------------------ -// Splits the given mesh by bone count. -void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const -{ - // skip if not necessary - if( pMesh->mNumBones <= mMaxBoneCount ) - { - return; - } - - // necessary optimisation: build a list of all affecting bones for each vertex - // TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays - typedef std::pair<unsigned int, float> BoneWeight; - std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices); - for( unsigned int a = 0; a < pMesh->mNumBones; ++a) - { - const aiBone* bone = pMesh->mBones[a]; - for( unsigned int b = 0; b < bone->mNumWeights; ++b) - { - if (bone->mWeights[b].mWeight > 0.0f) - { - int vertexId = bone->mWeights[b].mVertexId; - vertexBones[vertexId].push_back( BoneWeight( a, bone->mWeights[b].mWeight)); - if (vertexBones[vertexId].size() > mMaxBoneCount) - { - throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!"); - } - } - } - } - - unsigned int numFacesHandled = 0; - std::vector<bool> isFaceHandled( pMesh->mNumFaces, false); - while( numFacesHandled < pMesh->mNumFaces ) - { - // which bones are used in the current submesh - unsigned int numBones = 0; - std::vector<bool> isBoneUsed( pMesh->mNumBones, false); - // indices of the faces which are going to go into this submesh - std::vector<unsigned int> subMeshFaces; - subMeshFaces.reserve( pMesh->mNumFaces); - // accumulated vertex count of all the faces in this submesh - unsigned int numSubMeshVertices = 0; - - // add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit - for( unsigned int a = 0; a < pMesh->mNumFaces; ++a) - { - // skip if the face is already stored in a submesh - if( isFaceHandled[a] ) - { - continue; - } - // a small local set of new bones for the current face. State of all used bones for that face - // can only be updated AFTER the face is completely analysed. Thanks to imre for the fix. - std::set<unsigned int> newBonesAtCurrentFace; - - const aiFace& face = pMesh->mFaces[a]; - // check every vertex if its bones would still fit into the current submesh - for( unsigned int b = 0; b < face.mNumIndices; ++b ) - { - const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]]; - for( unsigned int c = 0; c < vb.size(); ++c) - { - unsigned int boneIndex = vb[c].first; - if( !isBoneUsed[boneIndex] ) - { - newBonesAtCurrentFace.insert(boneIndex); - } - } - } - - // leave out the face if the new bones required for this face don't fit the bone count limit anymore - if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount ) - { - continue; - } - - // mark all new bones as necessary - for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it) - { - if (!isBoneUsed[*it]) - { - isBoneUsed[*it] = true; - numBones++; - } - } - - // store the face index and the vertex count - subMeshFaces.push_back( a); - numSubMeshVertices += face.mNumIndices; - - // remember that this face is handled - isFaceHandled[a] = true; - numFacesHandled++; - } - - // create a new mesh to hold this subset of the source mesh - aiMesh* newMesh = new aiMesh; - if( pMesh->mName.length > 0 ) - { - newMesh->mName.Set( format() << pMesh->mName.data << "_sub" << poNewMeshes.size()); - } - newMesh->mMaterialIndex = pMesh->mMaterialIndex; - newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes; - poNewMeshes.push_back( newMesh); - - // create all the arrays for this mesh if the old mesh contained them - newMesh->mNumVertices = numSubMeshVertices; - newMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size()); - newMesh->mVertices = new aiVector3D[newMesh->mNumVertices]; - if( pMesh->HasNormals() ) - { - newMesh->mNormals = new aiVector3D[newMesh->mNumVertices]; - } - if( pMesh->HasTangentsAndBitangents() ) - { - newMesh->mTangents = new aiVector3D[newMesh->mNumVertices]; - newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices]; - } - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a ) - { - if( pMesh->HasTextureCoords( a) ) - { - newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices]; - } - newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a]; - } - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a ) - { - if( pMesh->HasVertexColors( a) ) - { - newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices]; - } - } - - // and copy over the data, generating faces with linear indices along the way - newMesh->mFaces = new aiFace[subMeshFaces.size()]; - unsigned int nvi = 0; // next vertex index - std::vector<unsigned int> previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh - for( unsigned int a = 0; a < subMeshFaces.size(); ++a ) - { - const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]]; - aiFace& dstFace = newMesh->mFaces[a]; - dstFace.mNumIndices = srcFace.mNumIndices; - dstFace.mIndices = new unsigned int[dstFace.mNumIndices]; - - // accumulate linearly all the vertices of the source face - for( unsigned int b = 0; b < dstFace.mNumIndices; ++b ) - { - unsigned int srcIndex = srcFace.mIndices[b]; - dstFace.mIndices[b] = nvi; - previousVertexIndices[nvi] = srcIndex; - - newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex]; - if( pMesh->HasNormals() ) - { - newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex]; - } - if( pMesh->HasTangentsAndBitangents() ) - { - newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex]; - newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex]; - } - for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c ) - { - if( pMesh->HasTextureCoords( c) ) - { - newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex]; - } - } - for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c ) - { - if( pMesh->HasVertexColors( c) ) - { - newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex]; - } - } - - nvi++; - } - } - - ai_assert( nvi == numSubMeshVertices ); - - // Create the bones for the new submesh: first create the bone array - newMesh->mNumBones = 0; - newMesh->mBones = new aiBone*[numBones]; - - std::vector<unsigned int> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<unsigned int>::max()); - for( unsigned int a = 0; a < pMesh->mNumBones; ++a ) - { - if( !isBoneUsed[a] ) - { - continue; - } - - // create the new bone - const aiBone* srcBone = pMesh->mBones[a]; - aiBone* dstBone = new aiBone; - mappedBoneIndex[a] = newMesh->mNumBones; - newMesh->mBones[newMesh->mNumBones++] = dstBone; - dstBone->mName = srcBone->mName; - dstBone->mOffsetMatrix = srcBone->mOffsetMatrix; - dstBone->mNumWeights = 0; - } - - ai_assert( newMesh->mNumBones == numBones ); - - // iterate over all new vertices and count which bones affected its old vertex in the source mesh - for( unsigned int a = 0; a < numSubMeshVertices; ++a ) - { - unsigned int oldIndex = previousVertexIndices[a]; - const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex]; - - for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b ) - { - unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ]; - if( newBoneIndex != std::numeric_limits<unsigned int>::max() ) - { - newMesh->mBones[newBoneIndex]->mNumWeights++; - } - } - } - - // allocate all bone weight arrays accordingly - for( unsigned int a = 0; a < newMesh->mNumBones; ++a ) - { - aiBone* bone = newMesh->mBones[a]; - ai_assert( bone->mNumWeights > 0 ); - bone->mWeights = new aiVertexWeight[bone->mNumWeights]; - bone->mNumWeights = 0; // for counting up in the next step - } - - // now copy all the bone vertex weights for all the vertices which made it into the new submesh - for( unsigned int a = 0; a < numSubMeshVertices; ++a) - { - // find the source vertex for it in the source mesh - unsigned int previousIndex = previousVertexIndices[a]; - // these bones were affecting it - const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex]; - // all of the bones affecting it should be present in the new submesh, or else - // the face it comprises shouldn't be present - for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b) - { - unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ]; - ai_assert( newBoneIndex != std::numeric_limits<unsigned int>::max() ); - aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights; - newMesh->mBones[newBoneIndex]->mNumWeights++; - - dstWeight->mVertexId = a; - dstWeight->mWeight = bonesOnThisVertex[b].second; - } - } - - // ... and copy all the morph targets for all the vertices which made it into the new submesh - if (pMesh->mNumAnimMeshes > 0) { - newMesh->mNumAnimMeshes = pMesh->mNumAnimMeshes; - newMesh->mAnimMeshes = new aiAnimMesh*[newMesh->mNumAnimMeshes]; - - for (unsigned int morphIdx = 0; morphIdx < newMesh->mNumAnimMeshes; ++morphIdx) { - aiAnimMesh* origTarget = pMesh->mAnimMeshes[morphIdx]; - aiAnimMesh* newTarget = new aiAnimMesh; - newTarget->mName = origTarget->mName; - newTarget->mWeight = origTarget->mWeight; - newTarget->mNumVertices = numSubMeshVertices; - newTarget->mVertices = new aiVector3D[numSubMeshVertices]; - newMesh->mAnimMeshes[morphIdx] = newTarget; - - if (origTarget->HasNormals()) { - newTarget->mNormals = new aiVector3D[numSubMeshVertices]; - } - - if (origTarget->HasTangentsAndBitangents()) { - newTarget->mTangents = new aiVector3D[numSubMeshVertices]; - newTarget->mBitangents = new aiVector3D[numSubMeshVertices]; - } - - for( unsigned int vi = 0; vi < numSubMeshVertices; ++vi) { - // find the source vertex for it in the source mesh - unsigned int previousIndex = previousVertexIndices[vi]; - newTarget->mVertices[vi] = origTarget->mVertices[previousIndex]; - - if (newTarget->HasNormals()) { - newTarget->mNormals[vi] = origTarget->mNormals[previousIndex]; - } - if (newTarget->HasTangentsAndBitangents()) { - newTarget->mTangents[vi] = origTarget->mTangents[previousIndex]; - newTarget->mBitangents[vi] = origTarget->mBitangents[previousIndex]; - } - } - } - } - - // I have the strange feeling that this will break apart at some point in time... - } -} - -// ------------------------------------------------------------------------------------------------ -// Recursively updates the node's mesh list to account for the changed mesh list -void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const -{ - // rebuild the node's mesh index list - if( pNode->mNumMeshes > 0 ) - { - std::vector<unsigned int> newMeshList; - for( unsigned int a = 0; a < pNode->mNumMeshes; ++a) - { - unsigned int srcIndex = pNode->mMeshes[a]; - const std::vector<unsigned int>& replaceMeshes = mSubMeshIndices[srcIndex]; - newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end()); - } - - delete [] pNode->mMeshes; - pNode->mNumMeshes = static_cast<unsigned int>(newMeshList.size()); - pNode->mMeshes = new unsigned int[pNode->mNumMeshes]; - std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes); - } - - // do that also recursively for all children - for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) - { - UpdateNode( pNode->mChildren[a]); - } -} diff --git a/src/mesh/assimp-master/code/PostProcessing/SplitByBoneCountProcess.h b/src/mesh/assimp-master/code/PostProcessing/SplitByBoneCountProcess.h deleted file mode 100644 index 938b00c..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/SplitByBoneCountProcess.h +++ /dev/null @@ -1,111 +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 SplitByBoneCountProcess.h -/// Defines a post processing step to split meshes with many bones into submeshes -#ifndef AI_SPLITBYBONECOUNTPROCESS_H_INC -#define AI_SPLITBYBONECOUNTPROCESS_H_INC - -#include <vector> -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> -#include <assimp/scene.h> - -namespace Assimp -{ - - -/** Postprocessing filter to split meshes with many bones into submeshes - * so that each submesh has a certain max bone count. - * - * Applied BEFORE the JoinVertices-Step occurs. - * Returns NON-UNIQUE vertices, splits by bone count. -*/ -class SplitByBoneCountProcess : public BaseProcess -{ -public: - - SplitByBoneCountProcess(); - ~SplitByBoneCountProcess(); - -public: - /** Returns whether the processing step is present in the given flag. - * @param pFlags The processing flags the importer was called with. A - * bitwise combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, - * false if not. - */ - bool IsActive( unsigned int pFlags) const; - - /** Called prior to ExecuteOnScene(). - * The function is a request to the process to update its configuration - * basing on the Importer's configuration property list. - */ - virtual void SetupProperties(const Importer* pImp); - -protected: - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - /// Splits the given mesh by bone count. - /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split. - /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary. - void SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const; - - /// Recursively updates the node's mesh list to account for the changed mesh list - void UpdateNode( aiNode* pNode) const; - -public: - /// Max bone count. Splitting occurs if a mesh has more than that number of bones. - size_t mMaxBoneCount; - - /// Per mesh index: Array of indices of the new submeshes. - std::vector< std::vector<unsigned int> > mSubMeshIndices; -}; - -} // end of namespace Assimp - -#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/SplitLargeMeshes.cpp b/src/mesh/assimp-master/code/PostProcessing/SplitLargeMeshes.cpp deleted file mode 100644 index 508a826..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/SplitLargeMeshes.cpp +++ /dev/null @@ -1,624 +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 Implementation of the SplitLargeMeshes postprocessing step - */ - -// internal headers of the post-processing framework -#include "SplitLargeMeshes.h" -#include "ProcessHelper.h" - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle() { - LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES; -} - -// ------------------------------------------------------------------------------------------------ -SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const { - return (pFlags & aiProcess_SplitLargeMeshes) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene) { - if (0xffffffff == this->LIMIT || nullptr == pScene ) { - return; - } - - ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Triangle begin"); - std::vector<std::pair<aiMesh*, unsigned int> > avList; - - for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) { - this->SplitMesh(a, pScene->mMeshes[a],avList); - } - - if (avList.size() != pScene->mNumMeshes) { - // it seems something has been split. rebuild the mesh list - delete[] pScene->mMeshes; - pScene->mNumMeshes = (unsigned int)avList.size(); - pScene->mMeshes = new aiMesh*[avList.size()]; - - for (unsigned int i = 0; i < avList.size();++i) { - pScene->mMeshes[i] = avList[i].first; - } - - // now we need to update all nodes - this->UpdateNode(pScene->mRootNode,avList); - ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Triangle finished. Meshes have been split"); - } else { - ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Triangle finished. There was nothing to do"); - } -} - -// ------------------------------------------------------------------------------------------------ -// Setup properties -void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp) { - // get the current value of the split property - this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES); -} - -// ------------------------------------------------------------------------------------------------ -// Update a node after some meshes have been split -void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode, - const std::vector<std::pair<aiMesh*, unsigned int> >& avList) { - // for every index in out list build a new entry - std::vector<unsigned int> aiEntries; - aiEntries.reserve(pcNode->mNumMeshes + 1); - for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) { - for (unsigned int a = 0; a < avList.size();++a) { - if (avList[a].second == pcNode->mMeshes[i]) { - aiEntries.push_back(a); - } - } - } - - // now build the new list - delete[] pcNode->mMeshes; - pcNode->mNumMeshes = (unsigned int)aiEntries.size(); - pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes]; - - for (unsigned int b = 0; b < pcNode->mNumMeshes;++b) { - pcNode->mMeshes[b] = aiEntries[b]; - } - - // recursively update all other nodes - for (unsigned int i = 0; i < pcNode->mNumChildren;++i) { - UpdateNode ( pcNode->mChildren[i], avList ); - } -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void SplitLargeMeshesProcess_Triangle::SplitMesh( - unsigned int a, - aiMesh* pMesh, - std::vector<std::pair<aiMesh*, unsigned int> >& avList) { - if (pMesh->mNumFaces > SplitLargeMeshesProcess_Triangle::LIMIT) { - ASSIMP_LOG_INFO("Mesh exceeds the triangle limit. It will be split ..."); - - // we need to split this mesh into sub meshes - // determine the size of a submesh - const unsigned int iSubMeshes = (pMesh->mNumFaces / LIMIT) + 1; - - const unsigned int iOutFaceNum = pMesh->mNumFaces / iSubMeshes; - const unsigned int iOutVertexNum = iOutFaceNum * 3; - - // now generate all submeshes - for (unsigned int i = 0; i < iSubMeshes;++i) { - aiMesh* pcMesh = new aiMesh; - pcMesh->mNumFaces = iOutFaceNum; - pcMesh->mMaterialIndex = pMesh->mMaterialIndex; - - // the name carries the adjacency information between the meshes - pcMesh->mName = pMesh->mName; - - if (i == iSubMeshes-1) { - pcMesh->mNumFaces = iOutFaceNum + ( - pMesh->mNumFaces - iOutFaceNum * iSubMeshes); - } - // copy the list of faces - pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; - - const unsigned int iBase = iOutFaceNum * i; - - // get the total number of indices - unsigned int iCnt = 0; - for (unsigned int p = iBase; p < pcMesh->mNumFaces + iBase;++p) { - iCnt += pMesh->mFaces[p].mNumIndices; - } - pcMesh->mNumVertices = iCnt; - - // allocate storage - if (pMesh->mVertices != nullptr) { - pcMesh->mVertices = new aiVector3D[iCnt]; - } - - if (pMesh->HasNormals()) { - pcMesh->mNormals = new aiVector3D[iCnt]; - } - - if (pMesh->HasTangentsAndBitangents()) { - pcMesh->mTangents = new aiVector3D[iCnt]; - pcMesh->mBitangents = new aiVector3D[iCnt]; - } - - // texture coordinates - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { - pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c]; - if (pMesh->HasTextureCoords( c)) { - pcMesh->mTextureCoords[c] = new aiVector3D[iCnt]; - } - } - - // vertex colors - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) { - if (pMesh->HasVertexColors( c)) { - pcMesh->mColors[c] = new aiColor4D[iCnt]; - } - } - - if (pMesh->HasBones()) { - // assume the number of bones won't change in most cases - pcMesh->mBones = new aiBone*[pMesh->mNumBones]; - - // iterate through all bones of the mesh and find those which - // need to be copied to the split mesh - std::vector<aiVertexWeight> avTempWeights; - for (unsigned int p = 0; p < pcMesh->mNumBones;++p) { - aiBone* const bone = pcMesh->mBones[p]; - avTempWeights.clear(); - avTempWeights.reserve(bone->mNumWeights / iSubMeshes); - - for (unsigned int q = 0; q < bone->mNumWeights;++q) { - aiVertexWeight& weight = bone->mWeights[q]; - if(weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum) { - avTempWeights.push_back(weight); - weight = avTempWeights.back(); - weight.mVertexId -= iBase; - } - } - - if (!avTempWeights.empty()) { - // we'll need this bone. Copy it ... - aiBone* pc = new aiBone(); - pcMesh->mBones[pcMesh->mNumBones++] = pc; - pc->mName = aiString(bone->mName); - pc->mNumWeights = (unsigned int)avTempWeights.size(); - pc->mOffsetMatrix = bone->mOffsetMatrix; - - // no need to reallocate the array for the last submesh. - // Here we can reuse the (large) source array, although - // we'll waste some memory - if (iSubMeshes-1 == i) { - pc->mWeights = bone->mWeights; - bone->mWeights = nullptr; - } else { - pc->mWeights = new aiVertexWeight[pc->mNumWeights]; - } - - // copy the weights - ::memcpy(pc->mWeights,&avTempWeights[0],sizeof(aiVertexWeight)*pc->mNumWeights); - } - } - } - - // (we will also need to copy the array of indices) - unsigned int iCurrent = 0; - for (unsigned int p = 0; p < pcMesh->mNumFaces;++p) { - pcMesh->mFaces[p].mNumIndices = 3; - // allocate a new array - const unsigned int iTemp = p + iBase; - const unsigned int iNumIndices = pMesh->mFaces[iTemp].mNumIndices; - - // setup face type and number of indices - pcMesh->mFaces[p].mNumIndices = iNumIndices; - unsigned int* pi = pMesh->mFaces[iTemp].mIndices; - unsigned int* piOut = pcMesh->mFaces[p].mIndices = new unsigned int[iNumIndices]; - - // need to update the output primitive types - switch (iNumIndices) { - case 1: - pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT; - break; - case 2: - pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE; - break; - case 3: - pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; - break; - default: - pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; - } - - // and copy the contents of the old array, offset by current base - for (unsigned int v = 0; v < iNumIndices;++v) { - unsigned int iIndex = pi[v]; - unsigned int iIndexOut = iCurrent++; - piOut[v] = iIndexOut; - - // copy positions - if (pMesh->mVertices != nullptr) { - pcMesh->mVertices[iIndexOut] = pMesh->mVertices[iIndex]; - } - - // copy normals - if (pMesh->HasNormals()) { - pcMesh->mNormals[iIndexOut] = pMesh->mNormals[iIndex]; - } - - // copy tangents/bitangents - if (pMesh->HasTangentsAndBitangents()) { - pcMesh->mTangents[iIndexOut] = pMesh->mTangents[iIndex]; - pcMesh->mBitangents[iIndexOut] = pMesh->mBitangents[iIndex]; - } - - // texture coordinates - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { - if (pMesh->HasTextureCoords( c ) ) { - pcMesh->mTextureCoords[c][iIndexOut] = pMesh->mTextureCoords[c][iIndex]; - } - } - // vertex colors - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) { - if (pMesh->HasVertexColors( c)) { - pcMesh->mColors[c][iIndexOut] = pMesh->mColors[c][iIndex]; - } - } - } - } - - // add the newly created mesh to the list - avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a)); - } - - // now delete the old mesh data - delete pMesh; - } else { - avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a)); - } -} - -// ------------------------------------------------------------------------------------------------ -SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex() { - LIMIT = AI_SLM_DEFAULT_MAX_VERTICES; -} - -// ------------------------------------------------------------------------------------------------ -SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const { - return (pFlags & aiProcess_SplitLargeMeshes) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene) { - if (0xffffffff == this->LIMIT || nullptr == pScene ) { - return; - } - - ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Vertex begin"); - - std::vector<std::pair<aiMesh*, unsigned int> > avList; - - //Check for point cloud first, - //Do not process point cloud, splitMesh works only with faces data - for (unsigned int a = 0; a < pScene->mNumMeshes; a++) { - if ( pScene->mMeshes[a]->mPrimitiveTypes == aiPrimitiveType_POINT ) { - return; - } - } - - for( unsigned int a = 0; a < pScene->mNumMeshes; ++a ) { - this->SplitMesh(a, pScene->mMeshes[a], avList); - } - - if (avList.size() != pScene->mNumMeshes) { - // it seems something has been split. rebuild the mesh list - delete[] pScene->mMeshes; - pScene->mNumMeshes = (unsigned int)avList.size(); - pScene->mMeshes = new aiMesh*[avList.size()]; - - for (unsigned int i = 0; i < avList.size();++i) { - pScene->mMeshes[i] = avList[i].first; - } - - // now we need to update all nodes - SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList); - ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Vertex finished. Meshes have been split"); - } else { - ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Vertex finished. There was nothing to do"); - } -} - -// ------------------------------------------------------------------------------------------------ -// Setup properties -void SplitLargeMeshesProcess_Vertex::SetupProperties( const Importer* pImp) { - this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void SplitLargeMeshesProcess_Vertex::SplitMesh( - unsigned int a, - aiMesh* pMesh, - std::vector<std::pair<aiMesh*, unsigned int> >& avList) { - if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT) { - typedef std::vector< std::pair<unsigned int,float> > VertexWeightTable; - - // build a per-vertex weight list if necessary - VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(pMesh); - - // we need to split this mesh into sub meshes - // determine the estimated size of a submesh - // (this could be too large. Max waste is a single digit percentage) - const unsigned int iSubMeshes = (pMesh->mNumVertices / SplitLargeMeshesProcess_Vertex::LIMIT) + 1; - - // create a std::vector<unsigned int> to indicate which vertices - // have already been copied - std::vector<unsigned int> avWasCopied; - avWasCopied.resize(pMesh->mNumVertices,0xFFFFFFFF); - - // try to find a good estimate for the number of output faces - // per mesh. Add 12.5% as buffer - unsigned int iEstimatedSize = pMesh->mNumFaces / iSubMeshes; - iEstimatedSize += iEstimatedSize >> 3; - - // now generate all submeshes - unsigned int iBase( 0 ); - while (true) { - const unsigned int iOutVertexNum = SplitLargeMeshesProcess_Vertex::LIMIT; - aiMesh* pcMesh = new aiMesh; - pcMesh->mNumVertices = 0; - pcMesh->mMaterialIndex = pMesh->mMaterialIndex; - - // the name carries the adjacency information between the meshes - pcMesh->mName = pMesh->mName; - - typedef std::vector<aiVertexWeight> BoneWeightList; - if (pMesh->HasBones()) { - pcMesh->mBones = new aiBone*[pMesh->mNumBones]; - ::memset(pcMesh->mBones,0,sizeof(void*)*pMesh->mNumBones); - } - - // clear the temporary helper array - if (iBase) { - // we can't use memset here we unsigned int needn' be 32 bits - for (auto &elem : avWasCopied) { - elem = 0xffffffff; - } - } - - // output vectors - std::vector<aiFace> vFaces; - - // reserve enough storage for most cases - if (pMesh->HasPositions()) { - pcMesh->mVertices = new aiVector3D[iOutVertexNum]; - } - if (pMesh->HasNormals()) { - pcMesh->mNormals = new aiVector3D[iOutVertexNum]; - } - if (pMesh->HasTangentsAndBitangents()) { - pcMesh->mTangents = new aiVector3D[iOutVertexNum]; - pcMesh->mBitangents = new aiVector3D[iOutVertexNum]; - } - for (unsigned int c = 0; pMesh->HasVertexColors(c);++c) { - pcMesh->mColors[c] = new aiColor4D[iOutVertexNum]; - } - for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c) { - pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c]; - pcMesh->mTextureCoords[c] = new aiVector3D[iOutVertexNum]; - } - vFaces.reserve(iEstimatedSize); - - // (we will also need to copy the array of indices) - while (iBase < pMesh->mNumFaces) { - // allocate a new array - const unsigned int iNumIndices = pMesh->mFaces[iBase].mNumIndices; - - // doesn't catch degenerates but is quite fast - unsigned int iNeed = 0; - for (unsigned int v = 0; v < iNumIndices;++v) { - unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v]; - - // check whether we do already have this vertex - if (0xFFFFFFFF == avWasCopied[iIndex]) { - iNeed++; - } - } - if (pcMesh->mNumVertices + iNeed > iOutVertexNum) { - // don't use this face - break; - } - - vFaces.push_back(aiFace()); - aiFace& rFace = vFaces.back(); - - // setup face type and number of indices - rFace.mNumIndices = iNumIndices; - rFace.mIndices = new unsigned int[iNumIndices]; - - // need to update the output primitive types - switch (rFace.mNumIndices) { - case 1: - pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT; - break; - case 2: - pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE; - break; - case 3: - pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; - break; - default: - pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; - } - - // and copy the contents of the old array, offset by current base - for (unsigned int v = 0; v < iNumIndices;++v) { - unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v]; - - // check whether we do already have this vertex - if (0xFFFFFFFF != avWasCopied[iIndex]) { - rFace.mIndices[v] = avWasCopied[iIndex]; - continue; - } - - // copy positions - pcMesh->mVertices[pcMesh->mNumVertices] = (pMesh->mVertices[iIndex]); - - // copy normals - if (pMesh->HasNormals()) { - pcMesh->mNormals[pcMesh->mNumVertices] = (pMesh->mNormals[iIndex]); - } - - // copy tangents/bitangents - if (pMesh->HasTangentsAndBitangents()) { - pcMesh->mTangents[pcMesh->mNumVertices] = (pMesh->mTangents[iIndex]); - pcMesh->mBitangents[pcMesh->mNumVertices] = (pMesh->mBitangents[iIndex]); - } - - // texture coordinates - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { - if (pMesh->HasTextureCoords( c)) { - pcMesh->mTextureCoords[c][pcMesh->mNumVertices] = pMesh->mTextureCoords[c][iIndex]; - } - } - // vertex colors - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) { - if (pMesh->HasVertexColors( c)) { - pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex]; - } - } - // check whether we have bone weights assigned to this vertex - rFace.mIndices[v] = pcMesh->mNumVertices; - if (avPerVertexWeights) { - VertexWeightTable& table = avPerVertexWeights[ pcMesh->mNumVertices ]; - if( !table.empty() ) { - for (VertexWeightTable::const_iterator iter = table.begin(); - iter != table.end();++iter) { - // allocate the bone weight array if necessary - BoneWeightList* pcWeightList = (BoneWeightList*)pcMesh->mBones[(*iter).first]; - if (nullptr == pcWeightList) { - pcMesh->mBones[(*iter).first] = (aiBone*)(pcWeightList = new BoneWeightList()); - } - pcWeightList->push_back(aiVertexWeight(pcMesh->mNumVertices,(*iter).second)); - } - } - } - - avWasCopied[iIndex] = pcMesh->mNumVertices; - pcMesh->mNumVertices++; - } - ++iBase; - if(pcMesh->mNumVertices == iOutVertexNum) { - // break here. The face is only added if it was complete - break; - } - } - - // check which bones we'll need to create for this submesh - if (pMesh->HasBones()) { - aiBone** ppCurrent = pcMesh->mBones; - for (unsigned int k = 0; k < pMesh->mNumBones;++k) { - // check whether the bone is existing - BoneWeightList* pcWeightList; - pcWeightList = (BoneWeightList *)pcMesh->mBones[k]; - if (nullptr != pcWeightList) { - aiBone *pcOldBone = pMesh->mBones[k]; - aiBone* pcOut( nullptr ); - *ppCurrent++ = pcOut = new aiBone(); - pcOut->mName = aiString(pcOldBone->mName); - pcOut->mOffsetMatrix = pcOldBone->mOffsetMatrix; - pcOut->mNumWeights = (unsigned int)pcWeightList->size(); - pcOut->mWeights = new aiVertexWeight[pcOut->mNumWeights]; - - // copy the vertex weights - ::memcpy(pcOut->mWeights,&pcWeightList->operator[](0), - pcOut->mNumWeights * sizeof(aiVertexWeight)); - - // delete the temporary bone weight list - delete pcWeightList; - pcMesh->mNumBones++; - } - } - } - - // copy the face list to the mesh - pcMesh->mFaces = new aiFace[vFaces.size()]; - pcMesh->mNumFaces = (unsigned int)vFaces.size(); - - for (unsigned int p = 0; p < pcMesh->mNumFaces;++p) { - pcMesh->mFaces[p] = vFaces[p]; - } - - // add the newly created mesh to the list - avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a)); - - if (iBase == pMesh->mNumFaces) { - // have all faces ... finish the outer loop, too - break; - } - } - - // delete the per-vertex weight list again - delete[] avPerVertexWeights; - - // now delete the old mesh data - delete pMesh; - return; - } - avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a)); -} diff --git a/src/mesh/assimp-master/code/PostProcessing/SplitLargeMeshes.h b/src/mesh/assimp-master/code/PostProcessing/SplitLargeMeshes.h deleted file mode 100644 index e5a8d4c..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/SplitLargeMeshes.h +++ /dev/null @@ -1,209 +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 Defines a post processing step to split large meshes into sub-meshes - */ -#ifndef AI_SPLITLARGEMESHES_H_INC -#define AI_SPLITLARGEMESHES_H_INC - -#include <vector> -#include "Common/BaseProcess.h" - -#include <assimp/mesh.h> -#include <assimp/scene.h> - -// Forward declarations -class SplitLargeMeshesTest; - -namespace Assimp { - -class SplitLargeMeshesProcess_Triangle; -class SplitLargeMeshesProcess_Vertex; - -// NOTE: If you change these limits, don't forget to change the -// corresponding values in all Assimp ports - -// ********************************************************** -// Java: ConfigProperty.java, -// ConfigProperty.DEFAULT_VERTEX_SPLIT_LIMIT -// ConfigProperty.DEFAULT_TRIANGLE_SPLIT_LIMIT -// ********************************************************** - -// default limit for vertices -#if (!defined AI_SLM_DEFAULT_MAX_VERTICES) -# define AI_SLM_DEFAULT_MAX_VERTICES 1000000 -#endif - -// default limit for triangles -#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES) -# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000 -#endif - -// --------------------------------------------------------------------------- -/** Post-processing filter to split large meshes into sub-meshes - * - * Applied BEFORE the JoinVertices-Step occurs. - * Returns NON-UNIQUE vertices, splits by triangle number. -*/ -class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess -{ - friend class SplitLargeMeshesProcess_Vertex; - -public: - - SplitLargeMeshesProcess_Triangle(); - ~SplitLargeMeshesProcess_Triangle(); - -public: - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag. - * @param pFlags The processing flags the importer was called with. A - * bitwise combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, - * false if not. - */ - bool IsActive( unsigned int pFlags) const; - - - // ------------------------------------------------------------------- - /** Called prior to ExecuteOnScene(). - * The function is a request to the process to update its configuration - * basing on the Importer's configuration property list. - */ - virtual void SetupProperties(const Importer* pImp); - - - //! Set the split limit - needed for unit testing - inline void SetLimit(unsigned int l) - {LIMIT = l;} - - //! Get the split limit - inline unsigned int GetLimit() const - {return LIMIT;} - -public: - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - //! Apply the algorithm to a given mesh - void SplitMesh (unsigned int a, aiMesh* pcMesh, - std::vector<std::pair<aiMesh*, unsigned int> >& avList); - - // ------------------------------------------------------------------- - //! Update a node in the asset after a few of its meshes - //! have been split - static void UpdateNode(aiNode* pcNode, - const std::vector<std::pair<aiMesh*, unsigned int> >& avList); - -public: - //! Triangle limit - unsigned int LIMIT; -}; - - -// --------------------------------------------------------------------------- -/** Post-processing filter to split large meshes into sub-meshes - * - * Applied AFTER the JoinVertices-Step occurs. - * Returns UNIQUE vertices, splits by vertex number. -*/ -class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess -{ -public: - - SplitLargeMeshesProcess_Vertex(); - ~SplitLargeMeshesProcess_Vertex(); - -public: - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag field. - * @param pFlags The processing flags the importer was called with. A bitwise - * combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Called prior to ExecuteOnScene(). - * The function is a request to the process to update its configuration - * basing on the Importer's configuration property list. - */ - virtual void SetupProperties(const Importer* pImp); - - - //! Set the split limit - needed for unit testing - inline void SetLimit(unsigned int l) - {LIMIT = l;} - - //! Get the split limit - inline unsigned int GetLimit() const - {return LIMIT;} - -public: - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - //! Apply the algorithm to a given mesh - void SplitMesh (unsigned int a, aiMesh* pcMesh, - std::vector<std::pair<aiMesh*, unsigned int> >& avList); - - // NOTE: Reuse SplitLargeMeshesProcess_Triangle::UpdateNode() - -public: - //! Triangle limit - unsigned int LIMIT; -}; - -} // end of namespace Assimp - -#endif // !!AI_SPLITLARGEMESHES_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/TextureTransform.cpp b/src/mesh/assimp-master/code/PostProcessing/TextureTransform.cpp deleted file mode 100644 index 653506e..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/TextureTransform.cpp +++ /dev/null @@ -1,567 +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 A helper class that processes texture transformations */ - - - -#include <assimp/Importer.hpp> -#include <assimp/postprocess.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/scene.h> - -#include "TextureTransform.h" -#include <assimp/StringUtils.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -TextureTransformStep::TextureTransformStep() : - configFlags() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -TextureTransformStep::~TextureTransformStep() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool TextureTransformStep::IsActive( unsigned int pFlags) const -{ - return (pFlags & aiProcess_TransformUVCoords) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Setup properties -void TextureTransformStep::SetupProperties(const Importer* pImp) -{ - configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL); -} - -// ------------------------------------------------------------------------------------------------ -void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info) -{ - /* This function tries to simplify the input UV transformation. - * That's very important as it allows us to reduce the number - * of output UV channels. The order in which the transformations - * are applied is - as always - scaling, rotation, translation. - */ - - int rounded; - char szTemp[512]; - - /* Optimize the rotation angle. That's slightly difficult as - * we have an inprecise floating-point number (when comparing - * UV transformations we'll take that into account by using - * an epsilon of 5 degrees). If there is a rotation value, we can't - * perform any further optimizations. - */ - if (info.mRotation) - { - float out = info.mRotation; - rounded = static_cast<int>((info.mRotation / static_cast<float>(AI_MATH_TWO_PI))); - if (rounded) - { - out -= rounded * static_cast<float>(AI_MATH_PI); - ASSIMP_LOG_INFO("Texture coordinate rotation ", info.mRotation, " can be simplified to ", out); - } - - // Next step - convert negative rotation angles to positives - if (out < 0.f) - out = (float)AI_MATH_TWO_PI * 2 + out; - - info.mRotation = out; - return; - } - - - /* Optimize UV translation in the U direction. To determine whether - * or not we can optimize we need to look at the requested mapping - * type (e.g. if mirroring is active there IS a difference between - * offset 2 and 3) - */ - rounded = (int)info.mTranslation.x; - if (rounded) { - float out = 0.0f; - szTemp[0] = 0; - if (aiTextureMapMode_Wrap == info.mapU) { - // Wrap - simple take the fraction of the field - out = info.mTranslation.x-(float)rounded; - ai_snprintf(szTemp, 512, "[w] UV U offset %f can be simplified to %f", info.mTranslation.x, out); - } - else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) { - // Mirror - if (rounded % 2) - rounded--; - out = info.mTranslation.x-(float)rounded; - - ai_snprintf(szTemp,512,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out); - } - else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU) { - // Clamp - translations beyond 1,1 are senseless - ai_snprintf(szTemp,512,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x); - - out = 1.f; - } - if (szTemp[0]) { - ASSIMP_LOG_INFO(szTemp); - info.mTranslation.x = out; - } - } - - /* Optimize UV translation in the V direction. To determine whether - * or not we can optimize we need to look at the requested mapping - * type (e.g. if mirroring is active there IS a difference between - * offset 2 and 3) - */ - rounded = (int)info.mTranslation.y; - if (rounded) { - float out = 0.0f; - szTemp[0] = 0; - if (aiTextureMapMode_Wrap == info.mapV) { - // Wrap - simple take the fraction of the field - out = info.mTranslation.y-(float)rounded; - ::ai_snprintf(szTemp,512,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out); - } - else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) { - // Mirror - if (rounded % 2) - rounded--; - out = info.mTranslation.x-(float)rounded; - - ::ai_snprintf(szTemp,512,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out); - } - else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) { - // Clamp - translations beyond 1,1 are senseless - ::ai_snprintf(szTemp,512,"[c] UV V offset %f can be clamped to 1.0f",info.mTranslation.y); - - out = 1.f; - } - if (szTemp[0]) { - ASSIMP_LOG_INFO(szTemp); - info.mTranslation.y = out; - } - } -} - -// ------------------------------------------------------------------------------------------------ -void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n) -{ - // Don't set if == 0 && wasn't set before - for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) { - const TTUpdateInfo& info = *it; - - if (info.directShortcut) - *info.directShortcut = n; - else if (!n) - { - info.mat->AddProperty<int>((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index)); - } - } -} - -// ------------------------------------------------------------------------------------------------ -inline const char* MappingModeToChar(aiTextureMapMode map) -{ - if (aiTextureMapMode_Wrap == map) - return "-w"; - - if (aiTextureMapMode_Mirror == map) - return "-m"; - - return "-c"; -} - -// ------------------------------------------------------------------------------------------------ -void TextureTransformStep::Execute( aiScene* pScene) -{ - ASSIMP_LOG_DEBUG("TransformUVCoordsProcess begin"); - - - /* We build a per-mesh list of texture transformations we'll need - * to apply. To achieve this, we iterate through all materials, - * find all textures and get their transformations and UV indices. - * Then we search for all meshes using this material. - */ - typedef std::list<STransformVecInfo> MeshTrafoList; - std::vector<MeshTrafoList> meshLists(pScene->mNumMeshes); - - for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { - - aiMaterial* mat = pScene->mMaterials[i]; - for (unsigned int a = 0; a < mat->mNumProperties;++a) { - - aiMaterialProperty* prop = mat->mProperties[a]; - if (!::strcmp( prop->mKey.data, "$tex.file")) { - STransformVecInfo info; - - // Setup a shortcut structure to allow for a fast updating - // of the UV index later - TTUpdateInfo update; - update.mat = (aiMaterial*) mat; - update.semantic = prop->mSemantic; - update.index = prop->mIndex; - - // Get textured properties and transform - for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) { - aiMaterialProperty* prop2 = mat->mProperties[a2]; - if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) { - continue; - } - - if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) { - info.uvIndex = *((int*)prop2->mData); - - // Store a direct pointer for later use - update.directShortcut = (unsigned int*) prop2->mData; - } - - else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) { - info.mapU = *((aiTextureMapMode*)prop2->mData); - } - else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) { - info.mapV = *((aiTextureMapMode*)prop2->mData); - } - else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) { - // ValidateDS should check this - ai_assert(prop2->mDataLength >= 20); - ::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5); - - // Directly remove this property from the list - mat->mNumProperties--; - for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) { - mat->mProperties[a3] = mat->mProperties[a3+1]; - } - - delete prop2; - - // Warn: could be an underflow, but this does not invoke undefined behaviour - --a2; - } - } - - // Find out which transformations are to be evaluated - if (!(configFlags & AI_UVTRAFO_ROTATION)) { - info.mRotation = 0.f; - } - if (!(configFlags & AI_UVTRAFO_SCALING)) { - info.mScaling = aiVector2D(1.f,1.f); - } - if (!(configFlags & AI_UVTRAFO_TRANSLATION)) { - info.mTranslation = aiVector2D(0.f,0.f); - } - - // Do some preprocessing - PreProcessUVTransform(info); - info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u); - - // Find out whether this material is used by more than - // one mesh. This will make our task much, much more difficult! - unsigned int cnt = 0; - for (unsigned int n = 0; n < pScene->mNumMeshes;++n) { - if (pScene->mMeshes[n]->mMaterialIndex == i) - ++cnt; - } - - if (!cnt) - continue; - else if (1 != cnt) { - // This material is referenced by more than one mesh! - // So we need to make sure the UV index for the texture - // is identical for each of it ... - info.lockedPos = AI_TT_UV_IDX_LOCK_TBD; - } - - // Get all corresponding meshes - for (unsigned int n = 0; n < pScene->mNumMeshes;++n) { - aiMesh* mesh = pScene->mMeshes[n]; - if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0]) - continue; - - unsigned int uv = info.uvIndex; - if (!mesh->mTextureCoords[uv]) { - // If the requested UV index is not available, take the first one instead. - uv = 0; - } - - if (mesh->mNumUVComponents[info.uvIndex] >= 3){ - ASSIMP_LOG_WARN("UV transformations on 3D mapping channels are not supported"); - continue; - } - - MeshTrafoList::iterator it; - - // Check whether we have this transform setup already - for (it = meshLists[n].begin();it != meshLists[n].end(); ++it) { - - if ((*it) == info && (*it).uvIndex == uv) { - (*it).updateList.push_back(update); - break; - } - } - - if (it == meshLists[n].end()) { - meshLists[n].push_back(info); - meshLists[n].back().uvIndex = uv; - meshLists[n].back().updateList.push_back(update); - } - } - } - } - } - - char buffer[1024]; // should be sufficiently large - unsigned int outChannels = 0, inChannels = 0, transformedChannels = 0; - - // Now process all meshes. Important: we don't remove unreferenced UV channels. - // This is a job for the RemoveUnreferencedData-Step. - for (unsigned int q = 0; q < pScene->mNumMeshes;++q) { - - aiMesh* mesh = pScene->mMeshes[q]; - MeshTrafoList& trafo = meshLists[q]; - - inChannels += mesh->GetNumUVChannels(); - - if (!mesh->mTextureCoords[0] || trafo.empty() || (trafo.size() == 1 && trafo.begin()->IsUntransformed())) { - outChannels += mesh->GetNumUVChannels(); - continue; - } - - // Move untransformed UV channels to the first position in the list .... - // except if we need a new locked index which should be as small as possible - bool veto = false, need = false; - unsigned int cnt = 0; - unsigned int untransformed = 0; - - MeshTrafoList::iterator it,it2; - for (it = trafo.begin();it != trafo.end(); ++it,++cnt) { - - if (!(*it).IsUntransformed()) { - need = true; - } - - if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD) { - // Lock this index and make sure it won't be changed - (*it).lockedPos = cnt; - veto = true; - continue; - } - - if (!veto && it != trafo.begin() && (*it).IsUntransformed()) { - for (it2 = trafo.begin();it2 != it; ++it2) { - if (!(*it2).IsUntransformed()) - break; - } - trafo.insert(it2,*it); - trafo.erase(it); - break; - } - } - if (!need) - continue; - - // Find all that are not at their 'locked' position and move them to it. - // Conflicts are possible but quite unlikely. - cnt = 0; - for (it = trafo.begin();it != trafo.end(); ++it,++cnt) { - if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) { - it2 = trafo.begin();unsigned int t = 0; - while (t != (*it).lockedPos) - ++it2; - - if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) { - ASSIMP_LOG_ERROR("Channel mismatch, can't compute all transformations properly [design bug]"); - continue; - } - - std::swap(*it2,*it); - if ((*it).lockedPos == untransformed) - untransformed = cnt; - } - } - - // ... and add dummies for all unreferenced channels - // at the end of the list - bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS]; - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) - ref[n] = !mesh->mTextureCoords[n]; - - for (it = trafo.begin();it != trafo.end(); ++it) - ref[(*it).uvIndex] = true; - - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { - if (ref[n]) - continue; - trafo.push_back(STransformVecInfo()); - trafo.back().uvIndex = n; - } - - // Then check whether this list breaks the channel limit. - // The unimportant ones are at the end of the list, so - // it shouldn't be too worse if we remove them. - unsigned int size = (unsigned int)trafo.size(); - if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) { - - if (!DefaultLogger::isNullLogger()) { - ASSIMP_LOG_ERROR(static_cast<unsigned int>(trafo.size()), " UV channels required but just ", - AI_MAX_NUMBER_OF_TEXTURECOORDS, " available"); - } - size = AI_MAX_NUMBER_OF_TEXTURECOORDS; - } - - - aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS]; - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) - old[n] = mesh->mTextureCoords[n]; - - // Now continue and generate the output channels. Channels - // that we're not going to need later can be overridden. - it = trafo.begin(); - for (unsigned int n = 0; n < trafo.size();++n,++it) { - - if (n >= size) { - // Try to use an untransformed channel for all channels we threw over board - UpdateUVIndex((*it).updateList,untransformed); - continue; - } - - outChannels++; - - // Write to the log - if (!DefaultLogger::isNullLogger()) { - ::ai_snprintf(buffer,1024,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s", - q,n, - (*it).mTranslation.x, - (*it).mTranslation.y, - (*it).mScaling.x, - (*it).mScaling.y, - AI_RAD_TO_DEG( (*it).mRotation), - MappingModeToChar ((*it).mapU), - MappingModeToChar ((*it).mapV)); - - ASSIMP_LOG_INFO(buffer); - } - - // Check whether we need a new buffer here - if (mesh->mTextureCoords[n]) { - - it2 = it;++it2; - for (unsigned int m = n+1; m < size;++m, ++it2) { - - if ((*it2).uvIndex == n){ - it2 = trafo.begin(); - break; - } - } - if (it2 == trafo.begin()){ - mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices]; - } - } - else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices]; - - aiVector3D* src = old[(*it).uvIndex]; - aiVector3D* dest, *end; - dest = mesh->mTextureCoords[n]; - - ai_assert(nullptr != src); - - // Copy the data to the destination array - if (dest != src) - ::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices); - - end = dest + mesh->mNumVertices; - - // Build a transformation matrix and transform all UV coords with it - if (!(*it).IsUntransformed()) { - const aiVector2D& trl = (*it).mTranslation; - const aiVector2D& scl = (*it).mScaling; - - // fixme: simplify .. - ++transformedChannels; - aiMatrix3x3 matrix; - - aiMatrix3x3 m2,m3,m4,m5; - - m4.a1 = scl.x; - m4.b2 = scl.y; - - m2.a3 = m2.b3 = 0.5f; - m3.a3 = m3.b3 = -0.5f; - - if ((*it).mRotation > AI_TT_ROTATION_EPSILON ) - aiMatrix3x3::RotationZ((*it).mRotation,matrix); - - m5.a3 += trl.x; m5.b3 += trl.y; - matrix = m2 * m4 * matrix * m3 * m5; - - for (src = dest; src != end; ++src) { /* manual homogeneous divide */ - src->z = 1.f; - *src = matrix * *src; - src->x /= src->z; - src->y /= src->z; - src->z = 0.f; - } - } - - // Update all UV indices - UpdateUVIndex((*it).updateList,n); - } - } - - // Print some detailed statistics into the log - if (!DefaultLogger::isNullLogger()) { - - if (transformedChannels) { - ASSIMP_LOG_INFO("TransformUVCoordsProcess end: ", outChannels, " output channels (in: ", inChannels, ", modified: ", transformedChannels,")"); - } else { - ASSIMP_LOG_DEBUG("TransformUVCoordsProcess finished"); - } - } -} - - diff --git a/src/mesh/assimp-master/code/PostProcessing/TextureTransform.h b/src/mesh/assimp-master/code/PostProcessing/TextureTransform.h deleted file mode 100644 index c1cccf8..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/TextureTransform.h +++ /dev/null @@ -1,232 +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 Definition of a helper step that processes texture transformations */ -#ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED -#define AI_TEXTURE_TRANSFORM_H_INCLUDED - -#include <assimp/BaseImporter.h> -#include "Common/BaseProcess.h" - -#include <assimp/material.h> -#include <list> - -struct aiNode; -struct aiMaterial; - -namespace Assimp { - -#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff -#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee - - -#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5)) - -// --------------------------------------------------------------------------- -/** Small helper structure representing a shortcut into the material list - * to be able to update some values quickly. -*/ -struct TTUpdateInfo { - TTUpdateInfo() AI_NO_EXCEPT - : directShortcut(nullptr) - , mat(nullptr) - , semantic(0) - , index(0) { - // empty - } - - //! Direct shortcut, if available - unsigned int* directShortcut; - - //! Material - aiMaterial *mat; - - //! Texture type and index - unsigned int semantic, index; -}; - - -// --------------------------------------------------------------------------- -/** Helper class representing texture coordinate transformations -*/ -struct STransformVecInfo : public aiUVTransform { - STransformVecInfo() AI_NO_EXCEPT - : uvIndex(0) - , mapU(aiTextureMapMode_Wrap) - , mapV(aiTextureMapMode_Wrap) - , lockedPos(AI_TT_UV_IDX_LOCK_NONE) { - // empty - } - - //! Source texture coordinate index - unsigned int uvIndex; - - //! Texture mapping mode in the u, v direction - aiTextureMapMode mapU,mapV; - - //! Locked destination UV index - //! AI_TT_UV_IDX_LOCK_TBD - to be determined - //! AI_TT_UV_IDX_LOCK_NONE - none (default) - unsigned int lockedPos; - - //! Update info - shortcuts into all materials - //! that are referencing this transform setup - std::list<TTUpdateInfo> updateList; - - - // ------------------------------------------------------------------- - /** Compare two transform setups - */ - inline bool operator== (const STransformVecInfo& other) const - { - // We use a small epsilon here - const static float epsilon = 0.05f; - - if (std::fabs( mTranslation.x - other.mTranslation.x ) > epsilon || - std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon) - { - return false; - } - - if (std::fabs( mScaling.x - other.mScaling.x ) > epsilon || - std::fabs( mScaling.y - other.mScaling.y ) > epsilon) - { - return false; - } - - if (std::fabs( mRotation - other.mRotation) > epsilon) - { - return false; - } - return true; - } - - inline bool operator!= (const STransformVecInfo& other) const - { - return !(*this == other); - } - - - // ------------------------------------------------------------------- - /** Returns whether this is an untransformed texture coordinate set - */ - inline bool IsUntransformed() const - { - return (1.0f == mScaling.x && 1.f == mScaling.y && - !mTranslation.x && !mTranslation.y && - mRotation < AI_TT_ROTATION_EPSILON); - } - - // ------------------------------------------------------------------- - /** Build a 3x3 matrix from the transformations - */ - inline void GetMatrix(aiMatrix3x3& mOut) - { - mOut = aiMatrix3x3(); - - if (1.0f != mScaling.x || 1.0f != mScaling.y) - { - aiMatrix3x3 mScale; - mScale.a1 = mScaling.x; - mScale.b2 = mScaling.y; - mOut = mScale; - } - if (mRotation) - { - aiMatrix3x3 mRot; - mRot.a1 = mRot.b2 = std::cos(mRotation); - mRot.a2 = mRot.b1 = std::sin(mRotation); - mRot.a2 = -mRot.a2; - mOut *= mRot; - } - if (mTranslation.x || mTranslation.y) - { - aiMatrix3x3 mTrans; - mTrans.a3 = mTranslation.x; - mTrans.b3 = mTranslation.y; - mOut *= mTrans; - } - } -}; - - -// --------------------------------------------------------------------------- -/** Helper step to compute final UV coordinate sets if there are scalings - * or rotations in the original data read from the file. -*/ -class TextureTransformStep : public BaseProcess -{ -public: - - TextureTransformStep(); - ~TextureTransformStep(); - -public: - - // ------------------------------------------------------------------- - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - void SetupProperties(const Importer* pImp); - - -protected: - - - // ------------------------------------------------------------------- - /** Preprocess a specific UV transformation setup - * - * @param info Transformation setup to be preprocessed. - */ - void PreProcessUVTransform(STransformVecInfo& info); - -private: - - unsigned int configFlags; -}; - -} - -#endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED diff --git a/src/mesh/assimp-master/code/PostProcessing/TriangulateProcess.cpp b/src/mesh/assimp-master/code/PostProcessing/TriangulateProcess.cpp deleted file mode 100644 index a18bf1c..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/TriangulateProcess.cpp +++ /dev/null @@ -1,628 +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 TriangulateProcess.cpp - * @brief Implementation of the post processing step to split up - * all faces with more than three indices into triangles. - * - * - * The triangulation algorithm will handle concave or convex polygons. - * Self-intersecting or non-planar polygons are not rejected, but - * they're probably not triangulated correctly. - * - * DEBUG SWITCHES - do not enable any of them in release builds: - * - * AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING - * - generates vertex colors to represent the face winding order. - * the first vertex of a polygon becomes red, the last blue. - * AI_BUILD_TRIANGULATE_DEBUG_POLYS - * - dump all polygons and their triangulation sequences to - * a file - */ -#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS - -#include "PostProcessing/TriangulateProcess.h" -#include "PostProcessing/ProcessHelper.h" -#include "Common/PolyTools.h" - -#include <memory> -#include <cstdint> - -//#define AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING -//#define AI_BUILD_TRIANGULATE_DEBUG_POLYS - -#define POLY_GRID_Y 40 -#define POLY_GRID_X 70 -#define POLY_GRID_XPAD 20 -#define POLY_OUTPUT_FILE "assimp_polygons_debug.txt" - -using namespace Assimp; - -namespace { - - /** - * @brief Helper struct used to simplify NGON encoding functions. - */ - struct NGONEncoder { - NGONEncoder() : mLastNGONFirstIndex((unsigned int)-1) {} - - /** - * @brief Encode the current triangle, and make sure it is recognized as a triangle. - * - * This method will rotate indices in tri if needed in order to avoid tri to be considered - * part of the previous ngon. This method is to be used whenever you want to emit a real triangle, - * and make sure it is seen as a triangle. - * - * @param tri Triangle to encode. - */ - void ngonEncodeTriangle(aiFace * tri) { - ai_assert(tri->mNumIndices == 3); - - // Rotate indices in new triangle to avoid ngon encoding false ngons - // Otherwise, the new triangle would be considered part of the previous NGON. - if (isConsideredSameAsLastNgon(tri)) { - std::swap(tri->mIndices[0], tri->mIndices[2]); - std::swap(tri->mIndices[1], tri->mIndices[2]); - } - - mLastNGONFirstIndex = tri->mIndices[0]; - } - - /** - * @brief Encode a quad (2 triangles) in ngon encoding, and make sure they are seen as a single ngon. - * - * @param tri1 First quad triangle - * @param tri2 Second quad triangle - * - * @pre Triangles must be properly fanned from the most appropriate vertex. - */ - void ngonEncodeQuad(aiFace *tri1, aiFace *tri2) { - ai_assert(tri1->mNumIndices == 3); - ai_assert(tri2->mNumIndices == 3); - ai_assert(tri1->mIndices[0] == tri2->mIndices[0]); - - // If the selected fanning vertex is the same as the previously - // emitted ngon, we use the opposite vertex which also happens to work - // for tri-fanning a concave quad. - // ref: https://github.com/assimp/assimp/pull/3695#issuecomment-805999760 - if (isConsideredSameAsLastNgon(tri1)) { - // Right-rotate indices for tri1 (index 2 becomes the new fanning vertex) - std::swap(tri1->mIndices[0], tri1->mIndices[2]); - std::swap(tri1->mIndices[1], tri1->mIndices[2]); - - // Left-rotate indices for tri2 (index 2 becomes the new fanning vertex) - std::swap(tri2->mIndices[1], tri2->mIndices[2]); - std::swap(tri2->mIndices[0], tri2->mIndices[2]); - - ai_assert(tri1->mIndices[0] == tri2->mIndices[0]); - } - - mLastNGONFirstIndex = tri1->mIndices[0]; - } - - /** - * @brief Check whether this triangle would be considered part of the lastly emitted ngon or not. - * - * @param tri Current triangle. - * @return true If used as is, this triangle will be part of last ngon. - * @return false If used as is, this triangle is not considered part of the last ngon. - */ - bool isConsideredSameAsLastNgon(const aiFace * tri) const { - ai_assert(tri->mNumIndices == 3); - return tri->mIndices[0] == mLastNGONFirstIndex; - } - - private: - unsigned int mLastNGONFirstIndex; - }; - -} - - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -TriangulateProcess::TriangulateProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -TriangulateProcess::~TriangulateProcess() -{ - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool TriangulateProcess::IsActive( unsigned int pFlags) const -{ - return (pFlags & aiProcess_Triangulate) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void TriangulateProcess::Execute( aiScene* pScene) -{ - ASSIMP_LOG_DEBUG("TriangulateProcess begin"); - - bool bHas = false; - for( unsigned int a = 0; a < pScene->mNumMeshes; a++) - { - if (pScene->mMeshes[ a ]) { - if ( TriangulateMesh( pScene->mMeshes[ a ] ) ) { - bHas = true; - } - } - } - if ( bHas ) { - ASSIMP_LOG_INFO( "TriangulateProcess finished. All polygons have been triangulated." ); - } else { - ASSIMP_LOG_DEBUG( "TriangulateProcess finished. There was nothing to be done." ); - } -} - -// ------------------------------------------------------------------------------------------------ -// Triangulates the given mesh. -bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) -{ - // Now we have aiMesh::mPrimitiveTypes, so this is only here for test cases - if (!pMesh->mPrimitiveTypes) { - bool bNeed = false; - - for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { - const aiFace& face = pMesh->mFaces[a]; - - if( face.mNumIndices != 3) { - bNeed = true; - } - } - if (!bNeed) - return false; - } - else if (!(pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) { - return false; - } - - // Find out how many output faces we'll get - uint32_t numOut = 0, max_out = 0; - bool get_normals = true; - for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { - aiFace& face = pMesh->mFaces[a]; - if (face.mNumIndices <= 4) { - get_normals = false; - } - if( face.mNumIndices <= 3) { - numOut++; - - } - else { - numOut += face.mNumIndices-2; - max_out = std::max(max_out,face.mNumIndices); - } - } - - // Just another check whether aiMesh::mPrimitiveTypes is correct - ai_assert(numOut != pMesh->mNumFaces); - - aiVector3D *nor_out = nullptr; - - // if we don't have normals yet, but expect them to be a cheap side - // product of triangulation anyway, allocate storage for them. - if (!pMesh->mNormals && get_normals) { - // XXX need a mechanism to inform the GenVertexNormals process to treat these normals as preprocessed per-face normals - // nor_out = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; - } - - // the output mesh will contain triangles, but no polys anymore - pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; - pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON; - - // The mesh becomes NGON encoded now, during the triangulation process. - pMesh->mPrimitiveTypes |= aiPrimitiveType_NGONEncodingFlag; - - aiFace* out = new aiFace[numOut](), *curOut = out; - std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */ - std::vector<aiVector2D> temp_verts(max_out+2); - - NGONEncoder ngonEncoder; - - // Apply vertex colors to represent the face winding? -#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING - if (!pMesh->mColors[0]) - pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices]; - else - new(pMesh->mColors[0]) aiColor4D[pMesh->mNumVertices]; - - aiColor4D* clr = pMesh->mColors[0]; -#endif - -#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS - FILE* fout = fopen(POLY_OUTPUT_FILE,"a"); -#endif - - const aiVector3D* verts = pMesh->mVertices; - - // use std::unique_ptr to avoid slow std::vector<bool> specialiations - std::unique_ptr<bool[]> done(new bool[max_out]); - for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { - aiFace& face = pMesh->mFaces[a]; - - unsigned int* idx = face.mIndices; - int num = (int)face.mNumIndices, ear = 0, tmp, prev = num-1, next = 0, max = num; - - // Apply vertex colors to represent the face winding? -#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING - for (unsigned int i = 0; i < face.mNumIndices; ++i) { - aiColor4D& c = clr[idx[i]]; - c.r = (i+1) / (float)max; - c.b = 1.f - c.r; - } -#endif - - aiFace* const last_face = curOut; - - // if it's a simple point,line or triangle: just copy it - if( face.mNumIndices <= 3) - { - aiFace& nface = *curOut++; - nface.mNumIndices = face.mNumIndices; - nface.mIndices = face.mIndices; - face.mIndices = nullptr; - - // points and lines don't require ngon encoding (and are not supported either!) - if (nface.mNumIndices == 3) ngonEncoder.ngonEncodeTriangle(&nface); - - continue; - } - // optimized code for quadrilaterals - else if ( face.mNumIndices == 4) { - - // quads can have at maximum one concave vertex. Determine - // this vertex (if it exists) and start tri-fanning from - // it. - unsigned int start_vertex = 0; - for (unsigned int i = 0; i < 4; ++i) { - const aiVector3D& v0 = verts[face.mIndices[(i+3) % 4]]; - const aiVector3D& v1 = verts[face.mIndices[(i+2) % 4]]; - const aiVector3D& v2 = verts[face.mIndices[(i+1) % 4]]; - - const aiVector3D& v = verts[face.mIndices[i]]; - - aiVector3D left = (v0-v); - aiVector3D diag = (v1-v); - aiVector3D right = (v2-v); - - left.Normalize(); - diag.Normalize(); - right.Normalize(); - - const float angle = std::acos(left*diag) + std::acos(right*diag); - if (angle > AI_MATH_PI_F) { - // this is the concave point - start_vertex = i; - break; - } - } - - const unsigned int temp[] = {face.mIndices[0], face.mIndices[1], face.mIndices[2], face.mIndices[3]}; - - aiFace& nface = *curOut++; - nface.mNumIndices = 3; - nface.mIndices = face.mIndices; - - nface.mIndices[0] = temp[start_vertex]; - nface.mIndices[1] = temp[(start_vertex + 1) % 4]; - nface.mIndices[2] = temp[(start_vertex + 2) % 4]; - - aiFace& sface = *curOut++; - sface.mNumIndices = 3; - sface.mIndices = new unsigned int[3]; - - sface.mIndices[0] = temp[start_vertex]; - sface.mIndices[1] = temp[(start_vertex + 2) % 4]; - sface.mIndices[2] = temp[(start_vertex + 3) % 4]; - - // prevent double deletion of the indices field - face.mIndices = nullptr; - - ngonEncoder.ngonEncodeQuad(&nface, &sface); - - continue; - } - else - { - // A polygon with more than 3 vertices can be either concave or convex. - // Usually everything we're getting is convex and we could easily - // triangulate by tri-fanning. However, LightWave is probably the only - // modeling suite to make extensive use of highly concave, monster polygons ... - // so we need to apply the full 'ear cutting' algorithm to get it right. - - // REQUIREMENT: polygon is expected to be simple and *nearly* planar. - // We project it onto a plane to get a 2d triangle. - - // Collect all vertices of of the polygon. - for (tmp = 0; tmp < max; ++tmp) { - temp_verts3d[tmp] = verts[idx[tmp]]; - } - - // Get newell normal of the polygon. Store it for future use if it's a polygon-only mesh - aiVector3D n; - NewellNormal<3,3,3>(n,max,&temp_verts3d.front().x,&temp_verts3d.front().y,&temp_verts3d.front().z); - if (nor_out) { - for (tmp = 0; tmp < max; ++tmp) - nor_out[idx[tmp]] = n; - } - - // Select largest normal coordinate to ignore for projection - const float ax = (n.x>0 ? n.x : -n.x); - const float ay = (n.y>0 ? n.y : -n.y); - const float az = (n.z>0 ? n.z : -n.z); - - unsigned int ac = 0, bc = 1; /* no z coord. projection to xy */ - float inv = n.z; - if (ax > ay) { - if (ax > az) { /* no x coord. projection to yz */ - ac = 1; bc = 2; - inv = n.x; - } - } - else if (ay > az) { /* no y coord. projection to zy */ - ac = 2; bc = 0; - inv = n.y; - } - - // Swap projection axes to take the negated projection vector into account - if (inv < 0.f) { - std::swap(ac,bc); - } - - for (tmp =0; tmp < max; ++tmp) { - temp_verts[tmp].x = verts[idx[tmp]][ac]; - temp_verts[tmp].y = verts[idx[tmp]][bc]; - done[tmp] = false; - } - -#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS - // plot the plane onto which we mapped the polygon to a 2D ASCII pic - aiVector2D bmin,bmax; - ArrayBounds(&temp_verts[0],max,bmin,bmax); - - char grid[POLY_GRID_Y][POLY_GRID_X+POLY_GRID_XPAD]; - std::fill_n((char*)grid,POLY_GRID_Y*(POLY_GRID_X+POLY_GRID_XPAD),' '); - - for (int i =0; i < max; ++i) { - const aiVector2D& v = (temp_verts[i] - bmin) / (bmax-bmin); - const size_t x = static_cast<size_t>(v.x*(POLY_GRID_X-1)), y = static_cast<size_t>(v.y*(POLY_GRID_Y-1)); - char* loc = grid[y]+x; - if (grid[y][x] != ' ') { - for(;*loc != ' '; ++loc); - *loc++ = '_'; - } - *(loc+::ai_snprintf(loc, POLY_GRID_XPAD,"%i",i)) = ' '; - } - - - for(size_t y = 0; y < POLY_GRID_Y; ++y) { - grid[y][POLY_GRID_X+POLY_GRID_XPAD-1] = '\0'; - fprintf(fout,"%s\n",grid[y]); - } - - fprintf(fout,"\ntriangulation sequence: "); -#endif - - // - // FIXME: currently this is the slow O(kn) variant with a worst case - // complexity of O(n^2) (I think). Can be done in O(n). - while (num > 3) { - - // Find the next ear of the polygon - int num_found = 0; - for (ear = next;;prev = ear,ear = next) { - - // break after we looped two times without a positive match - for (next=ear+1;done[(next>=max?next=0:next)];++next); - if (next < ear) { - if (++num_found == 2) { - break; - } - } - const aiVector2D* pnt1 = &temp_verts[ear], - *pnt0 = &temp_verts[prev], - *pnt2 = &temp_verts[next]; - - // Must be a convex point. Assuming ccw winding, it must be on the right of the line between p-1 and p+1. - if (OnLeftSideOfLine2D(*pnt0,*pnt2,*pnt1)) { - continue; - } - - // and no other point may be contained in this triangle - for ( tmp = 0; tmp < max; ++tmp) { - - // We need to compare the actual values because it's possible that multiple indexes in - // the polygon are referring to the same position. concave_polygon.obj is a sample - // - // FIXME: Use 'epsiloned' comparisons instead? Due to numeric inaccuracies in - // PointInTriangle() I'm guessing that it's actually possible to construct - // input data that would cause us to end up with no ears. The problem is, - // which epsilon? If we chose a too large value, we'd get wrong results - const aiVector2D& vtmp = temp_verts[tmp]; - if ( vtmp != *pnt1 && vtmp != *pnt2 && vtmp != *pnt0 && PointInTriangle2D(*pnt0,*pnt1,*pnt2,vtmp)) { - break; - } - } - if (tmp != max) { - continue; - } - - // this vertex is an ear - break; - } - if (num_found == 2) { - - // Due to the 'two ear theorem', every simple polygon with more than three points must - // have 2 'ears'. Here's definitely something wrong ... but we don't give up yet. - // - - // Instead we're continuing with the standard tri-fanning algorithm which we'd - // use if we had only convex polygons. That's life. - ASSIMP_LOG_ERROR("Failed to triangulate polygon (no ear found). Probably not a simple polygon?"); - -#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS - fprintf(fout,"critical error here, no ear found! "); -#endif - num = 0; - break; - - /*curOut -= (max-num); // undo all previous work - for (tmp = 0; tmp < max-2; ++tmp) { - aiFace& nface = *curOut++; - - nface.mNumIndices = 3; - if (!nface.mIndices) - nface.mIndices = new unsigned int[3]; - - nface.mIndices[0] = 0; - nface.mIndices[1] = tmp+1; - nface.mIndices[2] = tmp+2; - - } - num = 0; - break;*/ - } - - aiFace& nface = *curOut++; - nface.mNumIndices = 3; - - if (!nface.mIndices) { - nface.mIndices = new unsigned int[3]; - } - - // setup indices for the new triangle ... - nface.mIndices[0] = prev; - nface.mIndices[1] = ear; - nface.mIndices[2] = next; - - // exclude the ear from most further processing - done[ear] = true; - --num; - } - if (num > 0) { - // We have three indices forming the last 'ear' remaining. Collect them. - aiFace& nface = *curOut++; - nface.mNumIndices = 3; - if (!nface.mIndices) { - nface.mIndices = new unsigned int[3]; - } - - for (tmp = 0; done[tmp]; ++tmp); - nface.mIndices[0] = tmp; - - for (++tmp; done[tmp]; ++tmp); - nface.mIndices[1] = tmp; - - for (++tmp; done[tmp]; ++tmp); - nface.mIndices[2] = tmp; - - } - } - -#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS - - for(aiFace* f = last_face; f != curOut; ++f) { - unsigned int* i = f->mIndices; - fprintf(fout," (%i %i %i)",i[0],i[1],i[2]); - } - - fprintf(fout,"\n*********************************************************************\n"); - fflush(fout); - -#endif - - for(aiFace* f = last_face; f != curOut; ) { - unsigned int* i = f->mIndices; - - // drop dumb 0-area triangles - deactivated for now: - //FindDegenerates post processing step can do the same thing - //if (std::fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) { - // ASSIMP_LOG_VERBOSE_DEBUG("Dropping triangle with area 0"); - // --curOut; - - // delete[] f->mIndices; - // f->mIndices = nullptr; - - // for(aiFace* ff = f; ff != curOut; ++ff) { - // ff->mNumIndices = (ff+1)->mNumIndices; - // ff->mIndices = (ff+1)->mIndices; - // (ff+1)->mIndices = nullptr; - // } - // continue; - //} - - i[0] = idx[i[0]]; - i[1] = idx[i[1]]; - i[2] = idx[i[2]]; - - // IMPROVEMENT: Polygons are not supported yet by this ngon encoding + triangulation step. - // So we encode polygons as regular triangles. No way to reconstruct the original - // polygon in this case. - ngonEncoder.ngonEncodeTriangle(f); - ++f; - } - - delete[] face.mIndices; - face.mIndices = nullptr; - } - -#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS - fclose(fout); -#endif - - // kill the old faces - delete [] pMesh->mFaces; - - // ... and store the new ones - pMesh->mFaces = out; - pMesh->mNumFaces = (unsigned int)(curOut-out); /* not necessarily equal to numOut */ - return true; -} - -#endif // !! ASSIMP_BUILD_NO_TRIANGULATE_PROCESS diff --git a/src/mesh/assimp-master/code/PostProcessing/TriangulateProcess.h b/src/mesh/assimp-master/code/PostProcessing/TriangulateProcess.h deleted file mode 100644 index ed5f4a5..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/TriangulateProcess.h +++ /dev/null @@ -1,91 +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 Defines a post processing step to triangulate all faces - with more than three vertices. - */ -#ifndef AI_TRIANGULATEPROCESS_H_INC -#define AI_TRIANGULATEPROCESS_H_INC - -#include "Common/BaseProcess.h" - -struct aiMesh; - -class TriangulateProcessTest; - -namespace Assimp { - -// --------------------------------------------------------------------------- -/** The TriangulateProcess splits up all faces with more than three indices - * into triangles. You usually want this to happen because the graphics cards - * need their data as triangles. - */ -class ASSIMP_API TriangulateProcess : public BaseProcess { -public: - TriangulateProcess(); - ~TriangulateProcess(); - - // ------------------------------------------------------------------- - /** Returns whether the processing step is present in the given flag field. - * @param pFlags The processing flags the importer was called with. A bitwise - * combination of #aiPostProcessSteps. - * @return true if the process is present in this flag fields, false if not. - */ - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - /** Executes the post processing step on the given imported data. - * At the moment a process is not supposed to fail. - * @param pScene The imported data to work at. - */ - void Execute( aiScene* pScene); - - // ------------------------------------------------------------------- - /** Triangulates the given mesh. - * @param pMesh The mesh to triangulate. - */ - bool TriangulateMesh( aiMesh* pMesh); -}; - -} // end of namespace Assimp - -#endif // AI_TRIANGULATEPROCESS_H_INC diff --git a/src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp b/src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp deleted file mode 100644 index e99f6a6..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp +++ /dev/null @@ -1,942 +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 ValidateDataStructure.cpp - * @brief Implementation of the post processing step to validate - * the data structure returned by Assimp. - */ - -// internal headers -#include "ValidateDataStructure.h" -#include "ProcessHelper.h" -#include <assimp/BaseImporter.h> -#include <assimp/fast_atof.h> -#include <memory> - -// CRT headers -#include <stdarg.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -ValidateDSProcess::ValidateDSProcess() : - mScene() {} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -ValidateDSProcess::~ValidateDSProcess() {} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool ValidateDSProcess::IsActive(unsigned int pFlags) const { - return (pFlags & aiProcess_ValidateDataStructure) != 0; -} -// ------------------------------------------------------------------------------------------------ -AI_WONT_RETURN void ValidateDSProcess::ReportError(const char *msg, ...) { - ai_assert(nullptr != msg); - - va_list args; - va_start(args, msg); - - char szBuffer[3000]; - const int iLen = vsprintf(szBuffer, msg, args); - ai_assert(iLen > 0); - - va_end(args); - - throw DeadlyImportError("Validation failed: ", std::string(szBuffer, iLen)); -} -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::ReportWarning(const char *msg, ...) { - ai_assert(nullptr != msg); - - va_list args; - va_start(args, msg); - - char szBuffer[3000]; - const int iLen = vsprintf(szBuffer, msg, args); - ai_assert(iLen > 0); - - va_end(args); - ASSIMP_LOG_WARN("Validation warning: ", std::string(szBuffer, iLen)); -} - -// ------------------------------------------------------------------------------------------------ -inline int HasNameMatch(const aiString &in, aiNode *node) { - int result = (node->mName == in ? 1 : 0); - for (unsigned int i = 0; i < node->mNumChildren; ++i) { - result += HasNameMatch(in, node->mChildren[i]); - } - return result; -} - -// ------------------------------------------------------------------------------------------------ -template <typename T> -inline void ValidateDSProcess::DoValidation(T **parray, unsigned int size, const char *firstName, const char *secondName) { - // validate all entries - if (size) { - if (!parray) { - ReportError("aiScene::%s is nullptr (aiScene::%s is %i)", - firstName, secondName, size); - } - for (unsigned int i = 0; i < size; ++i) { - if (!parray[i]) { - ReportError("aiScene::%s[%i] is nullptr (aiScene::%s is %i)", - firstName, i, secondName, size); - } - Validate(parray[i]); - } - } -} - -// ------------------------------------------------------------------------------------------------ -template <typename T> -inline void ValidateDSProcess::DoValidationEx(T **parray, unsigned int size, - const char *firstName, const char *secondName) { - // validate all entries - if (size) { - if (!parray) { - ReportError("aiScene::%s is nullptr (aiScene::%s is %i)", - firstName, secondName, size); - } - for (unsigned int i = 0; i < size; ++i) { - if (!parray[i]) { - ReportError("aiScene::%s[%u] is nullptr (aiScene::%s is %u)", - firstName, i, secondName, size); - } - Validate(parray[i]); - - // check whether there are duplicate names - for (unsigned int a = i + 1; a < size; ++a) { - if (parray[i]->mName == parray[a]->mName) { - ReportError("aiScene::%s[%u] has the same name as " - "aiScene::%s[%u]", - firstName, i, secondName, a); - } - } - } - } -} - -// ------------------------------------------------------------------------------------------------ -template <typename T> -inline void ValidateDSProcess::DoValidationWithNameCheck(T **array, unsigned int size, const char *firstName, - const char *secondName) { - // validate all entries - DoValidationEx(array, size, firstName, secondName); - - for (unsigned int i = 0; i < size; ++i) { - int res = HasNameMatch(array[i]->mName, mScene->mRootNode); - if (0 == res) { - const std::string name = static_cast<char *>(array[i]->mName.data); - ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)", - firstName, i, name.c_str()); - } else if (1 != res) { - const std::string name = static_cast<char *>(array[i]->mName.data); - ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name", - firstName, i, name.c_str()); - } - } -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void ValidateDSProcess::Execute(aiScene *pScene) { - mScene = pScene; - ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin"); - - // validate the node graph of the scene - Validate(pScene->mRootNode); - - // validate all meshes - if (pScene->mNumMeshes) { - DoValidation(pScene->mMeshes, pScene->mNumMeshes, "mMeshes", "mNumMeshes"); - } else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) { - ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there"); - } else if (pScene->mMeshes) { - ReportError("aiScene::mMeshes is non-null although there are no meshes"); - } - - // validate all animations - if (pScene->mNumAnimations) { - DoValidation(pScene->mAnimations, pScene->mNumAnimations, - "mAnimations", "mNumAnimations"); - } else if (pScene->mAnimations) { - ReportError("aiScene::mAnimations is non-null although there are no animations"); - } - - // validate all cameras - if (pScene->mNumCameras) { - DoValidationWithNameCheck(pScene->mCameras, pScene->mNumCameras, - "mCameras", "mNumCameras"); - } else if (pScene->mCameras) { - ReportError("aiScene::mCameras is non-null although there are no cameras"); - } - - // validate all lights - if (pScene->mNumLights) { - DoValidationWithNameCheck(pScene->mLights, pScene->mNumLights, - "mLights", "mNumLights"); - } else if (pScene->mLights) { - ReportError("aiScene::mLights is non-null although there are no lights"); - } - - // validate all textures - if (pScene->mNumTextures) { - DoValidation(pScene->mTextures, pScene->mNumTextures, - "mTextures", "mNumTextures"); - } else if (pScene->mTextures) { - ReportError("aiScene::mTextures is non-null although there are no textures"); - } - - // validate all materials - if (pScene->mNumMaterials) { - DoValidation(pScene->mMaterials, pScene->mNumMaterials, "mMaterials", "mNumMaterials"); - } -#if 0 - // NOTE: ScenePreprocessor generates a default material if none is there - else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) { - ReportError("aiScene::mNumMaterials is 0. At least one material must be there"); - } -#endif - else if (pScene->mMaterials) { - ReportError("aiScene::mMaterials is non-null although there are no materials"); - } - - // if (!has)ReportError("The aiScene data structure is empty"); - ASSIMP_LOG_DEBUG("ValidateDataStructureProcess end"); -} - -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::Validate(const aiLight *pLight) { - if (pLight->mType == aiLightSource_UNDEFINED) - ReportWarning("aiLight::mType is aiLightSource_UNDEFINED"); - - if (!pLight->mAttenuationConstant && - !pLight->mAttenuationLinear && - !pLight->mAttenuationQuadratic) { - ReportWarning("aiLight::mAttenuationXXX - all are zero"); - } - - if (pLight->mAngleInnerCone > pLight->mAngleOuterCone) - ReportError("aiLight::mAngleInnerCone is larger than aiLight::mAngleOuterCone"); - - if (pLight->mColorDiffuse.IsBlack() && pLight->mColorAmbient.IsBlack() && pLight->mColorSpecular.IsBlack()) { - ReportWarning("aiLight::mColorXXX - all are black and won't have any influence"); - } -} - -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::Validate(const aiCamera *pCamera) { - if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear) - ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear"); - - // FIX: there are many 3ds files with invalid FOVs. No reason to - // reject them at all ... a warning is appropriate. - if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI) - ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV", pCamera->mHorizontalFOV); -} - -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::Validate(const aiMesh *pMesh) { - // validate the material index of the mesh - if (mScene->mNumMaterials && pMesh->mMaterialIndex >= mScene->mNumMaterials) { - ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)", - pMesh->mMaterialIndex, mScene->mNumMaterials - 1); - } - - Validate(&pMesh->mName); - - for (unsigned int i = 0; i < pMesh->mNumFaces; ++i) { - aiFace &face = pMesh->mFaces[i]; - - if (pMesh->mPrimitiveTypes) { - switch (face.mNumIndices) { - case 0: - ReportError("aiMesh::mFaces[%i].mNumIndices is 0", i); - break; - case 1: - if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POINT)) { - ReportError("aiMesh::mFaces[%i] is a POINT but aiMesh::mPrimitiveTypes " - "does not report the POINT flag", - i); - } - break; - case 2: - if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_LINE)) { - ReportError("aiMesh::mFaces[%i] is a LINE but aiMesh::mPrimitiveTypes " - "does not report the LINE flag", - i); - } - break; - case 3: - if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE)) { - ReportError("aiMesh::mFaces[%i] is a TRIANGLE but aiMesh::mPrimitiveTypes " - "does not report the TRIANGLE flag", - i); - } - break; - default: - if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) { - this->ReportError("aiMesh::mFaces[%i] is a POLYGON but aiMesh::mPrimitiveTypes " - "does not report the POLYGON flag", - i); - } - break; - }; - } - - if (!face.mIndices) - ReportError("aiMesh::mFaces[%i].mIndices is nullptr", i); - } - - // positions must always be there ... - if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) { - ReportError("The mesh %s contains no vertices", pMesh->mName.C_Str()); - } - - if (pMesh->mNumVertices > AI_MAX_VERTICES) { - ReportError("Mesh has too many vertices: %u, but the limit is %u", pMesh->mNumVertices, AI_MAX_VERTICES); - } - if (pMesh->mNumFaces > AI_MAX_FACES) { - ReportError("Mesh has too many faces: %u, but the limit is %u", pMesh->mNumFaces, AI_MAX_FACES); - } - - // if tangents are there there must also be bitangent vectors ... - if ((pMesh->mTangents != nullptr) != (pMesh->mBitangents != nullptr)) { - ReportError("If there are tangents, bitangent vectors must be present as well"); - } - - // faces, too - if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) { - ReportError("Mesh %s contains no faces", pMesh->mName.C_Str()); - } - - // now check whether the face indexing layout is correct: - // unique vertices, pseudo-indexed. - std::vector<bool> abRefList; - abRefList.resize(pMesh->mNumVertices, false); - for (unsigned int i = 0; i < pMesh->mNumFaces; ++i) { - aiFace &face = pMesh->mFaces[i]; - if (face.mNumIndices > AI_MAX_FACE_INDICES) { - ReportError("Face %u has too many faces: %u, but the limit is %u", i, face.mNumIndices, AI_MAX_FACE_INDICES); - } - - for (unsigned int a = 0; a < face.mNumIndices; ++a) { - if (face.mIndices[a] >= pMesh->mNumVertices) { - ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range", i, a); - } - // the MSB flag is temporarily used by the extra verbose - // mode to tell us that the JoinVerticesProcess might have - // been executed already. - /*if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && !(this->mScene->mFlags & AI_SCENE_FLAGS_ALLOW_SHARED) && - abRefList[face.mIndices[a]]) - { - ReportError("aiMesh::mVertices[%i] is referenced twice - second " - "time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a); - }*/ - abRefList[face.mIndices[a]] = true; - } - } - - // check whether there are vertices that aren't referenced by a face - bool b = false; - for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) { - if (!abRefList[i]) b = true; - } - abRefList.clear(); - if (b) { - ReportWarning("There are unreferenced vertices"); - } - - // texture channel 2 may not be set if channel 1 is zero ... - { - unsigned int i = 0; - for (; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { - if (!pMesh->HasTextureCoords(i)) break; - } - for (; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) - if (pMesh->HasTextureCoords(i)) { - ReportError("Texture coordinate channel %i exists " - "although the previous channel was nullptr.", - i); - } - } - // the same for the vertex colors - { - unsigned int i = 0; - for (; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) { - if (!pMesh->HasVertexColors(i)) break; - } - for (; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) - if (pMesh->HasVertexColors(i)) { - ReportError("Vertex color channel %i is exists " - "although the previous channel was nullptr.", - i); - } - } - - // now validate all bones - if (pMesh->mNumBones) { - if (!pMesh->mBones) { - ReportError("aiMesh::mBones is nullptr (aiMesh::mNumBones is %i)", - pMesh->mNumBones); - } - std::unique_ptr<float[]> afSum(nullptr); - if (pMesh->mNumVertices) { - afSum.reset(new float[pMesh->mNumVertices]); - for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) - afSum[i] = 0.0f; - } - - // check whether there are duplicate bone names - for (unsigned int i = 0; i < pMesh->mNumBones; ++i) { - const aiBone *bone = pMesh->mBones[i]; - if (bone->mNumWeights > AI_MAX_BONE_WEIGHTS) { - ReportError("Bone %u has too many weights: %u, but the limit is %u", i, bone->mNumWeights, AI_MAX_BONE_WEIGHTS); - } - - if (!pMesh->mBones[i]) { - ReportError("aiMesh::mBones[%i] is nullptr (aiMesh::mNumBones is %i)", - i, pMesh->mNumBones); - } - Validate(pMesh, pMesh->mBones[i], afSum.get()); - - for (unsigned int a = i + 1; a < pMesh->mNumBones; ++a) { - if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName) { - const char *name = "unknown"; - if (nullptr != pMesh->mBones[i]->mName.C_Str()) { - name = pMesh->mBones[i]->mName.C_Str(); - } - ReportError("aiMesh::mBones[%i], name = \"%s\" has the same name as " - "aiMesh::mBones[%i]", - i, name, a); - } - } - } - // check whether all bone weights for a vertex sum to 1.0 ... - for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) { - if (afSum[i] && (afSum[i] <= 0.94 || afSum[i] >= 1.05)) { - ReportWarning("aiMesh::mVertices[%i]: bone weight sum != 1.0 (sum is %f)", i, afSum[i]); - } - } - } else if (pMesh->mBones) { - ReportError("aiMesh::mBones is non-null although there are no bones"); - } -} - -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::Validate(const aiMesh *pMesh, const aiBone *pBone, float *afSum) { - this->Validate(&pBone->mName); - - if (!pBone->mNumWeights) { - //ReportError("aiBone::mNumWeights is zero"); - } - - // check whether all vertices affected by this bone are valid - for (unsigned int i = 0; i < pBone->mNumWeights; ++i) { - if (pBone->mWeights[i].mVertexId >= pMesh->mNumVertices) { - ReportError("aiBone::mWeights[%i].mVertexId is out of range", i); - } else if (!pBone->mWeights[i].mWeight || pBone->mWeights[i].mWeight > 1.0f) { - ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value", i); - } - afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight; - } -} - -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::Validate(const aiAnimation *pAnimation) { - Validate(&pAnimation->mName); - - // validate all animations - if (pAnimation->mNumChannels || pAnimation->mNumMorphMeshChannels) { - if (!pAnimation->mChannels && pAnimation->mNumChannels) { - ReportError("aiAnimation::mChannels is nullptr (aiAnimation::mNumChannels is %i)", - pAnimation->mNumChannels); - } - if (!pAnimation->mMorphMeshChannels && pAnimation->mNumMorphMeshChannels) { - ReportError("aiAnimation::mMorphMeshChannels is nullptr (aiAnimation::mNumMorphMeshChannels is %i)", - pAnimation->mNumMorphMeshChannels); - } - for (unsigned int i = 0; i < pAnimation->mNumChannels; ++i) { - if (!pAnimation->mChannels[i]) { - ReportError("aiAnimation::mChannels[%i] is nullptr (aiAnimation::mNumChannels is %i)", - i, pAnimation->mNumChannels); - } - Validate(pAnimation, pAnimation->mChannels[i]); - } - for (unsigned int i = 0; i < pAnimation->mNumMorphMeshChannels; ++i) { - if (!pAnimation->mMorphMeshChannels[i]) { - ReportError("aiAnimation::mMorphMeshChannels[%i] is nullptr (aiAnimation::mNumMorphMeshChannels is %i)", - i, pAnimation->mNumMorphMeshChannels); - } - Validate(pAnimation, pAnimation->mMorphMeshChannels[i]); - } - } else { - ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there."); - } -} - -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial *pMaterial, - aiTextureType type) { - const char *szType = TextureTypeToString(type); - - // **************************************************************************** - // Search all keys of the material ... - // textures must be specified with ascending indices - // (e.g. diffuse #2 may not be specified if diffuse #1 is not there ...) - // **************************************************************************** - - int iNumIndices = 0; - int iIndex = -1; - for (unsigned int i = 0; i < pMaterial->mNumProperties; ++i) { - aiMaterialProperty *prop = pMaterial->mProperties[i]; - ai_assert(nullptr != prop); - if (!::strcmp(prop->mKey.data, "$tex.file") && prop->mSemantic == static_cast<unsigned int>(type)) { - iIndex = std::max(iIndex, (int)prop->mIndex); - ++iNumIndices; - - if (aiPTI_String != prop->mType) { - ReportError("Material property %s is expected to be a string", prop->mKey.data); - } - } - } - if (iIndex + 1 != iNumIndices) { - ReportError("%s #%i is set, but there are only %i %s textures", - szType, iIndex, iNumIndices, szType); - } - if (!iNumIndices) { - return; - } - std::vector<aiTextureMapping> mappings(iNumIndices); - - // Now check whether all UV indices are valid ... - bool bNoSpecified = true; - for (unsigned int i = 0; i < pMaterial->mNumProperties; ++i) { - aiMaterialProperty *prop = pMaterial->mProperties[i]; - if (static_cast<aiTextureType>(prop->mSemantic) != type) { - continue; - } - - if ((int)prop->mIndex >= iNumIndices) { - ReportError("Found texture property with index %i, although there " - "are only %i textures of type %s", - prop->mIndex, iNumIndices, szType); - } - - if (!::strcmp(prop->mKey.data, "$tex.mapping")) { - if (aiPTI_Integer != prop->mType || prop->mDataLength < sizeof(aiTextureMapping)) { - ReportError("Material property %s%i is expected to be an integer (size is %i)", - prop->mKey.data, prop->mIndex, prop->mDataLength); - } - mappings[prop->mIndex] = *((aiTextureMapping *)prop->mData); - } else if (!::strcmp(prop->mKey.data, "$tex.uvtrafo")) { - if (aiPTI_Float != prop->mType || prop->mDataLength < sizeof(aiUVTransform)) { - ReportError("Material property %s%i is expected to be 5 floats large (size is %i)", - prop->mKey.data, prop->mIndex, prop->mDataLength); - } - //mappings[prop->mIndex] = ((aiUVTransform*)prop->mData); - } else if (!::strcmp(prop->mKey.data, "$tex.uvwsrc")) { - if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength) { - ReportError("Material property %s%i is expected to be an integer (size is %i)", - prop->mKey.data, prop->mIndex, prop->mDataLength); - } - bNoSpecified = false; - - // Ignore UV indices for texture channels that are not there ... - - // Get the value - iIndex = *((unsigned int *)prop->mData); - - // Check whether there is a mesh using this material - // which has not enough UV channels ... - for (unsigned int a = 0; a < mScene->mNumMeshes; ++a) { - aiMesh *mesh = this->mScene->mMeshes[a]; - if (mesh->mMaterialIndex == (unsigned int)i) { - int iChannels = 0; - while (mesh->HasTextureCoords(iChannels)) - ++iChannels; - if (iIndex >= iChannels) { - ReportWarning("Invalid UV index: %i (key %s). Mesh %i has only %i UV channels", - iIndex, prop->mKey.data, a, iChannels); - } - } - } - } - } - if (bNoSpecified) { - // Assume that all textures are using the first UV channel - for (unsigned int a = 0; a < mScene->mNumMeshes; ++a) { - aiMesh *mesh = mScene->mMeshes[a]; - if (mesh->mMaterialIndex == (unsigned int)iIndex && mappings[0] == aiTextureMapping_UV) { - if (!mesh->mTextureCoords[0]) { - // This is a special case ... it could be that the - // original mesh format intended the use of a special - // mapping here. - ReportWarning("UV-mapped texture, but there are no UV coords"); - } - } - } - } -} -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::Validate(const aiMaterial *pMaterial) { - // check whether there are material keys that are obviously not legal - for (unsigned int i = 0; i < pMaterial->mNumProperties; ++i) { - const aiMaterialProperty *prop = pMaterial->mProperties[i]; - if (!prop) { - ReportError("aiMaterial::mProperties[%i] is nullptr (aiMaterial::mNumProperties is %i)", - i, pMaterial->mNumProperties); - } - if (!prop->mDataLength || !prop->mData) { - ReportError("aiMaterial::mProperties[%i].mDataLength or " - "aiMaterial::mProperties[%i].mData is 0", - i, i); - } - // check all predefined types - if (aiPTI_String == prop->mType) { - // FIX: strings are now stored in a less expensive way, but we can't use the - // validation routine for 'normal' aiStrings - if (prop->mDataLength < 5 || prop->mDataLength < 4 + (*reinterpret_cast<uint32_t *>(prop->mData)) + 1) { - ReportError("aiMaterial::mProperties[%i].mDataLength is " - "too small to contain a string (%i, needed: %i)", - i, prop->mDataLength, static_cast<int>(sizeof(aiString))); - } - if (prop->mData[prop->mDataLength - 1]) { - ReportError("Missing null-terminator in string material property"); - } - // Validate((const aiString*)prop->mData); - } else if (aiPTI_Float == prop->mType) { - if (prop->mDataLength < sizeof(float)) { - ReportError("aiMaterial::mProperties[%i].mDataLength is " - "too small to contain a float (%i, needed: %i)", - i, prop->mDataLength, static_cast<int>(sizeof(float))); - } - } else if (aiPTI_Integer == prop->mType) { - if (prop->mDataLength < sizeof(int)) { - ReportError("aiMaterial::mProperties[%i].mDataLength is " - "too small to contain an integer (%i, needed: %i)", - i, prop->mDataLength, static_cast<int>(sizeof(int))); - } - } - // TODO: check whether there is a key with an unknown name ... - } - - // make some more specific tests - ai_real fTemp; - int iShading; - if (AI_SUCCESS == aiGetMaterialInteger(pMaterial, AI_MATKEY_SHADING_MODEL, &iShading)) { - switch ((aiShadingMode)iShading) { - case aiShadingMode_Blinn: - case aiShadingMode_CookTorrance: - case aiShadingMode_Phong: - - if (AI_SUCCESS != aiGetMaterialFloat(pMaterial, AI_MATKEY_SHININESS, &fTemp)) { - ReportWarning("A specular shading model is specified but there is no " - "AI_MATKEY_SHININESS key"); - } - if (AI_SUCCESS == aiGetMaterialFloat(pMaterial, AI_MATKEY_SHININESS_STRENGTH, &fTemp) && !fTemp) { - ReportWarning("A specular shading model is specified but the value of the " - "AI_MATKEY_SHININESS_STRENGTH key is 0.0"); - } - break; - default: - break; - } - } - - if (AI_SUCCESS == aiGetMaterialFloat(pMaterial, AI_MATKEY_OPACITY, &fTemp) && (!fTemp || fTemp > 1.01)) { - ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)"); - } - - // Check whether there are invalid texture keys - // TODO: that's a relict of the past, where texture type and index were baked - // into the material string ... we could do that in one single pass. - SearchForInvalidTextures(pMaterial, aiTextureType_DIFFUSE); - SearchForInvalidTextures(pMaterial, aiTextureType_SPECULAR); - SearchForInvalidTextures(pMaterial, aiTextureType_AMBIENT); - SearchForInvalidTextures(pMaterial, aiTextureType_EMISSIVE); - SearchForInvalidTextures(pMaterial, aiTextureType_OPACITY); - SearchForInvalidTextures(pMaterial, aiTextureType_SHININESS); - SearchForInvalidTextures(pMaterial, aiTextureType_HEIGHT); - SearchForInvalidTextures(pMaterial, aiTextureType_NORMALS); - SearchForInvalidTextures(pMaterial, aiTextureType_DISPLACEMENT); - SearchForInvalidTextures(pMaterial, aiTextureType_LIGHTMAP); - SearchForInvalidTextures(pMaterial, aiTextureType_REFLECTION); - SearchForInvalidTextures(pMaterial, aiTextureType_BASE_COLOR); - SearchForInvalidTextures(pMaterial, aiTextureType_NORMAL_CAMERA); - SearchForInvalidTextures(pMaterial, aiTextureType_EMISSION_COLOR); - SearchForInvalidTextures(pMaterial, aiTextureType_METALNESS); - SearchForInvalidTextures(pMaterial, aiTextureType_DIFFUSE_ROUGHNESS); - SearchForInvalidTextures(pMaterial, aiTextureType_AMBIENT_OCCLUSION); -} - -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::Validate(const aiTexture *pTexture) { - // the data section may NEVER be nullptr - if (nullptr == pTexture->pcData) { - ReportError("aiTexture::pcData is nullptr"); - } - if (pTexture->mHeight) { - if (!pTexture->mWidth) { - ReportError("aiTexture::mWidth is zero (aiTexture::mHeight is %i, uncompressed texture)", - pTexture->mHeight); - } - } else { - if (!pTexture->mWidth) { - ReportError("aiTexture::mWidth is zero (compressed texture)"); - } - if ('\0' != pTexture->achFormatHint[HINTMAXTEXTURELEN - 1]) { - ReportWarning("aiTexture::achFormatHint must be zero-terminated"); - } else if ('.' == pTexture->achFormatHint[0]) { - ReportWarning("aiTexture::achFormatHint should contain a file extension " - "without a leading dot (format hint: %s).", - pTexture->achFormatHint); - } - } - - const char *sz = pTexture->achFormatHint; - if ((sz[0] >= 'A' && sz[0] <= 'Z') || - (sz[1] >= 'A' && sz[1] <= 'Z') || - (sz[2] >= 'A' && sz[2] <= 'Z') || - (sz[3] >= 'A' && sz[3] <= 'Z')) { - ReportError("aiTexture::achFormatHint contains non-lowercase letters"); - } -} - -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::Validate(const aiAnimation *pAnimation, - const aiNodeAnim *pNodeAnim) { - Validate(&pNodeAnim->mNodeName); - - if (!pNodeAnim->mNumPositionKeys && !pNodeAnim->mScalingKeys && !pNodeAnim->mNumRotationKeys) { - ReportError("Empty node animation channel"); - } - // otherwise check whether one of the keys exceeds the total duration of the animation - if (pNodeAnim->mNumPositionKeys) { - if (!pNodeAnim->mPositionKeys) { - ReportError("aiNodeAnim::mPositionKeys is nullptr (aiNodeAnim::mNumPositionKeys is %i)", - pNodeAnim->mNumPositionKeys); - } - double dLast = -10e10; - for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys; ++i) { - // ScenePreprocessor will compute the duration if still the default value - // (Aramis) Add small epsilon, comparison tended to fail if max_time == duration, - // seems to be due the compilers register usage/width. - if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration + 0.001) { - ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger " - "than aiAnimation::mDuration (which is %.5f)", - i, - (float)pNodeAnim->mPositionKeys[i].mTime, - (float)pAnimation->mDuration); - } - if (i && pNodeAnim->mPositionKeys[i].mTime <= dLast) { - ReportWarning("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is smaller " - "than aiAnimation::mPositionKeys[%i] (which is %.5f)", - i, - (float)pNodeAnim->mPositionKeys[i].mTime, - i - 1, (float)dLast); - } - dLast = pNodeAnim->mPositionKeys[i].mTime; - } - } - // rotation keys - if (pNodeAnim->mNumRotationKeys) { - if (!pNodeAnim->mRotationKeys) { - ReportError("aiNodeAnim::mRotationKeys is nullptr (aiNodeAnim::mNumRotationKeys is %i)", - pNodeAnim->mNumRotationKeys); - } - double dLast = -10e10; - for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys; ++i) { - if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration + 0.001) { - ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger " - "than aiAnimation::mDuration (which is %.5f)", - i, - (float)pNodeAnim->mRotationKeys[i].mTime, - (float)pAnimation->mDuration); - } - if (i && pNodeAnim->mRotationKeys[i].mTime <= dLast) { - ReportWarning("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is smaller " - "than aiAnimation::mRotationKeys[%i] (which is %.5f)", - i, - (float)pNodeAnim->mRotationKeys[i].mTime, - i - 1, (float)dLast); - } - dLast = pNodeAnim->mRotationKeys[i].mTime; - } - } - // scaling keys - if (pNodeAnim->mNumScalingKeys) { - if (!pNodeAnim->mScalingKeys) { - ReportError("aiNodeAnim::mScalingKeys is nullptr (aiNodeAnim::mNumScalingKeys is %i)", - pNodeAnim->mNumScalingKeys); - } - double dLast = -10e10; - for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys; ++i) { - if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration + 0.001) { - ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger " - "than aiAnimation::mDuration (which is %.5f)", - i, - (float)pNodeAnim->mScalingKeys[i].mTime, - (float)pAnimation->mDuration); - } - if (i && pNodeAnim->mScalingKeys[i].mTime <= dLast) { - ReportWarning("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is smaller " - "than aiAnimation::mScalingKeys[%i] (which is %.5f)", - i, - (float)pNodeAnim->mScalingKeys[i].mTime, - i - 1, (float)dLast); - } - dLast = pNodeAnim->mScalingKeys[i].mTime; - } - } - - if (!pNodeAnim->mNumScalingKeys && !pNodeAnim->mNumRotationKeys && - !pNodeAnim->mNumPositionKeys) { - ReportError("A node animation channel must have at least one subtrack"); - } -} - -void ValidateDSProcess::Validate(const aiAnimation *pAnimation, - const aiMeshMorphAnim *pMeshMorphAnim) { - Validate(&pMeshMorphAnim->mName); - - if (!pMeshMorphAnim->mNumKeys) { - ReportWarning("Empty mesh morph animation channel"); - return; - } - - // otherwise check whether one of the keys exceeds the total duration of the animation - if (pMeshMorphAnim->mNumKeys) { - if (!pMeshMorphAnim->mKeys) { - ReportError("aiMeshMorphAnim::mKeys is nullptr (aiMeshMorphAnim::mNumKeys is %i)", - pMeshMorphAnim->mNumKeys); - } - double dLast = -10e10; - for (unsigned int i = 0; i < pMeshMorphAnim->mNumKeys; ++i) { - // ScenePreprocessor will compute the duration if still the default value - // (Aramis) Add small epsilon, comparison tended to fail if max_time == duration, - // seems to be due the compilers register usage/width. - if (pAnimation->mDuration > 0. && pMeshMorphAnim->mKeys[i].mTime > pAnimation->mDuration + 0.001) { - ReportError("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is larger " - "than aiAnimation::mDuration (which is %.5f)", - i, - (float)pMeshMorphAnim->mKeys[i].mTime, - (float)pAnimation->mDuration); - } - if (i && pMeshMorphAnim->mKeys[i].mTime <= dLast) { - ReportWarning("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is smaller " - "than aiMeshMorphAnim::mKeys[%i] (which is %.5f)", - i, - (float)pMeshMorphAnim->mKeys[i].mTime, - i - 1, (float)dLast); - } - dLast = pMeshMorphAnim->mKeys[i].mTime; - } - } -} - -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::Validate(const aiNode *pNode) { - if (!pNode) { - ReportError("A node of the scene-graph is nullptr"); - } - // Validate node name string first so that it's safe to use in below expressions - this->Validate(&pNode->mName); - const char *nodeName = (&pNode->mName)->C_Str(); - if (pNode != mScene->mRootNode && !pNode->mParent) { - ReportError("Non-root node %s lacks a valid parent (aiNode::mParent is nullptr) ", nodeName); - } - - // validate all meshes - if (pNode->mNumMeshes) { - if (!pNode->mMeshes) { - ReportError("aiNode::mMeshes is nullptr for node %s (aiNode::mNumMeshes is %i)", - nodeName, pNode->mNumMeshes); - } - std::vector<bool> abHadMesh; - abHadMesh.resize(mScene->mNumMeshes, false); - for (unsigned int i = 0; i < pNode->mNumMeshes; ++i) { - if (pNode->mMeshes[i] >= mScene->mNumMeshes) { - ReportError("aiNode::mMeshes[%i] is out of range for node %s (maximum is %i)", - pNode->mMeshes[i], nodeName, mScene->mNumMeshes - 1); - } - if (abHadMesh[pNode->mMeshes[i]]) { - ReportError("aiNode::mMeshes[%i] is already referenced by this node %s (value: %i)", - i, nodeName, pNode->mMeshes[i]); - } - abHadMesh[pNode->mMeshes[i]] = true; - } - } - if (pNode->mNumChildren) { - if (!pNode->mChildren) { - ReportError("aiNode::mChildren is nullptr for node %s (aiNode::mNumChildren is %i)", - nodeName, pNode->mNumChildren); - } - for (unsigned int i = 0; i < pNode->mNumChildren; ++i) { - Validate(pNode->mChildren[i]); - } - } -} - -// ------------------------------------------------------------------------------------------------ -void ValidateDSProcess::Validate(const aiString *pString) { - if (pString->length > MAXLEN) { - ReportError("aiString::length is too large (%u, maximum is %lu)", - pString->length, MAXLEN); - } - const char *sz = pString->data; - while (true) { - if ('\0' == *sz) { - if (pString->length != (unsigned int)(sz - pString->data)) { - ReportError("aiString::data is invalid: the terminal zero is at a wrong offset"); - } - break; - } else if (sz >= &pString->data[MAXLEN]) { - ReportError("aiString::data is invalid. There is no terminal character"); - } - ++sz; - } -} diff --git a/src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.h b/src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.h deleted file mode 100644 index 077a47b..0000000 --- a/src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.h +++ /dev/null @@ -1,197 +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 Defines a (dummy) post processing step to validate the loader's - * output data structure (for debugging) - */ -#ifndef AI_VALIDATEPROCESS_H_INC -#define AI_VALIDATEPROCESS_H_INC - -#include <assimp/types.h> -#include <assimp/material.h> - -#include "Common/BaseProcess.h" - -struct aiBone; -struct aiMesh; -struct aiAnimation; -struct aiNodeAnim; -struct aiMeshMorphAnim; -struct aiTexture; -struct aiMaterial; -struct aiNode; -struct aiString; -struct aiCamera; -struct aiLight; - -namespace Assimp { - -// -------------------------------------------------------------------------------------- -/** Validates the whole ASSIMP scene data structure for correctness. - * ImportErrorException is thrown of the scene is corrupt.*/ -// -------------------------------------------------------------------------------------- -class ValidateDSProcess : public BaseProcess -{ -public: - - ValidateDSProcess(); - ~ValidateDSProcess(); - -public: - // ------------------------------------------------------------------- - bool IsActive( unsigned int pFlags) const; - - // ------------------------------------------------------------------- - void Execute( aiScene* pScene); - -protected: - - // ------------------------------------------------------------------- - /** Report a validation error. This will throw an exception, - * control won't return. - * @param msg Format string for sprintf().*/ - AI_WONT_RETURN void ReportError(const char* msg,...) AI_WONT_RETURN_SUFFIX; - - - // ------------------------------------------------------------------- - /** Report a validation warning. This won't throw an exception, - * control will return to the caller. - * @param msg Format string for sprintf().*/ - void ReportWarning(const char* msg,...); - - - // ------------------------------------------------------------------- - /** Validates a mesh - * @param pMesh Input mesh*/ - void Validate( const aiMesh* pMesh); - - // ------------------------------------------------------------------- - /** Validates a bone - * @param pMesh Input mesh - * @param pBone Input bone*/ - void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum); - - // ------------------------------------------------------------------- - /** Validates an animation - * @param pAnimation Input animation*/ - void Validate( const aiAnimation* pAnimation); - - // ------------------------------------------------------------------- - /** Validates a material - * @param pMaterial Input material*/ - void Validate( const aiMaterial* pMaterial); - - // ------------------------------------------------------------------- - /** Search the material data structure for invalid or corrupt - * texture keys. - * @param pMaterial Input material - * @param type Type of the texture*/ - void SearchForInvalidTextures(const aiMaterial* pMaterial, - aiTextureType type); - - // ------------------------------------------------------------------- - /** Validates a texture - * @param pTexture Input texture*/ - void Validate( const aiTexture* pTexture); - - // ------------------------------------------------------------------- - /** Validates a light source - * @param pLight Input light - */ - void Validate( const aiLight* pLight); - - // ------------------------------------------------------------------- - /** Validates a camera - * @param pCamera Input camera*/ - void Validate( const aiCamera* pCamera); - - // ------------------------------------------------------------------- - /** Validates a bone animation channel - * @param pAnimation Animation channel. - * @param pBoneAnim Input bone animation */ - void Validate( const aiAnimation* pAnimation, - const aiNodeAnim* pBoneAnim); - - /** Validates a mesh morph animation channel. - * @param pAnimation Input animation. - * @param pMeshMorphAnim Mesh morph animation channel. - * */ - void Validate( const aiAnimation* pAnimation, - const aiMeshMorphAnim* pMeshMorphAnim); - - // ------------------------------------------------------------------- - /** Validates a node and all of its subnodes - * @param Node Input node*/ - void Validate( const aiNode* pNode); - - // ------------------------------------------------------------------- - /** Validates a string - * @param pString Input string*/ - void Validate( const aiString* pString); - -private: - - // template to validate one of the aiScene::mXXX arrays - template <typename T> - inline void DoValidation(T** array, unsigned int size, - const char* firstName, const char* secondName); - - // extended version: checks whether T::mName occurs twice - template <typename T> - inline void DoValidationEx(T** array, unsigned int size, - const char* firstName, const char* secondName); - - // extension to the first template which does also search - // the nodegraph for an item with the same name - template <typename T> - inline void DoValidationWithNameCheck(T** array, unsigned int size, - const char* firstName, const char* secondName); - - aiScene* mScene; -}; - - - - -} // end of namespace Assimp - -#endif // AI_VALIDATEPROCESS_H_INC |