vrshoot
diff libs/assimp/TextureTransform.h @ 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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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/TextureTransform.h Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,227 @@ 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 Definition of a helper step that processes texture transformations */ 1.45 +#ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED 1.46 +#define AI_TEXTURE_TRANSFORM_H_INCLUDED 1.47 + 1.48 +#include "BaseImporter.h" 1.49 +#include "BaseProcess.h" 1.50 + 1.51 +struct aiNode; 1.52 + 1.53 +namespace Assimp { 1.54 + 1.55 +#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff 1.56 +#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee 1.57 + 1.58 + 1.59 +#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5)) 1.60 + 1.61 +// --------------------------------------------------------------------------- 1.62 +/** Small helper structure representing a shortcut into the material list 1.63 + * to be able to update some values quickly. 1.64 +*/ 1.65 +struct TTUpdateInfo 1.66 +{ 1.67 + TTUpdateInfo() : 1.68 + directShortcut (NULL) 1.69 + , mat (NULL) 1.70 + , semantic (0) 1.71 + , index (0) 1.72 + {} 1.73 + 1.74 + //! Direct shortcut, if available 1.75 + unsigned int* directShortcut; 1.76 + 1.77 + //! Material 1.78 + aiMaterial *mat; 1.79 + 1.80 + //! Texture type and index 1.81 + unsigned int semantic, index; 1.82 +}; 1.83 + 1.84 + 1.85 +// --------------------------------------------------------------------------- 1.86 +/** Helper class representing texture coordinate transformations 1.87 +*/ 1.88 +struct STransformVecInfo : public aiUVTransform 1.89 +{ 1.90 + 1.91 + STransformVecInfo() 1.92 + : uvIndex (0) 1.93 + , mapU (aiTextureMapMode_Wrap) 1.94 + , mapV (aiTextureMapMode_Wrap) 1.95 + , lockedPos (AI_TT_UV_IDX_LOCK_NONE) 1.96 + {} 1.97 + 1.98 + //! Source texture coordinate index 1.99 + unsigned int uvIndex; 1.100 + 1.101 + //! Texture mapping mode in the u, v direction 1.102 + aiTextureMapMode mapU,mapV; 1.103 + 1.104 + //! Locked destination UV index 1.105 + //! AI_TT_UV_IDX_LOCK_TBD - to be determined 1.106 + //! AI_TT_UV_IDX_LOCK_NONE - none (default) 1.107 + unsigned int lockedPos; 1.108 + 1.109 + //! Update info - shortcuts into all materials 1.110 + //! that are referencing this transform setup 1.111 + std::list<TTUpdateInfo> updateList; 1.112 + 1.113 + 1.114 + // ------------------------------------------------------------------- 1.115 + /** Compare two transform setups 1.116 + */ 1.117 + inline bool operator== (const STransformVecInfo& other) const 1.118 + { 1.119 + // We use a small epsilon here 1.120 + const static float epsilon = 0.05f; 1.121 + 1.122 + if (fabs( mTranslation.x - other.mTranslation.x ) > epsilon || 1.123 + fabs( mTranslation.y - other.mTranslation.y ) > epsilon) 1.124 + { 1.125 + return false; 1.126 + } 1.127 + 1.128 + if (fabs( mScaling.x - other.mScaling.x ) > epsilon || 1.129 + fabs( mScaling.y - other.mScaling.y ) > epsilon) 1.130 + { 1.131 + return false; 1.132 + } 1.133 + 1.134 + if (fabs( mRotation - other.mRotation) > epsilon) 1.135 + { 1.136 + return false; 1.137 + } 1.138 + return true; 1.139 + } 1.140 + 1.141 + inline bool operator!= (const STransformVecInfo& other) const 1.142 + { 1.143 + return !(*this == other); 1.144 + } 1.145 + 1.146 + 1.147 + // ------------------------------------------------------------------- 1.148 + /** Returns whether this is an untransformed texture coordinate set 1.149 + */ 1.150 + inline bool IsUntransformed() const 1.151 + { 1.152 + return (1.0f == mScaling.x && 1.f == mScaling.y && 1.153 + !mTranslation.x && !mTranslation.y && 1.154 + mRotation < AI_TT_ROTATION_EPSILON); 1.155 + } 1.156 + 1.157 + // ------------------------------------------------------------------- 1.158 + /** Build a 3x3 matrix from the transformations 1.159 + */ 1.160 + inline void GetMatrix(aiMatrix3x3& mOut) 1.161 + { 1.162 + mOut = aiMatrix3x3(); 1.163 + 1.164 + if (1.0f != mScaling.x || 1.0f != mScaling.y) 1.165 + { 1.166 + aiMatrix3x3 mScale; 1.167 + mScale.a1 = mScaling.x; 1.168 + mScale.b2 = mScaling.y; 1.169 + mOut = mScale; 1.170 + } 1.171 + if (mRotation) 1.172 + { 1.173 + aiMatrix3x3 mRot; 1.174 + mRot.a1 = mRot.b2 = cos(mRotation); 1.175 + mRot.a2 = mRot.b1 = sin(mRotation); 1.176 + mRot.a2 = -mRot.a2; 1.177 + mOut *= mRot; 1.178 + } 1.179 + if (mTranslation.x || mTranslation.y) 1.180 + { 1.181 + aiMatrix3x3 mTrans; 1.182 + mTrans.a3 = mTranslation.x; 1.183 + mTrans.b3 = mTranslation.y; 1.184 + mOut *= mTrans; 1.185 + } 1.186 + } 1.187 +}; 1.188 + 1.189 + 1.190 +// --------------------------------------------------------------------------- 1.191 +/** Helper step to compute final UV coordinate sets if there are scalings 1.192 + * or rotations in the original data read from the file. 1.193 +*/ 1.194 +class TextureTransformStep : public BaseProcess 1.195 +{ 1.196 +public: 1.197 + 1.198 + TextureTransformStep(); 1.199 + ~TextureTransformStep(); 1.200 + 1.201 +public: 1.202 + 1.203 + // ------------------------------------------------------------------- 1.204 + bool IsActive( unsigned int pFlags) const; 1.205 + 1.206 + // ------------------------------------------------------------------- 1.207 + void Execute( aiScene* pScene); 1.208 + 1.209 + // ------------------------------------------------------------------- 1.210 + void SetupProperties(const Importer* pImp); 1.211 + 1.212 + 1.213 +protected: 1.214 + 1.215 + 1.216 + // ------------------------------------------------------------------- 1.217 + /** Preprocess a specific UV transformation setup 1.218 + * 1.219 + * @param info Transformation setup to be preprocessed. 1.220 + */ 1.221 + void PreProcessUVTransform(STransformVecInfo& info); 1.222 + 1.223 +private: 1.224 + 1.225 + unsigned int configFlags; 1.226 +}; 1.227 + 1.228 +} 1.229 + 1.230 +#endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED