vrshoot

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

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/ProcessHelper.cpp	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,415 @@
     1.4 +/*
     1.5 +Open Asset Import Library (assimp)
     1.6 +----------------------------------------------------------------------
     1.7 +
     1.8 +Copyright (c) 2006-2012, assimp team
     1.9 +All rights reserved.
    1.10 +
    1.11 +Redistribution and use of this software in source and binary forms, 
    1.12 +with or without modification, are permitted provided that the 
    1.13 +following conditions are met:
    1.14 +
    1.15 +* Redistributions of source code must retain the above
    1.16 +  copyright notice, this list of conditions and the
    1.17 +  following disclaimer.
    1.18 +
    1.19 +* Redistributions in binary form must reproduce the above
    1.20 +  copyright notice, this list of conditions and the
    1.21 +  following disclaimer in the documentation and/or other
    1.22 +  materials provided with the distribution.
    1.23 +
    1.24 +* Neither the name of the assimp team, nor the names of its
    1.25 +  contributors may be used to endorse or promote products
    1.26 +  derived from this software without specific prior
    1.27 +  written permission of the assimp team.
    1.28 +
    1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.40 +
    1.41 +----------------------------------------------------------------------
    1.42 +*/
    1.43 +
    1.44 +/// @file ProcessHelper.cpp
    1.45 +/** Implement shared utility functions for postprocessing steps */
    1.46 +
    1.47 +#include "AssimpPCH.h"
    1.48 +#include "ProcessHelper.h"
    1.49 +
    1.50 +
    1.51 +#include <limits>
    1.52 +
    1.53 +namespace Assimp {
    1.54 +
    1.55 +// -------------------------------------------------------------------------------
    1.56 +void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
    1.57 +{
    1.58 +	const char* s = in.c_str();
    1.59 +	while (*s) {
    1.60 +		SkipSpacesAndLineEnd(&s);
    1.61 +		if (*s == '\'') {
    1.62 +			const char* base = ++s;
    1.63 +			while (*s != '\'') {
    1.64 +				++s;
    1.65 +				if (*s == '\0') {
    1.66 +					DefaultLogger::get()->error("ConvertListToString: String list is ill-formatted");
    1.67 +					return;
    1.68 +				}
    1.69 +			}
    1.70 +			out.push_back(std::string(base,(size_t)(s-base)));
    1.71 +			++s;
    1.72 +		}
    1.73 +		else {
    1.74 +			out.push_back(GetNextToken(s));
    1.75 +		}
    1.76 +	}
    1.77 +}
    1.78 +
    1.79 +// -------------------------------------------------------------------------------
    1.80 +void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, 
    1.81 +	const aiMatrix4x4& m)
    1.82 +{
    1.83 +	min = aiVector3D (10e10f,  10e10f, 10e10f);
    1.84 +	max = aiVector3D (-10e10f,-10e10f,-10e10f);
    1.85 +	for (unsigned int i = 0;i < mesh->mNumVertices;++i)
    1.86 +	{
    1.87 +		const aiVector3D v = m * mesh->mVertices[i];
    1.88 +		min = std::min(v,min);
    1.89 +		max = std::max(v,max);
    1.90 +	}
    1.91 +}
    1.92 +
    1.93 +// -------------------------------------------------------------------------------
    1.94 +void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
    1.95 +{
    1.96 +	ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);
    1.97 +	out = min + (max-min)*0.5f;
    1.98 +}
    1.99 +
   1.100 +// -------------------------------------------------------------------------------
   1.101 +void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
   1.102 +	aiVector3D& max, const aiMatrix4x4& m)
   1.103 +{
   1.104 +	FindAABBTransformed(mesh,min,max,m);
   1.105 +	out = min + (max-min)*0.5f;
   1.106 +}
   1.107 +
   1.108 +// -------------------------------------------------------------------------------
   1.109 +void FindMeshCenter (aiMesh* mesh, aiVector3D& out)
   1.110 +{
   1.111 +	aiVector3D min,max;
   1.112 +	FindMeshCenter(mesh,out,min,max);
   1.113 +}
   1.114 +
   1.115 +// -------------------------------------------------------------------------------
   1.116 +void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
   1.117 +	const aiMatrix4x4& m)
   1.118 +{
   1.119 +	aiVector3D min,max;
   1.120 +	FindMeshCenterTransformed(mesh,out,min,max,m);
   1.121 +}
   1.122 +
   1.123 +// -------------------------------------------------------------------------------
   1.124 +float ComputePositionEpsilon(const aiMesh* pMesh)
   1.125 +{
   1.126 +	const float epsilon = 1e-4f;
   1.127 +
   1.128 +	// calculate the position bounds so we have a reliable epsilon to check position differences against 
   1.129 +	aiVector3D minVec, maxVec;
   1.130 +	ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec);
   1.131 +	return (maxVec - minVec).Length() * epsilon;
   1.132 +}
   1.133 +
   1.134 +// -------------------------------------------------------------------------------
   1.135 +float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
   1.136 +{
   1.137 +	const float epsilon = 1e-4f;
   1.138 +
   1.139 +	// calculate the position bounds so we have a reliable epsilon to check position differences against 
   1.140 +	aiVector3D minVec, maxVec, mi, ma;
   1.141 +	MinMaxChooser<aiVector3D>()(minVec,maxVec);
   1.142 +
   1.143 +	for (size_t a = 0; a < num; ++a) {
   1.144 +		const aiMesh* pMesh = pMeshes[a];
   1.145 +		ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma);
   1.146 +
   1.147 +		minVec = std::min(minVec,mi);
   1.148 +		maxVec = std::max(maxVec,ma);
   1.149 +	}
   1.150 +	return (maxVec - minVec).Length() * epsilon;
   1.151 +}
   1.152 +
   1.153 +
   1.154 +// -------------------------------------------------------------------------------
   1.155 +unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh)
   1.156 +{
   1.157 +	ai_assert(NULL != pcMesh);
   1.158 +
   1.159 +	// FIX: the hash may never be 0. Otherwise a comparison against
   1.160 +	// nullptr could be successful
   1.161 +	unsigned int iRet = 1;
   1.162 +
   1.163 +	// normals
   1.164 +	if (pcMesh->HasNormals())iRet |= 0x2;
   1.165 +	// tangents and bitangents
   1.166 +	if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
   1.167 +
   1.168 +#ifdef BOOST_STATIC_ASSERT
   1.169 +	BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
   1.170 +	BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
   1.171 +#endif
   1.172 +
   1.173 +	// texture coordinates
   1.174 +	unsigned int p = 0;
   1.175 +	while (pcMesh->HasTextureCoords(p))
   1.176 +	{
   1.177 +		iRet |= (0x100 << p);
   1.178 +		if (3 == pcMesh->mNumUVComponents[p])
   1.179 +			iRet |= (0x10000 << p);
   1.180 +
   1.181 +		++p;
   1.182 +	}
   1.183 +	// vertex colors
   1.184 +	p = 0;
   1.185 +	while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
   1.186 +	return iRet;
   1.187 +}
   1.188 +
   1.189 +// -------------------------------------------------------------------------------
   1.190 +VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
   1.191 +{
   1.192 +	if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
   1.193 +		return NULL;
   1.194 +	}
   1.195 +
   1.196 +	VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
   1.197 +	for (unsigned int i = 0; i < pMesh->mNumBones;++i)	{
   1.198 +
   1.199 +		aiBone* bone = pMesh->mBones[i];
   1.200 +		for (unsigned int a = 0; a < bone->mNumWeights;++a)	{
   1.201 +			const aiVertexWeight& weight = bone->mWeights[a];
   1.202 +			avPerVertexWeights[weight.mVertexId].push_back( std::pair<unsigned int,float>(i,weight.mWeight) );
   1.203 +		}
   1.204 +	}
   1.205 +	return avPerVertexWeights;
   1.206 +}
   1.207 +
   1.208 +
   1.209 +// -------------------------------------------------------------------------------
   1.210 +const char* TextureTypeToString(aiTextureType in)
   1.211 +{
   1.212 +	switch (in)
   1.213 +	{
   1.214 +	case aiTextureType_NONE:
   1.215 +		return "n/a";
   1.216 +	case aiTextureType_DIFFUSE:
   1.217 +		return "Diffuse";
   1.218 +	case aiTextureType_SPECULAR:
   1.219 +		return "Specular";
   1.220 +	case aiTextureType_AMBIENT:
   1.221 +		return "Ambient";
   1.222 +	case aiTextureType_EMISSIVE:
   1.223 +		return "Emissive";
   1.224 +	case aiTextureType_OPACITY:
   1.225 +		return "Opacity";
   1.226 +	case aiTextureType_NORMALS:
   1.227 +		return "Normals";
   1.228 +	case aiTextureType_HEIGHT:
   1.229 +		return "Height";
   1.230 +	case aiTextureType_SHININESS:
   1.231 +		return "Shininess";
   1.232 +	case aiTextureType_DISPLACEMENT:
   1.233 +		return "Displacement";
   1.234 +	case aiTextureType_LIGHTMAP:
   1.235 +		return "Lightmap";
   1.236 +	case aiTextureType_REFLECTION:
   1.237 +		return "Reflection";
   1.238 +	case aiTextureType_UNKNOWN:
   1.239 +		return "Unknown";
   1.240 +	default:
   1.241 +		break;
   1.242 +	}
   1.243 +   
   1.244 +	ai_assert(false);
   1.245 +    return  "BUG";          
   1.246 +}
   1.247 +
   1.248 +// -------------------------------------------------------------------------------
   1.249 +const char* MappingTypeToString(aiTextureMapping in)
   1.250 +{
   1.251 +	switch (in)
   1.252 +	{
   1.253 +	case aiTextureMapping_UV:
   1.254 +		return "UV";
   1.255 +	case aiTextureMapping_BOX:
   1.256 +		return "Box";
   1.257 +	case aiTextureMapping_SPHERE:
   1.258 +		return "Sphere";
   1.259 +	case aiTextureMapping_CYLINDER:
   1.260 +		return "Cylinder";
   1.261 +	case aiTextureMapping_PLANE:
   1.262 +		return "Plane";
   1.263 +	case aiTextureMapping_OTHER:
   1.264 +		return "Other";
   1.265 +	default:
   1.266 +		break;
   1.267 +	}
   1.268 +
   1.269 +	ai_assert(false);
   1.270 +    return  "BUG";   
   1.271 +}
   1.272 +
   1.273 +
   1.274 +// -------------------------------------------------------------------------------
   1.275 +aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags)
   1.276 +{		
   1.277 +	aiMesh *oMesh = new aiMesh(); 
   1.278 +	std::vector<unsigned int> vMap(pMesh->mNumVertices,UINT_MAX);
   1.279 +
   1.280 +	size_t numSubVerts = 0; 
   1.281 +	size_t numSubFaces = subMeshFaces.size();
   1.282 +
   1.283 +	for(unsigned int i=0;i<numSubFaces;i++)	{
   1.284 +		const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
   1.285 +
   1.286 +		for(unsigned int j=0;j<f.mNumIndices;j++)	{
   1.287 +			if(vMap[f.mIndices[j]]==UINT_MAX)	{
   1.288 +				vMap[f.mIndices[j]] = numSubVerts++;
   1.289 +			}
   1.290 +		}		
   1.291 +	} 
   1.292 +
   1.293 +	oMesh->mName = pMesh->mName;
   1.294 +		
   1.295 +	oMesh->mMaterialIndex = pMesh->mMaterialIndex;
   1.296 +	oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
   1.297 +	
   1.298 +	// create all the arrays for this mesh if the old mesh contained them
   1.299 +		
   1.300 +	oMesh->mNumFaces = subMeshFaces.size();
   1.301 +	oMesh->mNumVertices = numSubVerts;
   1.302 +	oMesh->mVertices = new aiVector3D[numSubVerts];
   1.303 +	if( pMesh->HasNormals() ) {
   1.304 +		oMesh->mNormals = new aiVector3D[numSubVerts];
   1.305 +	}
   1.306 +
   1.307 +	if( pMesh->HasTangentsAndBitangents() )	{
   1.308 +		oMesh->mTangents = new aiVector3D[numSubVerts];
   1.309 +		oMesh->mBitangents = new aiVector3D[numSubVerts];
   1.310 +	}
   1.311 +
   1.312 +	for( size_t a = 0;  pMesh->HasTextureCoords( a) ; ++a )	{
   1.313 +		oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
   1.314 +		oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
   1.315 +	}
   1.316 +
   1.317 +	for( size_t a = 0; pMesh->HasVertexColors( a); ++a )	{
   1.318 +		oMesh->mColors[a] = new aiColor4D[numSubVerts];
   1.319 +	}
   1.320 +
   1.321 +	// and copy over the data, generating faces with linear indices along the way
   1.322 +	oMesh->mFaces = new aiFace[numSubFaces];
   1.323 +	
   1.324 +	for(unsigned int a = 0; a < numSubFaces; ++a )	{
   1.325 +
   1.326 +		const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
   1.327 +		aiFace& dstFace = oMesh->mFaces[a];
   1.328 +		dstFace.mNumIndices = srcFace.mNumIndices;
   1.329 +		dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
   1.330 +
   1.331 +		// accumulate linearly all the vertices of the source face
   1.332 +		for( size_t b = 0; b < dstFace.mNumIndices; ++b )	{
   1.333 +			dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
   1.334 +		}
   1.335 +	}
   1.336 +
   1.337 +	for(unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex ) {
   1.338 +		unsigned int nvi = vMap[srcIndex]; 
   1.339 +		if(nvi==UINT_MAX) {
   1.340 +			continue;
   1.341 +		}
   1.342 +
   1.343 +		oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
   1.344 +		if( pMesh->HasNormals() ) {
   1.345 +			oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
   1.346 +		}
   1.347 +		
   1.348 +		if( pMesh->HasTangentsAndBitangents() )	{
   1.349 +			oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
   1.350 +			oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
   1.351 +		}
   1.352 +		for( size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c )	{
   1.353 +				oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
   1.354 +		}
   1.355 +		for( size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c )	{
   1.356 +			oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
   1.357 +		}
   1.358 +	}
   1.359 +
   1.360 +	if(~subFlags&AI_SUBMESH_FLAGS_SANS_BONES)	{			
   1.361 +		std::vector<unsigned int> subBones(pMesh->mNumBones,0);
   1.362 +
   1.363 +		for(unsigned int a=0;a<pMesh->mNumBones;++a)	{
   1.364 +			const aiBone* bone = pMesh->mBones[a];
   1.365 +
   1.366 +			for(unsigned int b=0;b<bone->mNumWeights;b++)	{
   1.367 +				unsigned int v = vMap[bone->mWeights[b].mVertexId];
   1.368 +
   1.369 +				if(v!=UINT_MAX) {
   1.370 +					subBones[a]++;
   1.371 +				}
   1.372 +			}
   1.373 +		}
   1.374 +
   1.375 +		for(unsigned int a=0;a<pMesh->mNumBones;++a)	{
   1.376 +			if(subBones[a]>0) {
   1.377 +				oMesh->mNumBones++;
   1.378 +			}
   1.379 +		}
   1.380 +
   1.381 +		if(oMesh->mNumBones) {
   1.382 +			oMesh->mBones = new aiBone*[oMesh->mNumBones]();
   1.383 +			unsigned int nbParanoia = oMesh->mNumBones;
   1.384 +
   1.385 +			oMesh->mNumBones = 0; //rewind
   1.386 +
   1.387 +			for(unsigned int a=0;a<pMesh->mNumBones;++a)	{
   1.388 +				if(subBones[a]==0) {
   1.389 +					continue; 
   1.390 +				}
   1.391 +				aiBone *newBone = new aiBone;
   1.392 +				oMesh->mBones[oMesh->mNumBones++] = newBone;
   1.393 +
   1.394 +				const aiBone* bone = pMesh->mBones[a];
   1.395 +
   1.396 +				newBone->mName = bone->mName;
   1.397 +				newBone->mOffsetMatrix = bone->mOffsetMatrix;
   1.398 +				newBone->mWeights = new aiVertexWeight[subBones[a]];
   1.399 +
   1.400 +				for(unsigned int b=0;b<bone->mNumWeights;b++)	{
   1.401 +					const unsigned int v = vMap[bone->mWeights[b].mVertexId];
   1.402 +
   1.403 +					if(v!=UINT_MAX)	{	
   1.404 +						aiVertexWeight w(v,bone->mWeights[b].mWeight);
   1.405 +						newBone->mWeights[newBone->mNumWeights++] = w;
   1.406 +					}
   1.407 +				}
   1.408 +			}
   1.409 +
   1.410 +			ai_assert(nbParanoia==oMesh->mNumBones);
   1.411 +			(void)nbParanoia; // remove compiler warning on release build
   1.412 +		}
   1.413 +	}					 
   1.414 +
   1.415 +	return oMesh;
   1.416 +}
   1.417 +
   1.418 +} // namespace Assimp