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1 /*
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2 ---------------------------------------------------------------------------
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3 Open Asset Import Library (assimp)
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4 ---------------------------------------------------------------------------
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5
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6 Copyright (c) 2006-2012, assimp team
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7
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8 All rights reserved.
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9
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10 Redistribution and use of this software in source and binary forms,
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11 with or without modification, are permitted provided that the following
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12 conditions are met:
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13
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14 * Redistributions of source code must retain the above
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15 copyright notice, this list of conditions and the
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16 following disclaimer.
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17
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18 * Redistributions in binary form must reproduce the above
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19 copyright notice, this list of conditions and the
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20 following disclaimer in the documentation and/or other
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21 materials provided with the distribution.
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22
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23 * Neither the name of the assimp team, nor the names of its
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24 contributors may be used to endorse or promote products
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25 derived from this software without specific prior
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26 written permission of the assimp team.
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27
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28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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39 ---------------------------------------------------------------------------
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40 */
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41 /** @file Implementation of the post processing step to remove
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42 * any parts of the mesh structure from the imported data.
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43 */
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44
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45 #include "AssimpPCH.h"
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46 #include "RemoveVCProcess.h"
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47
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48 using namespace Assimp;
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49
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50
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51 // ------------------------------------------------------------------------------------------------
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52 // Constructor to be privately used by Importer
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53 RemoveVCProcess::RemoveVCProcess()
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54 {}
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55
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56 // ------------------------------------------------------------------------------------------------
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57 // Destructor, private as well
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58 RemoveVCProcess::~RemoveVCProcess()
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59 {}
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60
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61 // ------------------------------------------------------------------------------------------------
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62 // Returns whether the processing step is present in the given flag field.
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63 bool RemoveVCProcess::IsActive( unsigned int pFlags) const
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64 {
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65 return (pFlags & aiProcess_RemoveComponent) != 0;
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66 }
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67
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68 // ------------------------------------------------------------------------------------------------
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69 // Small helper function to delete all elements in a T** aray using delete
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70 template <typename T>
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71 inline void ArrayDelete(T**& in, unsigned int& num)
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72 {
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73 for (unsigned int i = 0; i < num; ++i)
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74 delete in[i];
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75
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76 delete[] in;
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77 in = NULL;
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78 num = 0;
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79 }
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80
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81 #if 0
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82 // ------------------------------------------------------------------------------------------------
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83 // Updates the node graph - removes all nodes which have the "remove" flag set and the
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84 // "don't remove" flag not set. Nodes with meshes are never deleted.
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85 bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
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86 {
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87 register bool b = false;
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88
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89 std::list<aiNode*> mine;
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90 for (unsigned int i = 0; i < node->mNumChildren;++i)
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91 {
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92 if(UpdateNodeGraph(node->mChildren[i],mine,false))
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93 b = true;
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94 }
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95
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96 // somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
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97 // so we can do a simple comparison against MSB here
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98 if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
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99 {
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100 // this node needs to be removed
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101 if(node->mNumChildren)
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102 {
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103 childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
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104
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105 // set all children to NULL to make sure they are not deleted when we delete ourself
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106 for (unsigned int i = 0; i < node->mNumChildren;++i)
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107 node->mChildren[i] = NULL;
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108 }
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109 b = true;
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110 delete node;
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111 }
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112 else
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113 {
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114 AI_RC_UNMASK(node->mNumMeshes);
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115 childsOfParent.push_back(node);
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116
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117 if (b)
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118 {
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119 // reallocate the array of our children here
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120 node->mNumChildren = (unsigned int)mine.size();
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121 aiNode** const children = new aiNode*[mine.size()];
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122 aiNode** ptr = children;
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123
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124 for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
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125 it != end; ++it)
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126 {
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127 *ptr++ = *it;
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128 }
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129 delete[] node->mChildren;
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130 node->mChildren = children;
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131 return false;
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132 }
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133 }
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134 return b;
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135 }
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136 #endif
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137
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138 // ------------------------------------------------------------------------------------------------
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139 // Executes the post processing step on the given imported data.
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140 void RemoveVCProcess::Execute( aiScene* pScene)
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141 {
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142 DefaultLogger::get()->debug("RemoveVCProcess begin");
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143 bool bHas = false; //,bMasked = false;
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144
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145 mScene = pScene;
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146
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147 // handle animations
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148 if ( configDeleteFlags & aiComponent_ANIMATIONS)
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149 {
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150
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151 bHas = true;
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152 ArrayDelete(pScene->mAnimations,pScene->mNumAnimations);
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153 }
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154
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155 // handle textures
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156 if ( configDeleteFlags & aiComponent_TEXTURES)
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157 {
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158 bHas = true;
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159 ArrayDelete(pScene->mTextures,pScene->mNumTextures);
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160 }
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161
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162 // handle materials
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163 if ( configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials)
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164 {
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165 bHas = true;
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166 for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
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167 delete pScene->mMaterials[i];
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168
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169 pScene->mNumMaterials = 1;
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170 aiMaterial* helper = (aiMaterial*) pScene->mMaterials[0];
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171 ai_assert(NULL != helper);
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172 helper->Clear();
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173
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174 // gray
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175 aiColor3D clr(0.6f,0.6f,0.6f);
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176 helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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177
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178 // add a small ambient color value
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179 clr = aiColor3D(0.05f,0.05f,0.05f);
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180 helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
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181
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182 aiString s;
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183 s.Set("Dummy_MaterialsRemoved");
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184 helper->AddProperty(&s,AI_MATKEY_NAME);
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185 }
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186
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187 // handle light sources
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188 if ( configDeleteFlags & aiComponent_LIGHTS)
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189 {
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190 bHas = true;
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191 ArrayDelete(pScene->mLights,pScene->mNumLights);
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192 }
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193
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194 // handle camneras
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195 if ( configDeleteFlags & aiComponent_CAMERAS)
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196 {
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197 bHas = true;
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198 ArrayDelete(pScene->mCameras,pScene->mNumCameras);
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199 }
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200
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201 // handle meshes
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202 if (configDeleteFlags & aiComponent_MESHES)
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203 {
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204 bHas = true;
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205 ArrayDelete(pScene->mMeshes,pScene->mNumMeshes);
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206 }
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207 else
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208 {
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209 for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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210 {
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211 if( ProcessMesh( pScene->mMeshes[a]))
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212 bHas = true;
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213 }
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214 }
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215
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216
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217 // now check whether the result is still a full scene
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218 if (!pScene->mNumMeshes || !pScene->mNumMaterials)
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219 {
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220 pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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221 DefaultLogger::get()->debug("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
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222
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223 // If we have no meshes anymore we should also clear another flag ...
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224 if (!pScene->mNumMeshes)
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225 pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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226 }
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227
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228 if (bHas)DefaultLogger::get()->info("RemoveVCProcess finished. Data structure cleanup has been done.");
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229 else DefaultLogger::get()->debug("RemoveVCProcess finished. Nothing to be done ...");
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230 }
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231
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232 // ------------------------------------------------------------------------------------------------
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233 // Setup configuration properties for the step
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234 void RemoveVCProcess::SetupProperties(const Importer* pImp)
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235 {
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236 configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,0x0);
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237 if (!configDeleteFlags)
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238 {
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239 DefaultLogger::get()->warn("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
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240 }
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241 }
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242
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243 // ------------------------------------------------------------------------------------------------
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244 // Executes the post processing step on the given imported data.
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245 bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
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246 {
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247 bool ret = false;
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248
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249 // if all materials have been deleted let the material
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250 // index of the mesh point to the created default material
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251 if ( configDeleteFlags & aiComponent_MATERIALS)
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252 pMesh->mMaterialIndex = 0;
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253
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254 // handle normals
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255 if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals)
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256 {
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257 delete[] pMesh->mNormals;
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258 pMesh->mNormals = NULL;
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259 ret = true;
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260 }
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261
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262 // handle tangents and bitangents
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263 if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents)
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264 {
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265 delete[] pMesh->mTangents;
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266 pMesh->mTangents = NULL;
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267
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268 delete[] pMesh->mBitangents;
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269 pMesh->mBitangents = NULL;
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270 ret = true;
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271 }
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272
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273 // handle texture coordinates
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274 register bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
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275 for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real)
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276 {
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277 if (!pMesh->mTextureCoords[i])break;
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278 if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b)
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279 {
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280 delete pMesh->mTextureCoords[i];
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281 pMesh->mTextureCoords[i] = NULL;
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282 ret = true;
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283
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284 if (!b)
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285 {
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286 // collapse the rest of the array
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287 for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
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288 pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
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289
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290 pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
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291 continue;
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292 }
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293 }
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294 ++i;
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295 }
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296
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297 // handle vertex colors
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298 b = (0 != (configDeleteFlags & aiComponent_COLORS));
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299 for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real)
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300 {
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301 if (!pMesh->mColors[i])break;
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302 if (configDeleteFlags & aiComponent_COLORSn(i) || b)
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303 {
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304 delete pMesh->mColors[i];
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305 pMesh->mColors[i] = NULL;
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306 ret = true;
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307
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308 if (!b)
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309 {
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310 // collapse the rest of the array
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311 for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
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312 pMesh->mColors[a-1] = pMesh->mColors[a];
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313
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314 pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
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315 continue;
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316 }
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317 }
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318 ++i;
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319 }
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320
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321 // handle bones
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322 if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones)
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323 {
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324 ArrayDelete(pMesh->mBones,pMesh->mNumBones);
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325 ret = true;
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326 }
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327 return ret;
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328 }
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