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annotate libs/assimp/ProcessHelper.cpp @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
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rev   line source
nuclear@0 1 /*
nuclear@0 2 Open Asset Import Library (assimp)
nuclear@0 3 ----------------------------------------------------------------------
nuclear@0 4
nuclear@0 5 Copyright (c) 2006-2012, assimp team
nuclear@0 6 All rights reserved.
nuclear@0 7
nuclear@0 8 Redistribution and use of this software in source and binary forms,
nuclear@0 9 with or without modification, are permitted provided that the
nuclear@0 10 following conditions are met:
nuclear@0 11
nuclear@0 12 * Redistributions of source code must retain the above
nuclear@0 13 copyright notice, this list of conditions and the
nuclear@0 14 following disclaimer.
nuclear@0 15
nuclear@0 16 * Redistributions in binary form must reproduce the above
nuclear@0 17 copyright notice, this list of conditions and the
nuclear@0 18 following disclaimer in the documentation and/or other
nuclear@0 19 materials provided with the distribution.
nuclear@0 20
nuclear@0 21 * Neither the name of the assimp team, nor the names of its
nuclear@0 22 contributors may be used to endorse or promote products
nuclear@0 23 derived from this software without specific prior
nuclear@0 24 written permission of the assimp team.
nuclear@0 25
nuclear@0 26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 37
nuclear@0 38 ----------------------------------------------------------------------
nuclear@0 39 */
nuclear@0 40
nuclear@0 41 /// @file ProcessHelper.cpp
nuclear@0 42 /** Implement shared utility functions for postprocessing steps */
nuclear@0 43
nuclear@0 44 #include "AssimpPCH.h"
nuclear@0 45 #include "ProcessHelper.h"
nuclear@0 46
nuclear@0 47
nuclear@0 48 #include <limits>
nuclear@0 49
nuclear@0 50 namespace Assimp {
nuclear@0 51
nuclear@0 52 // -------------------------------------------------------------------------------
nuclear@0 53 void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
nuclear@0 54 {
nuclear@0 55 const char* s = in.c_str();
nuclear@0 56 while (*s) {
nuclear@0 57 SkipSpacesAndLineEnd(&s);
nuclear@0 58 if (*s == '\'') {
nuclear@0 59 const char* base = ++s;
nuclear@0 60 while (*s != '\'') {
nuclear@0 61 ++s;
nuclear@0 62 if (*s == '\0') {
nuclear@0 63 DefaultLogger::get()->error("ConvertListToString: String list is ill-formatted");
nuclear@0 64 return;
nuclear@0 65 }
nuclear@0 66 }
nuclear@0 67 out.push_back(std::string(base,(size_t)(s-base)));
nuclear@0 68 ++s;
nuclear@0 69 }
nuclear@0 70 else {
nuclear@0 71 out.push_back(GetNextToken(s));
nuclear@0 72 }
nuclear@0 73 }
nuclear@0 74 }
nuclear@0 75
nuclear@0 76 // -------------------------------------------------------------------------------
nuclear@0 77 void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
nuclear@0 78 const aiMatrix4x4& m)
nuclear@0 79 {
nuclear@0 80 min = aiVector3D (10e10f, 10e10f, 10e10f);
nuclear@0 81 max = aiVector3D (-10e10f,-10e10f,-10e10f);
nuclear@0 82 for (unsigned int i = 0;i < mesh->mNumVertices;++i)
nuclear@0 83 {
nuclear@0 84 const aiVector3D v = m * mesh->mVertices[i];
nuclear@0 85 min = std::min(v,min);
nuclear@0 86 max = std::max(v,max);
nuclear@0 87 }
nuclear@0 88 }
nuclear@0 89
nuclear@0 90 // -------------------------------------------------------------------------------
nuclear@0 91 void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
nuclear@0 92 {
nuclear@0 93 ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);
nuclear@0 94 out = min + (max-min)*0.5f;
nuclear@0 95 }
nuclear@0 96
nuclear@0 97 // -------------------------------------------------------------------------------
nuclear@0 98 void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
nuclear@0 99 aiVector3D& max, const aiMatrix4x4& m)
nuclear@0 100 {
nuclear@0 101 FindAABBTransformed(mesh,min,max,m);
nuclear@0 102 out = min + (max-min)*0.5f;
nuclear@0 103 }
nuclear@0 104
nuclear@0 105 // -------------------------------------------------------------------------------
nuclear@0 106 void FindMeshCenter (aiMesh* mesh, aiVector3D& out)
nuclear@0 107 {
nuclear@0 108 aiVector3D min,max;
nuclear@0 109 FindMeshCenter(mesh,out,min,max);
nuclear@0 110 }
nuclear@0 111
nuclear@0 112 // -------------------------------------------------------------------------------
nuclear@0 113 void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
nuclear@0 114 const aiMatrix4x4& m)
nuclear@0 115 {
nuclear@0 116 aiVector3D min,max;
nuclear@0 117 FindMeshCenterTransformed(mesh,out,min,max,m);
nuclear@0 118 }
nuclear@0 119
nuclear@0 120 // -------------------------------------------------------------------------------
nuclear@0 121 float ComputePositionEpsilon(const aiMesh* pMesh)
nuclear@0 122 {
nuclear@0 123 const float epsilon = 1e-4f;
nuclear@0 124
nuclear@0 125 // calculate the position bounds so we have a reliable epsilon to check position differences against
nuclear@0 126 aiVector3D minVec, maxVec;
nuclear@0 127 ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec);
nuclear@0 128 return (maxVec - minVec).Length() * epsilon;
nuclear@0 129 }
nuclear@0 130
nuclear@0 131 // -------------------------------------------------------------------------------
nuclear@0 132 float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
nuclear@0 133 {
nuclear@0 134 const float epsilon = 1e-4f;
nuclear@0 135
nuclear@0 136 // calculate the position bounds so we have a reliable epsilon to check position differences against
nuclear@0 137 aiVector3D minVec, maxVec, mi, ma;
nuclear@0 138 MinMaxChooser<aiVector3D>()(minVec,maxVec);
nuclear@0 139
nuclear@0 140 for (size_t a = 0; a < num; ++a) {
nuclear@0 141 const aiMesh* pMesh = pMeshes[a];
nuclear@0 142 ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma);
nuclear@0 143
nuclear@0 144 minVec = std::min(minVec,mi);
nuclear@0 145 maxVec = std::max(maxVec,ma);
nuclear@0 146 }
nuclear@0 147 return (maxVec - minVec).Length() * epsilon;
nuclear@0 148 }
nuclear@0 149
nuclear@0 150
nuclear@0 151 // -------------------------------------------------------------------------------
nuclear@0 152 unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh)
nuclear@0 153 {
nuclear@0 154 ai_assert(NULL != pcMesh);
nuclear@0 155
nuclear@0 156 // FIX: the hash may never be 0. Otherwise a comparison against
nuclear@0 157 // nullptr could be successful
nuclear@0 158 unsigned int iRet = 1;
nuclear@0 159
nuclear@0 160 // normals
nuclear@0 161 if (pcMesh->HasNormals())iRet |= 0x2;
nuclear@0 162 // tangents and bitangents
nuclear@0 163 if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
nuclear@0 164
nuclear@0 165 #ifdef BOOST_STATIC_ASSERT
nuclear@0 166 BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
nuclear@0 167 BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
nuclear@0 168 #endif
nuclear@0 169
nuclear@0 170 // texture coordinates
nuclear@0 171 unsigned int p = 0;
nuclear@0 172 while (pcMesh->HasTextureCoords(p))
nuclear@0 173 {
nuclear@0 174 iRet |= (0x100 << p);
nuclear@0 175 if (3 == pcMesh->mNumUVComponents[p])
nuclear@0 176 iRet |= (0x10000 << p);
nuclear@0 177
nuclear@0 178 ++p;
nuclear@0 179 }
nuclear@0 180 // vertex colors
nuclear@0 181 p = 0;
nuclear@0 182 while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
nuclear@0 183 return iRet;
nuclear@0 184 }
nuclear@0 185
nuclear@0 186 // -------------------------------------------------------------------------------
nuclear@0 187 VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
nuclear@0 188 {
nuclear@0 189 if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
nuclear@0 190 return NULL;
nuclear@0 191 }
nuclear@0 192
nuclear@0 193 VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
nuclear@0 194 for (unsigned int i = 0; i < pMesh->mNumBones;++i) {
nuclear@0 195
nuclear@0 196 aiBone* bone = pMesh->mBones[i];
nuclear@0 197 for (unsigned int a = 0; a < bone->mNumWeights;++a) {
nuclear@0 198 const aiVertexWeight& weight = bone->mWeights[a];
nuclear@0 199 avPerVertexWeights[weight.mVertexId].push_back( std::pair<unsigned int,float>(i,weight.mWeight) );
nuclear@0 200 }
nuclear@0 201 }
nuclear@0 202 return avPerVertexWeights;
nuclear@0 203 }
nuclear@0 204
nuclear@0 205
nuclear@0 206 // -------------------------------------------------------------------------------
nuclear@0 207 const char* TextureTypeToString(aiTextureType in)
nuclear@0 208 {
nuclear@0 209 switch (in)
nuclear@0 210 {
nuclear@0 211 case aiTextureType_NONE:
nuclear@0 212 return "n/a";
nuclear@0 213 case aiTextureType_DIFFUSE:
nuclear@0 214 return "Diffuse";
nuclear@0 215 case aiTextureType_SPECULAR:
nuclear@0 216 return "Specular";
nuclear@0 217 case aiTextureType_AMBIENT:
nuclear@0 218 return "Ambient";
nuclear@0 219 case aiTextureType_EMISSIVE:
nuclear@0 220 return "Emissive";
nuclear@0 221 case aiTextureType_OPACITY:
nuclear@0 222 return "Opacity";
nuclear@0 223 case aiTextureType_NORMALS:
nuclear@0 224 return "Normals";
nuclear@0 225 case aiTextureType_HEIGHT:
nuclear@0 226 return "Height";
nuclear@0 227 case aiTextureType_SHININESS:
nuclear@0 228 return "Shininess";
nuclear@0 229 case aiTextureType_DISPLACEMENT:
nuclear@0 230 return "Displacement";
nuclear@0 231 case aiTextureType_LIGHTMAP:
nuclear@0 232 return "Lightmap";
nuclear@0 233 case aiTextureType_REFLECTION:
nuclear@0 234 return "Reflection";
nuclear@0 235 case aiTextureType_UNKNOWN:
nuclear@0 236 return "Unknown";
nuclear@0 237 default:
nuclear@0 238 break;
nuclear@0 239 }
nuclear@0 240
nuclear@0 241 ai_assert(false);
nuclear@0 242 return "BUG";
nuclear@0 243 }
nuclear@0 244
nuclear@0 245 // -------------------------------------------------------------------------------
nuclear@0 246 const char* MappingTypeToString(aiTextureMapping in)
nuclear@0 247 {
nuclear@0 248 switch (in)
nuclear@0 249 {
nuclear@0 250 case aiTextureMapping_UV:
nuclear@0 251 return "UV";
nuclear@0 252 case aiTextureMapping_BOX:
nuclear@0 253 return "Box";
nuclear@0 254 case aiTextureMapping_SPHERE:
nuclear@0 255 return "Sphere";
nuclear@0 256 case aiTextureMapping_CYLINDER:
nuclear@0 257 return "Cylinder";
nuclear@0 258 case aiTextureMapping_PLANE:
nuclear@0 259 return "Plane";
nuclear@0 260 case aiTextureMapping_OTHER:
nuclear@0 261 return "Other";
nuclear@0 262 default:
nuclear@0 263 break;
nuclear@0 264 }
nuclear@0 265
nuclear@0 266 ai_assert(false);
nuclear@0 267 return "BUG";
nuclear@0 268 }
nuclear@0 269
nuclear@0 270
nuclear@0 271 // -------------------------------------------------------------------------------
nuclear@0 272 aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags)
nuclear@0 273 {
nuclear@0 274 aiMesh *oMesh = new aiMesh();
nuclear@0 275 std::vector<unsigned int> vMap(pMesh->mNumVertices,UINT_MAX);
nuclear@0 276
nuclear@0 277 size_t numSubVerts = 0;
nuclear@0 278 size_t numSubFaces = subMeshFaces.size();
nuclear@0 279
nuclear@0 280 for(unsigned int i=0;i<numSubFaces;i++) {
nuclear@0 281 const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
nuclear@0 282
nuclear@0 283 for(unsigned int j=0;j<f.mNumIndices;j++) {
nuclear@0 284 if(vMap[f.mIndices[j]]==UINT_MAX) {
nuclear@0 285 vMap[f.mIndices[j]] = numSubVerts++;
nuclear@0 286 }
nuclear@0 287 }
nuclear@0 288 }
nuclear@0 289
nuclear@0 290 oMesh->mName = pMesh->mName;
nuclear@0 291
nuclear@0 292 oMesh->mMaterialIndex = pMesh->mMaterialIndex;
nuclear@0 293 oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
nuclear@0 294
nuclear@0 295 // create all the arrays for this mesh if the old mesh contained them
nuclear@0 296
nuclear@0 297 oMesh->mNumFaces = subMeshFaces.size();
nuclear@0 298 oMesh->mNumVertices = numSubVerts;
nuclear@0 299 oMesh->mVertices = new aiVector3D[numSubVerts];
nuclear@0 300 if( pMesh->HasNormals() ) {
nuclear@0 301 oMesh->mNormals = new aiVector3D[numSubVerts];
nuclear@0 302 }
nuclear@0 303
nuclear@0 304 if( pMesh->HasTangentsAndBitangents() ) {
nuclear@0 305 oMesh->mTangents = new aiVector3D[numSubVerts];
nuclear@0 306 oMesh->mBitangents = new aiVector3D[numSubVerts];
nuclear@0 307 }
nuclear@0 308
nuclear@0 309 for( size_t a = 0; pMesh->HasTextureCoords( a) ; ++a ) {
nuclear@0 310 oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
nuclear@0 311 oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
nuclear@0 312 }
nuclear@0 313
nuclear@0 314 for( size_t a = 0; pMesh->HasVertexColors( a); ++a ) {
nuclear@0 315 oMesh->mColors[a] = new aiColor4D[numSubVerts];
nuclear@0 316 }
nuclear@0 317
nuclear@0 318 // and copy over the data, generating faces with linear indices along the way
nuclear@0 319 oMesh->mFaces = new aiFace[numSubFaces];
nuclear@0 320
nuclear@0 321 for(unsigned int a = 0; a < numSubFaces; ++a ) {
nuclear@0 322
nuclear@0 323 const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
nuclear@0 324 aiFace& dstFace = oMesh->mFaces[a];
nuclear@0 325 dstFace.mNumIndices = srcFace.mNumIndices;
nuclear@0 326 dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
nuclear@0 327
nuclear@0 328 // accumulate linearly all the vertices of the source face
nuclear@0 329 for( size_t b = 0; b < dstFace.mNumIndices; ++b ) {
nuclear@0 330 dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
nuclear@0 331 }
nuclear@0 332 }
nuclear@0 333
nuclear@0 334 for(unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex ) {
nuclear@0 335 unsigned int nvi = vMap[srcIndex];
nuclear@0 336 if(nvi==UINT_MAX) {
nuclear@0 337 continue;
nuclear@0 338 }
nuclear@0 339
nuclear@0 340 oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
nuclear@0 341 if( pMesh->HasNormals() ) {
nuclear@0 342 oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
nuclear@0 343 }
nuclear@0 344
nuclear@0 345 if( pMesh->HasTangentsAndBitangents() ) {
nuclear@0 346 oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
nuclear@0 347 oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
nuclear@0 348 }
nuclear@0 349 for( size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c ) {
nuclear@0 350 oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
nuclear@0 351 }
nuclear@0 352 for( size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c ) {
nuclear@0 353 oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
nuclear@0 354 }
nuclear@0 355 }
nuclear@0 356
nuclear@0 357 if(~subFlags&AI_SUBMESH_FLAGS_SANS_BONES) {
nuclear@0 358 std::vector<unsigned int> subBones(pMesh->mNumBones,0);
nuclear@0 359
nuclear@0 360 for(unsigned int a=0;a<pMesh->mNumBones;++a) {
nuclear@0 361 const aiBone* bone = pMesh->mBones[a];
nuclear@0 362
nuclear@0 363 for(unsigned int b=0;b<bone->mNumWeights;b++) {
nuclear@0 364 unsigned int v = vMap[bone->mWeights[b].mVertexId];
nuclear@0 365
nuclear@0 366 if(v!=UINT_MAX) {
nuclear@0 367 subBones[a]++;
nuclear@0 368 }
nuclear@0 369 }
nuclear@0 370 }
nuclear@0 371
nuclear@0 372 for(unsigned int a=0;a<pMesh->mNumBones;++a) {
nuclear@0 373 if(subBones[a]>0) {
nuclear@0 374 oMesh->mNumBones++;
nuclear@0 375 }
nuclear@0 376 }
nuclear@0 377
nuclear@0 378 if(oMesh->mNumBones) {
nuclear@0 379 oMesh->mBones = new aiBone*[oMesh->mNumBones]();
nuclear@0 380 unsigned int nbParanoia = oMesh->mNumBones;
nuclear@0 381
nuclear@0 382 oMesh->mNumBones = 0; //rewind
nuclear@0 383
nuclear@0 384 for(unsigned int a=0;a<pMesh->mNumBones;++a) {
nuclear@0 385 if(subBones[a]==0) {
nuclear@0 386 continue;
nuclear@0 387 }
nuclear@0 388 aiBone *newBone = new aiBone;
nuclear@0 389 oMesh->mBones[oMesh->mNumBones++] = newBone;
nuclear@0 390
nuclear@0 391 const aiBone* bone = pMesh->mBones[a];
nuclear@0 392
nuclear@0 393 newBone->mName = bone->mName;
nuclear@0 394 newBone->mOffsetMatrix = bone->mOffsetMatrix;
nuclear@0 395 newBone->mWeights = new aiVertexWeight[subBones[a]];
nuclear@0 396
nuclear@0 397 for(unsigned int b=0;b<bone->mNumWeights;b++) {
nuclear@0 398 const unsigned int v = vMap[bone->mWeights[b].mVertexId];
nuclear@0 399
nuclear@0 400 if(v!=UINT_MAX) {
nuclear@0 401 aiVertexWeight w(v,bone->mWeights[b].mWeight);
nuclear@0 402 newBone->mWeights[newBone->mNumWeights++] = w;
nuclear@0 403 }
nuclear@0 404 }
nuclear@0 405 }
nuclear@0 406
nuclear@0 407 ai_assert(nbParanoia==oMesh->mNumBones);
nuclear@0 408 (void)nbParanoia; // remove compiler warning on release build
nuclear@0 409 }
nuclear@0 410 }
nuclear@0 411
nuclear@0 412 return oMesh;
nuclear@0 413 }
nuclear@0 414
nuclear@0 415 } // namespace Assimp