vrshoot

diff libs/assimp/RemoveVCProcess.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/RemoveVCProcess.cpp	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,328 @@
     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 to remove
    1.45 + *        any parts of the mesh structure from the imported data.
    1.46 +*/
    1.47 +
    1.48 +#include "AssimpPCH.h"
    1.49 +#include "RemoveVCProcess.h"
    1.50 +
    1.51 +using namespace Assimp;
    1.52 +
    1.53 +
    1.54 +// ------------------------------------------------------------------------------------------------
    1.55 +// Constructor to be privately used by Importer
    1.56 +RemoveVCProcess::RemoveVCProcess()
    1.57 +{}
    1.58 +
    1.59 +// ------------------------------------------------------------------------------------------------
    1.60 +// Destructor, private as well
    1.61 +RemoveVCProcess::~RemoveVCProcess()
    1.62 +{}
    1.63 +
    1.64 +// ------------------------------------------------------------------------------------------------
    1.65 +// Returns whether the processing step is present in the given flag field.
    1.66 +bool RemoveVCProcess::IsActive( unsigned int pFlags) const
    1.67 +{
    1.68 +	return (pFlags & aiProcess_RemoveComponent) != 0;
    1.69 +}
    1.70 +
    1.71 +// ------------------------------------------------------------------------------------------------
    1.72 +// Small helper function to delete all elements in a T** aray using delete
    1.73 +template <typename T>
    1.74 +inline void ArrayDelete(T**& in, unsigned int& num)
    1.75 +{
    1.76 +	for (unsigned int i = 0; i < num; ++i)
    1.77 +		delete in[i];
    1.78 +
    1.79 +	delete[] in;
    1.80 +	in = NULL;
    1.81 +	num = 0;
    1.82 +}
    1.83 +
    1.84 +#if 0
    1.85 +// ------------------------------------------------------------------------------------------------
    1.86 +// Updates the node graph - removes all nodes which have the "remove" flag set and the 
    1.87 +// "don't remove" flag not set. Nodes with meshes are never deleted.
    1.88 +bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
    1.89 +{
    1.90 +	register bool b = false;
    1.91 +
    1.92 +	std::list<aiNode*> mine;
    1.93 +	for (unsigned int i = 0; i < node->mNumChildren;++i)
    1.94 +	{
    1.95 +		if(UpdateNodeGraph(node->mChildren[i],mine,false))
    1.96 +			b = true;
    1.97 +	}
    1.98 +
    1.99 +	// somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
   1.100 +	// so we can do a simple comparison against MSB here
   1.101 +	if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
   1.102 +	{
   1.103 +		// this node needs to be removed
   1.104 +		if(node->mNumChildren)
   1.105 +		{
   1.106 +			childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
   1.107 +
   1.108 +			// set all children to NULL to make sure they are not deleted when we delete ourself
   1.109 +			for (unsigned int i = 0; i < node->mNumChildren;++i)
   1.110 +				node->mChildren[i] = NULL;
   1.111 +		}
   1.112 +		b = true;
   1.113 +		delete node;
   1.114 +	}
   1.115 +	else
   1.116 +	{
   1.117 +		AI_RC_UNMASK(node->mNumMeshes);
   1.118 +		childsOfParent.push_back(node);
   1.119 +
   1.120 +		if (b)
   1.121 +		{
   1.122 +			// reallocate the array of our children here
   1.123 +			node->mNumChildren = (unsigned int)mine.size();
   1.124 +			aiNode** const children = new aiNode*[mine.size()];
   1.125 +			aiNode** ptr = children;
   1.126 +
   1.127 +			for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
   1.128 +				 it != end; ++it)
   1.129 +			{
   1.130 +				*ptr++ = *it;
   1.131 +			}
   1.132 +			delete[] node->mChildren;
   1.133 +			node->mChildren = children;
   1.134 +			return false;
   1.135 +		}
   1.136 +	}
   1.137 +	return b;
   1.138 +}
   1.139 +#endif
   1.140 +
   1.141 +// ------------------------------------------------------------------------------------------------
   1.142 +// Executes the post processing step on the given imported data.
   1.143 +void RemoveVCProcess::Execute( aiScene* pScene)
   1.144 +{
   1.145 +	DefaultLogger::get()->debug("RemoveVCProcess begin");
   1.146 +	bool bHas = false; //,bMasked = false;
   1.147 +
   1.148 +	mScene = pScene;
   1.149 +
   1.150 +	// handle animations
   1.151 +	if ( configDeleteFlags & aiComponent_ANIMATIONS)
   1.152 +	{
   1.153 +
   1.154 +		bHas = true;
   1.155 +		ArrayDelete(pScene->mAnimations,pScene->mNumAnimations);
   1.156 +	}
   1.157 +
   1.158 +	// handle textures
   1.159 +	if ( configDeleteFlags & aiComponent_TEXTURES)
   1.160 +	{
   1.161 +		bHas = true;
   1.162 +		ArrayDelete(pScene->mTextures,pScene->mNumTextures);
   1.163 +	}
   1.164 +
   1.165 +	// handle materials
   1.166 +	if ( configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials)
   1.167 +	{
   1.168 +		bHas = true;
   1.169 +		for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
   1.170 +			delete pScene->mMaterials[i];
   1.171 +
   1.172 +		pScene->mNumMaterials = 1;
   1.173 +		aiMaterial* helper = (aiMaterial*) pScene->mMaterials[0];
   1.174 +		ai_assert(NULL != helper);
   1.175 +		helper->Clear();
   1.176 +
   1.177 +		// gray
   1.178 +		aiColor3D clr(0.6f,0.6f,0.6f);
   1.179 +		helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
   1.180 +
   1.181 +		// add a small ambient color value
   1.182 +		clr = aiColor3D(0.05f,0.05f,0.05f);
   1.183 +		helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
   1.184 +
   1.185 +		aiString s;
   1.186 +		s.Set("Dummy_MaterialsRemoved");
   1.187 +		helper->AddProperty(&s,AI_MATKEY_NAME);
   1.188 +	}
   1.189 +
   1.190 +	// handle light sources
   1.191 +	if ( configDeleteFlags & aiComponent_LIGHTS)
   1.192 +	{
   1.193 +		bHas =  true;
   1.194 +		ArrayDelete(pScene->mLights,pScene->mNumLights);
   1.195 +	}
   1.196 +
   1.197 +	// handle camneras
   1.198 +	if ( configDeleteFlags & aiComponent_CAMERAS)
   1.199 +	{
   1.200 +		bHas = true;
   1.201 +		ArrayDelete(pScene->mCameras,pScene->mNumCameras);
   1.202 +	}
   1.203 +
   1.204 +	// handle meshes
   1.205 +	if (configDeleteFlags & aiComponent_MESHES)
   1.206 +	{
   1.207 +		bHas = true;
   1.208 +		ArrayDelete(pScene->mMeshes,pScene->mNumMeshes);
   1.209 +	}
   1.210 +	else
   1.211 +	{
   1.212 +		for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
   1.213 +		{
   1.214 +			if(	ProcessMesh( pScene->mMeshes[a]))
   1.215 +				bHas = true;
   1.216 +		}
   1.217 +	}
   1.218 +
   1.219 +
   1.220 +	// now check whether the result is still a full scene
   1.221 +	if (!pScene->mNumMeshes || !pScene->mNumMaterials)
   1.222 +	{
   1.223 +		pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
   1.224 +		DefaultLogger::get()->debug("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
   1.225 +
   1.226 +		// If we have no meshes anymore we should also clear another flag ...
   1.227 +		if (!pScene->mNumMeshes)
   1.228 +			pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
   1.229 +	}
   1.230 +
   1.231 +	if (bHas)DefaultLogger::get()->info("RemoveVCProcess finished. Data structure cleanup has been done.");
   1.232 +	else DefaultLogger::get()->debug("RemoveVCProcess finished. Nothing to be done ...");
   1.233 +}
   1.234 +
   1.235 +// ------------------------------------------------------------------------------------------------
   1.236 +// Setup configuration properties for the step
   1.237 +void RemoveVCProcess::SetupProperties(const Importer* pImp)
   1.238 +{
   1.239 +	configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,0x0);
   1.240 +	if (!configDeleteFlags)
   1.241 +	{
   1.242 +		DefaultLogger::get()->warn("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
   1.243 +	}
   1.244 +}
   1.245 +
   1.246 +// ------------------------------------------------------------------------------------------------
   1.247 +// Executes the post processing step on the given imported data.
   1.248 +bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
   1.249 +{
   1.250 +	bool ret = false;
   1.251 +
   1.252 +	// if all materials have been deleted let the material
   1.253 +	// index of the mesh point to the created default material
   1.254 +	if ( configDeleteFlags & aiComponent_MATERIALS)
   1.255 +		pMesh->mMaterialIndex = 0;
   1.256 +
   1.257 +	// handle normals
   1.258 +	if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals)
   1.259 +	{
   1.260 +		delete[] pMesh->mNormals;
   1.261 +		pMesh->mNormals = NULL;
   1.262 +		ret = true;
   1.263 +	}
   1.264 +
   1.265 +	// handle tangents and bitangents
   1.266 +	if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents)
   1.267 +	{
   1.268 +		delete[] pMesh->mTangents;
   1.269 +		pMesh->mTangents = NULL;
   1.270 +
   1.271 +		delete[] pMesh->mBitangents;
   1.272 +		pMesh->mBitangents = NULL;
   1.273 +		ret = true;
   1.274 +	}
   1.275 +
   1.276 +	// handle texture coordinates
   1.277 +	register bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
   1.278 +	for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real)
   1.279 +	{
   1.280 +		if (!pMesh->mTextureCoords[i])break;
   1.281 +		if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b)
   1.282 +		{
   1.283 +			delete pMesh->mTextureCoords[i];
   1.284 +			pMesh->mTextureCoords[i] = NULL;
   1.285 +			ret = true;
   1.286 +
   1.287 +			if (!b)
   1.288 +			{
   1.289 +				// collapse the rest of the array
   1.290 +				for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
   1.291 +					pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
   1.292 +				
   1.293 +				pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
   1.294 +				continue;
   1.295 +			}
   1.296 +		}
   1.297 +		++i;
   1.298 +	}
   1.299 +
   1.300 +	// handle vertex colors
   1.301 +	b = (0 != (configDeleteFlags & aiComponent_COLORS));
   1.302 +	for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real)
   1.303 +	{
   1.304 +		if (!pMesh->mColors[i])break;
   1.305 +		if (configDeleteFlags & aiComponent_COLORSn(i) || b)
   1.306 +		{
   1.307 +			delete pMesh->mColors[i];
   1.308 +			pMesh->mColors[i] = NULL;
   1.309 +			ret = true;
   1.310 +
   1.311 +			if (!b)
   1.312 +			{
   1.313 +				// collapse the rest of the array
   1.314 +				for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
   1.315 +					pMesh->mColors[a-1] = pMesh->mColors[a];
   1.316 +
   1.317 +				pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
   1.318 +				continue;
   1.319 +			}
   1.320 +		}
   1.321 +		++i;
   1.322 +	}
   1.323 +
   1.324 +	// handle bones
   1.325 +	if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones)
   1.326 +	{
   1.327 +		ArrayDelete(pMesh->mBones,pMesh->mNumBones);
   1.328 +		ret = true;
   1.329 +	}
   1.330 +	return ret;
   1.331 +}