vrshoot

diff libs/assimp/ScenePreprocessor.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/ScenePreprocessor.cpp	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,258 @@
     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 +#include "AssimpPCH.h"
    1.45 +#include "ScenePreprocessor.h"
    1.46 +
    1.47 +using namespace Assimp;
    1.48 +
    1.49 +// ---------------------------------------------------------------------------------------------
    1.50 +void ScenePreprocessor::ProcessScene ()
    1.51 +{
    1.52 +	ai_assert(scene != NULL);
    1.53 +
    1.54 +	// Process all meshes
    1.55 +	for (unsigned int i = 0; i < scene->mNumMeshes;++i)
    1.56 +		ProcessMesh(scene->mMeshes[i]);
    1.57 +
    1.58 +	// - nothing to do for nodes for the moment
    1.59 +	// - nothing to do for textures for the moment
    1.60 +	// - nothing to do for lights for the moment
    1.61 +	// - nothing to do for cameras for the moment
    1.62 +
    1.63 +	// Process all animations
    1.64 +	for (unsigned int i = 0; i < scene->mNumAnimations;++i)
    1.65 +		ProcessAnimation(scene->mAnimations[i]);
    1.66 +
    1.67 +	// Generate a default material if none was specified
    1.68 +	if (!scene->mNumMaterials && scene->mNumMeshes)	{
    1.69 +		scene->mMaterials      = new aiMaterial*[2];
    1.70 +		aiMaterial* helper;
    1.71 +
    1.72 +		aiString name;
    1.73 +
    1.74 +		scene->mMaterials[scene->mNumMaterials] = helper = new aiMaterial();
    1.75 +		aiColor3D clr(0.6f,0.6f,0.6f);
    1.76 +		helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
    1.77 +
    1.78 +		// setup the default name to make this material identifyable
    1.79 +		name.Set(AI_DEFAULT_MATERIAL_NAME);
    1.80 +		helper->AddProperty(&name,AI_MATKEY_NAME);
    1.81 +
    1.82 +		DefaultLogger::get()->debug("ScenePreprocessor: Adding default material \'" AI_DEFAULT_MATERIAL_NAME  "\'");
    1.83 +
    1.84 +		for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
    1.85 +			scene->mMeshes[i]->mMaterialIndex = scene->mNumMaterials;
    1.86 +		}
    1.87 +
    1.88 +		scene->mNumMaterials++;
    1.89 +	}
    1.90 +}
    1.91 +
    1.92 +// ---------------------------------------------------------------------------------------------
    1.93 +void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
    1.94 +{
    1.95 +	// If aiMesh::mNumUVComponents is *not* set assign the default value of 2
    1.96 +	for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)	{
    1.97 +		if (!mesh->mTextureCoords[i])
    1.98 +			mesh->mNumUVComponents[i] = 0;
    1.99 +
   1.100 +		else {
   1.101 +			if( !mesh->mNumUVComponents[i])
   1.102 +				mesh->mNumUVComponents[i] = 2;
   1.103 +
   1.104 +			aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices;
   1.105 +
   1.106 +			// Ensure unsued components are zeroed. This will make 1D texture channels work
   1.107 +			// as if they were 2D channels .. just in case an application doesn't handle
   1.108 +			// this case
   1.109 +			if (2 == mesh->mNumUVComponents[i]) {
   1.110 +				for (; p != end; ++p)
   1.111 +					p->z = 0.f;
   1.112 +			}
   1.113 +			else if (1 == mesh->mNumUVComponents[i]) {
   1.114 +				for (; p != end; ++p)
   1.115 +					p->z = p->y = 0.f;
   1.116 +			}
   1.117 +			else if (3 == mesh->mNumUVComponents[i]) {
   1.118 +			
   1.119 +				// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
   1.120 +				for (; p != end; ++p) {
   1.121 +					if (p->z != 0)
   1.122 +						break;
   1.123 +				}
   1.124 +				if (p == end) {
   1.125 +					DefaultLogger::get()->warn("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
   1.126 +					mesh->mNumUVComponents[i] = 2;
   1.127 +				}
   1.128 +			}
   1.129 +		}
   1.130 +	}
   1.131 +
   1.132 +	// If the information which primitive types are there in the
   1.133 +	// mesh is currently not available, compute it.
   1.134 +	if (!mesh->mPrimitiveTypes)	{
   1.135 +		for (unsigned int a = 0; a < mesh->mNumFaces; ++a)	{
   1.136 +			aiFace& face = mesh->mFaces[a];
   1.137 +			switch (face.mNumIndices)
   1.138 +			{
   1.139 +			case 3u:
   1.140 +				mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
   1.141 +				break;
   1.142 +
   1.143 +			case 2u:
   1.144 +				mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
   1.145 +				break;
   1.146 +
   1.147 +			case 1u:
   1.148 +				mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
   1.149 +				break;
   1.150 +
   1.151 +			default:
   1.152 +				mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
   1.153 +				break;
   1.154 +			}
   1.155 +		}
   1.156 +	}
   1.157 +
   1.158 +	// If tangents and normals are given but no bitangents compute them
   1.159 +	if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents)	{
   1.160 +
   1.161 +		mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
   1.162 +		for (unsigned int i = 0; i < mesh->mNumVertices;++i)	{
   1.163 +			mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
   1.164 +		}
   1.165 +	}
   1.166 +}
   1.167 +
   1.168 +// ---------------------------------------------------------------------------------------------
   1.169 +void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
   1.170 +{
   1.171 +	double first = 10e10, last = -10e10;
   1.172 +	for (unsigned int i = 0; i < anim->mNumChannels;++i)	{
   1.173 +		aiNodeAnim* channel = anim->mChannels[i];
   1.174 +
   1.175 +		/*  If the exact duration of the animation is not given
   1.176 +		 *  compute it now.
   1.177 +		 */
   1.178 +		if (anim->mDuration == -1.)	{
   1.179 +
   1.180 +			// Position keys
   1.181 +			for (unsigned int i = 0; i < channel->mNumPositionKeys;++i)	{
   1.182 +				aiVectorKey& key = channel->mPositionKeys[i];
   1.183 +				first = std::min (first, key.mTime);
   1.184 +				last  = std::max (last,  key.mTime);
   1.185 +			}
   1.186 +
   1.187 +			// Scaling keys
   1.188 +			for (unsigned int i = 0; i < channel->mNumScalingKeys;++i)	{
   1.189 +				aiVectorKey& key = channel->mScalingKeys[i];
   1.190 +				first = std::min (first, key.mTime);
   1.191 +				last  = std::max (last,  key.mTime);
   1.192 +			}
   1.193 +
   1.194 +			// Rotation keys
   1.195 +			for (unsigned int i = 0; i < channel->mNumRotationKeys;++i)	{
   1.196 +				aiQuatKey& key = channel->mRotationKeys[i];
   1.197 +				first = std::min (first, key.mTime);
   1.198 +				last  = std::max (last,  key.mTime);
   1.199 +			}
   1.200 +		}
   1.201 +
   1.202 +		/*  Check whether the animation channel has no rotation
   1.203 +		 *  or position tracks. In this case we generate a dummy
   1.204 +		 *  track from the information we have in the transformation
   1.205 +		 *  matrix of the corresponding node.
   1.206 +		 */
   1.207 +		if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys)	{
   1.208 +			// Find the node that belongs to this animation
   1.209 +			aiNode* node = scene->mRootNode->FindNode(channel->mNodeName);
   1.210 +			if (node) // ValidateDS will complain later if 'node' is NULL
   1.211 +			{
   1.212 +				// Decompose the transformation matrix of the node
   1.213 +				aiVector3D scaling, position;
   1.214 +				aiQuaternion rotation;
   1.215 +
   1.216 +				node->mTransformation.Decompose(scaling, rotation,position);
   1.217 +
   1.218 +				// No rotation keys? Generate a dummy track
   1.219 +				if (!channel->mNumRotationKeys)	{
   1.220 +					channel->mNumRotationKeys = 1;
   1.221 +					channel->mRotationKeys = new aiQuatKey[1];
   1.222 +					aiQuatKey& q = channel->mRotationKeys[0];
   1.223 +
   1.224 +					q.mTime  = 0.;
   1.225 +					q.mValue = rotation;
   1.226 +
   1.227 +					DefaultLogger::get()->debug("ScenePreprocessor: Dummy rotation track has been generated");
   1.228 +				}
   1.229 +
   1.230 +				// No scaling keys? Generate a dummy track
   1.231 +				if (!channel->mNumScalingKeys)	{
   1.232 +					channel->mNumScalingKeys = 1;
   1.233 +					channel->mScalingKeys = new aiVectorKey[1];
   1.234 +					aiVectorKey& q = channel->mScalingKeys[0];
   1.235 +
   1.236 +					q.mTime  = 0.;
   1.237 +					q.mValue = scaling;
   1.238 +
   1.239 +					DefaultLogger::get()->debug("ScenePreprocessor: Dummy scaling track has been generated");
   1.240 +				}
   1.241 +
   1.242 +				// No position keys? Generate a dummy track
   1.243 +				if (!channel->mNumPositionKeys)	{
   1.244 +					channel->mNumPositionKeys = 1;
   1.245 +					channel->mPositionKeys = new aiVectorKey[1];
   1.246 +					aiVectorKey& q = channel->mPositionKeys[0];
   1.247 +
   1.248 +					q.mTime  = 0.;
   1.249 +					q.mValue = position;
   1.250 +
   1.251 +					DefaultLogger::get()->debug("ScenePreprocessor: Dummy position track has been generated");
   1.252 +				}
   1.253 +			}
   1.254 +		}
   1.255 +	}
   1.256 +
   1.257 +	if (anim->mDuration == -1.)		{
   1.258 +		DefaultLogger::get()->debug("ScenePreprocessor: Setting animation duration");
   1.259 +		anim->mDuration = last - std::min( first, 0. );
   1.260 +	}
   1.261 +}