vrshoot
diff libs/assimp/MakeVerboseFormat.cpp @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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children |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/MakeVerboseFormat.cpp Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,215 @@ 1.4 +/* 1.5 +--------------------------------------------------------------------------- 1.6 +Open Asset Import Library (assimp) 1.7 +--------------------------------------------------------------------------- 1.8 + 1.9 +Copyright (c) 2006-2012, assimp team 1.10 + 1.11 +All rights reserved. 1.12 + 1.13 +Redistribution and use of this software in source and binary forms, 1.14 +with or without modification, are permitted provided that the following 1.15 +conditions are met: 1.16 + 1.17 +* Redistributions of source code must retain the above 1.18 + copyright notice, this list of conditions and the 1.19 + following disclaimer. 1.20 + 1.21 +* Redistributions in binary form must reproduce the above 1.22 + copyright notice, this list of conditions and the 1.23 + following disclaimer in the documentation and/or other 1.24 + materials provided with the distribution. 1.25 + 1.26 +* Neither the name of the assimp team, nor the names of its 1.27 + contributors may be used to endorse or promote products 1.28 + derived from this software without specific prior 1.29 + written permission of the assimp team. 1.30 + 1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.42 +--------------------------------------------------------------------------- 1.43 +*/ 1.44 +/** @file Implementation of the post processing step "MakeVerboseFormat" 1.45 +*/ 1.46 + 1.47 +#include "AssimpPCH.h" 1.48 +#include "MakeVerboseFormat.h" 1.49 + 1.50 +using namespace Assimp; 1.51 + 1.52 +// ------------------------------------------------------------------------------------------------ 1.53 +MakeVerboseFormatProcess::MakeVerboseFormatProcess() 1.54 +{ 1.55 + // nothing to do here 1.56 +} 1.57 +// ------------------------------------------------------------------------------------------------ 1.58 +MakeVerboseFormatProcess::~MakeVerboseFormatProcess() 1.59 +{ 1.60 + // nothing to do here 1.61 +} 1.62 +// ------------------------------------------------------------------------------------------------ 1.63 +// Executes the post processing step on the given imported data. 1.64 +void MakeVerboseFormatProcess::Execute( aiScene* pScene) 1.65 +{ 1.66 + ai_assert(NULL != pScene); 1.67 + DefaultLogger::get()->debug("MakeVerboseFormatProcess begin"); 1.68 + 1.69 + bool bHas = false; 1.70 + for( unsigned int a = 0; a < pScene->mNumMeshes; a++) 1.71 + { 1.72 + if( MakeVerboseFormat( pScene->mMeshes[a])) 1.73 + bHas = true; 1.74 + } 1.75 + if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ..."); 1.76 + else DefaultLogger::get()->debug("MakeVerboseFormatProcess. There was nothing to do."); 1.77 + 1.78 + pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT; 1.79 + 1.80 +} 1.81 +// ------------------------------------------------------------------------------------------------ 1.82 +// Executes the post processing step on the given imported data. 1.83 +bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh) 1.84 +{ 1.85 + ai_assert(NULL != pcMesh); 1.86 + 1.87 + unsigned int iOldNumVertices = pcMesh->mNumVertices; 1.88 + const unsigned int iNumVerts = pcMesh->mNumFaces*3; 1.89 + 1.90 + aiVector3D* pvPositions = new aiVector3D[ iNumVerts ]; 1.91 + 1.92 + aiVector3D* pvNormals = NULL; 1.93 + if (pcMesh->HasNormals()) 1.94 + { 1.95 + pvNormals = new aiVector3D[iNumVerts]; 1.96 + } 1.97 + aiVector3D* pvTangents = NULL, *pvBitangents = NULL; 1.98 + if (pcMesh->HasTangentsAndBitangents()) 1.99 + { 1.100 + pvTangents = new aiVector3D[iNumVerts]; 1.101 + pvBitangents = new aiVector3D[iNumVerts]; 1.102 + } 1.103 + 1.104 + aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0}; 1.105 + aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0}; 1.106 + 1.107 + unsigned int p = 0; 1.108 + while (pcMesh->HasTextureCoords(p)) 1.109 + apvTextureCoords[p++] = new aiVector3D[iNumVerts]; 1.110 + 1.111 + p = 0; 1.112 + while (pcMesh->HasVertexColors(p)) 1.113 + apvColorSets[p++] = new aiColor4D[iNumVerts]; 1.114 + 1.115 + // allocate enough memory to hold output bones and vertex weights ... 1.116 + std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones]; 1.117 + for (unsigned int i = 0;i < pcMesh->mNumBones;++i) { 1.118 + newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3); 1.119 + } 1.120 + 1.121 + // iterate through all faces and build a clean list 1.122 + unsigned int iIndex = 0; 1.123 + for (unsigned int a = 0; a< pcMesh->mNumFaces;++a) 1.124 + { 1.125 + aiFace* pcFace = &pcMesh->mFaces[a]; 1.126 + for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex) 1.127 + { 1.128 + // need to build a clean list of bones, too 1.129 + for (unsigned int i = 0;i < pcMesh->mNumBones;++i) 1.130 + { 1.131 + for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++) 1.132 + { 1.133 + const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a]; 1.134 + if(pcFace->mIndices[q] == w.mVertexId) 1.135 + { 1.136 + aiVertexWeight wNew; 1.137 + wNew.mVertexId = iIndex; 1.138 + wNew.mWeight = w.mWeight; 1.139 + newWeights[i].push_back(wNew); 1.140 + } 1.141 + } 1.142 + } 1.143 + 1.144 + pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]]; 1.145 + 1.146 + if (pcMesh->HasNormals()) 1.147 + { 1.148 + pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]]; 1.149 + } 1.150 + if (pcMesh->HasTangentsAndBitangents()) 1.151 + { 1.152 + pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]]; 1.153 + pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]]; 1.154 + } 1.155 + 1.156 + unsigned int p = 0; 1.157 + while (pcMesh->HasTextureCoords(p)) 1.158 + { 1.159 + apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]]; 1.160 + ++p; 1.161 + } 1.162 + p = 0; 1.163 + while (pcMesh->HasVertexColors(p)) 1.164 + { 1.165 + apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]]; 1.166 + ++p; 1.167 + } 1.168 + pcFace->mIndices[q] = iIndex; 1.169 + } 1.170 + } 1.171 + 1.172 + // build output vertex weights 1.173 + for (unsigned int i = 0;i < pcMesh->mNumBones;++i) 1.174 + { 1.175 + delete pcMesh->mBones[i]->mWeights; 1.176 + if (!newWeights[i].empty()) 1.177 + { 1.178 + pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()]; 1.179 + memcpy(pcMesh->mBones[i]->mWeights,&newWeights[i][0], 1.180 + sizeof(aiVertexWeight) * newWeights[i].size()); 1.181 + } 1.182 + else pcMesh->mBones[i]->mWeights = NULL; 1.183 + } 1.184 + 1.185 + // delete the old members 1.186 + delete[] pcMesh->mVertices; 1.187 + pcMesh->mVertices = pvPositions; 1.188 + 1.189 + p = 0; 1.190 + while (pcMesh->HasTextureCoords(p)) 1.191 + { 1.192 + delete pcMesh->mTextureCoords[p]; 1.193 + pcMesh->mTextureCoords[p] = apvTextureCoords[p]; 1.194 + ++p; 1.195 + } 1.196 + p = 0; 1.197 + while (pcMesh->HasVertexColors(p)) 1.198 + { 1.199 + delete pcMesh->mColors[p]; 1.200 + pcMesh->mColors[p] = apvColorSets[p]; 1.201 + ++p; 1.202 + } 1.203 + pcMesh->mNumVertices = iNumVerts; 1.204 + 1.205 + if (pcMesh->HasNormals()) 1.206 + { 1.207 + delete[] pcMesh->mNormals; 1.208 + pcMesh->mNormals = pvNormals; 1.209 + } 1.210 + if (pcMesh->HasTangentsAndBitangents()) 1.211 + { 1.212 + delete[] pcMesh->mTangents; 1.213 + pcMesh->mTangents = pvTangents; 1.214 + delete[] pcMesh->mBitangents; 1.215 + pcMesh->mBitangents = pvBitangents; 1.216 + } 1.217 + return (pcMesh->mNumVertices != iOldNumVertices); 1.218 +}