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-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ArmaturePopulate.cpp263
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ArmaturePopulate.h112
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/CalcTangentsProcess.cpp303
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/CalcTangentsProcess.h117
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ComputeUVMappingProcess.cpp506
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ComputeUVMappingProcess.h149
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ConvertToLHProcess.cpp384
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ConvertToLHProcess.h172
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/DeboneProcess.cpp466
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/DeboneProcess.h131
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/DropFaceNormalsProcess.cpp111
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/DropFaceNormalsProcess.h83
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/EmbedTexturesProcess.cpp161
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/EmbedTexturesProcess.h88
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/FindDegenerates.cpp297
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/FindDegenerates.h130
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/FindInstancesProcess.cpp277
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/FindInstancesProcess.h137
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/FindInvalidDataProcess.cpp409
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/FindInvalidDataProcess.h105
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/FixNormalsStep.cpp184
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/FixNormalsStep.h91
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/GenBoundingBoxesProcess.cpp115
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/GenBoundingBoxesProcess.h76
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/GenFaceNormalsProcess.cpp147
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/GenFaceNormalsProcess.h88
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/GenVertexNormalsProcess.cpp233
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/GenVertexNormalsProcess.h112
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ImproveCacheLocality.cpp379
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ImproveCacheLocality.h101
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/JoinVerticesProcess.cpp438
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/JoinVerticesProcess.h95
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/LimitBoneWeightsProcess.cpp196
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/LimitBoneWeightsProcess.h138
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/MakeVerboseFormat.cpp231
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/MakeVerboseFormat.h113
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/OptimizeGraph.cpp358
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/OptimizeGraph.h140
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/OptimizeMeshes.cpp256
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/OptimizeMeshes.h186
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/PretransformVertices.cpp688
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/PretransformVertices.h166
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ProcessHelper.cpp383
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ProcessHelper.h376
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/RemoveRedundantMaterials.cpp224
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/RemoveRedundantMaterials.h103
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/RemoveVCProcess.cpp307
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/RemoveVCProcess.h124
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ScaleProcess.cpp208
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ScaleProcess.h97
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/SortByPTypeProcess.cpp439
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/SortByPTypeProcess.h82
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/SplitByBoneCountProcess.cpp480
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/SplitByBoneCountProcess.h111
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/SplitLargeMeshes.cpp624
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/SplitLargeMeshes.h209
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/TextureTransform.cpp567
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/TextureTransform.h232
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/TriangulateProcess.cpp628
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/TriangulateProcess.h91
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.cpp942
-rw-r--r--src/mesh/assimp-master/code/PostProcessing/ValidateDataStructure.h197
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