vrshoot

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

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author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
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1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
5 Copyright (c) 2006-2012, assimp team
6 All rights reserved.
8 Redistribution and use of this software in source and binary forms,
9 with or without modification, are permitted provided that the
10 following conditions are met:
12 * Redistributions of source code must retain the above
13 copyright notice, this list of conditions and the
14 following disclaimer.
16 * Redistributions in binary form must reproduce the above
17 copyright notice, this list of conditions and the
18 following disclaimer in the documentation and/or other
19 materials provided with the distribution.
21 * Neither the name of the assimp team, nor the names of its
22 contributors may be used to endorse or promote products
23 derived from this software without specific prior
24 written permission of the assimp team.
26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38 ----------------------------------------------------------------------
39 */
41 /// @file ProcessHelper.cpp
42 /** Implement shared utility functions for postprocessing steps */
44 #include "AssimpPCH.h"
45 #include "ProcessHelper.h"
48 #include <limits>
50 namespace Assimp {
52 // -------------------------------------------------------------------------------
53 void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
54 {
55 const char* s = in.c_str();
56 while (*s) {
57 SkipSpacesAndLineEnd(&s);
58 if (*s == '\'') {
59 const char* base = ++s;
60 while (*s != '\'') {
61 ++s;
62 if (*s == '\0') {
63 DefaultLogger::get()->error("ConvertListToString: String list is ill-formatted");
64 return;
65 }
66 }
67 out.push_back(std::string(base,(size_t)(s-base)));
68 ++s;
69 }
70 else {
71 out.push_back(GetNextToken(s));
72 }
73 }
74 }
76 // -------------------------------------------------------------------------------
77 void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
78 const aiMatrix4x4& m)
79 {
80 min = aiVector3D (10e10f, 10e10f, 10e10f);
81 max = aiVector3D (-10e10f,-10e10f,-10e10f);
82 for (unsigned int i = 0;i < mesh->mNumVertices;++i)
83 {
84 const aiVector3D v = m * mesh->mVertices[i];
85 min = std::min(v,min);
86 max = std::max(v,max);
87 }
88 }
90 // -------------------------------------------------------------------------------
91 void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
92 {
93 ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);
94 out = min + (max-min)*0.5f;
95 }
97 // -------------------------------------------------------------------------------
98 void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
99 aiVector3D& max, const aiMatrix4x4& m)
100 {
101 FindAABBTransformed(mesh,min,max,m);
102 out = min + (max-min)*0.5f;
103 }
105 // -------------------------------------------------------------------------------
106 void FindMeshCenter (aiMesh* mesh, aiVector3D& out)
107 {
108 aiVector3D min,max;
109 FindMeshCenter(mesh,out,min,max);
110 }
112 // -------------------------------------------------------------------------------
113 void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
114 const aiMatrix4x4& m)
115 {
116 aiVector3D min,max;
117 FindMeshCenterTransformed(mesh,out,min,max,m);
118 }
120 // -------------------------------------------------------------------------------
121 float ComputePositionEpsilon(const aiMesh* pMesh)
122 {
123 const float epsilon = 1e-4f;
125 // calculate the position bounds so we have a reliable epsilon to check position differences against
126 aiVector3D minVec, maxVec;
127 ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec);
128 return (maxVec - minVec).Length() * epsilon;
129 }
131 // -------------------------------------------------------------------------------
132 float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
133 {
134 const float epsilon = 1e-4f;
136 // calculate the position bounds so we have a reliable epsilon to check position differences against
137 aiVector3D minVec, maxVec, mi, ma;
138 MinMaxChooser<aiVector3D>()(minVec,maxVec);
140 for (size_t a = 0; a < num; ++a) {
141 const aiMesh* pMesh = pMeshes[a];
142 ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma);
144 minVec = std::min(minVec,mi);
145 maxVec = std::max(maxVec,ma);
146 }
147 return (maxVec - minVec).Length() * epsilon;
148 }
151 // -------------------------------------------------------------------------------
152 unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh)
153 {
154 ai_assert(NULL != pcMesh);
156 // FIX: the hash may never be 0. Otherwise a comparison against
157 // nullptr could be successful
158 unsigned int iRet = 1;
160 // normals
161 if (pcMesh->HasNormals())iRet |= 0x2;
162 // tangents and bitangents
163 if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
165 #ifdef BOOST_STATIC_ASSERT
166 BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
167 BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
168 #endif
170 // texture coordinates
171 unsigned int p = 0;
172 while (pcMesh->HasTextureCoords(p))
173 {
174 iRet |= (0x100 << p);
175 if (3 == pcMesh->mNumUVComponents[p])
176 iRet |= (0x10000 << p);
178 ++p;
179 }
180 // vertex colors
181 p = 0;
182 while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
183 return iRet;
184 }
186 // -------------------------------------------------------------------------------
187 VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
188 {
189 if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
190 return NULL;
191 }
193 VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
194 for (unsigned int i = 0; i < pMesh->mNumBones;++i) {
196 aiBone* bone = pMesh->mBones[i];
197 for (unsigned int a = 0; a < bone->mNumWeights;++a) {
198 const aiVertexWeight& weight = bone->mWeights[a];
199 avPerVertexWeights[weight.mVertexId].push_back( std::pair<unsigned int,float>(i,weight.mWeight) );
200 }
201 }
202 return avPerVertexWeights;
203 }
206 // -------------------------------------------------------------------------------
207 const char* TextureTypeToString(aiTextureType in)
208 {
209 switch (in)
210 {
211 case aiTextureType_NONE:
212 return "n/a";
213 case aiTextureType_DIFFUSE:
214 return "Diffuse";
215 case aiTextureType_SPECULAR:
216 return "Specular";
217 case aiTextureType_AMBIENT:
218 return "Ambient";
219 case aiTextureType_EMISSIVE:
220 return "Emissive";
221 case aiTextureType_OPACITY:
222 return "Opacity";
223 case aiTextureType_NORMALS:
224 return "Normals";
225 case aiTextureType_HEIGHT:
226 return "Height";
227 case aiTextureType_SHININESS:
228 return "Shininess";
229 case aiTextureType_DISPLACEMENT:
230 return "Displacement";
231 case aiTextureType_LIGHTMAP:
232 return "Lightmap";
233 case aiTextureType_REFLECTION:
234 return "Reflection";
235 case aiTextureType_UNKNOWN:
236 return "Unknown";
237 default:
238 break;
239 }
241 ai_assert(false);
242 return "BUG";
243 }
245 // -------------------------------------------------------------------------------
246 const char* MappingTypeToString(aiTextureMapping in)
247 {
248 switch (in)
249 {
250 case aiTextureMapping_UV:
251 return "UV";
252 case aiTextureMapping_BOX:
253 return "Box";
254 case aiTextureMapping_SPHERE:
255 return "Sphere";
256 case aiTextureMapping_CYLINDER:
257 return "Cylinder";
258 case aiTextureMapping_PLANE:
259 return "Plane";
260 case aiTextureMapping_OTHER:
261 return "Other";
262 default:
263 break;
264 }
266 ai_assert(false);
267 return "BUG";
268 }
271 // -------------------------------------------------------------------------------
272 aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags)
273 {
274 aiMesh *oMesh = new aiMesh();
275 std::vector<unsigned int> vMap(pMesh->mNumVertices,UINT_MAX);
277 size_t numSubVerts = 0;
278 size_t numSubFaces = subMeshFaces.size();
280 for(unsigned int i=0;i<numSubFaces;i++) {
281 const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
283 for(unsigned int j=0;j<f.mNumIndices;j++) {
284 if(vMap[f.mIndices[j]]==UINT_MAX) {
285 vMap[f.mIndices[j]] = numSubVerts++;
286 }
287 }
288 }
290 oMesh->mName = pMesh->mName;
292 oMesh->mMaterialIndex = pMesh->mMaterialIndex;
293 oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
295 // create all the arrays for this mesh if the old mesh contained them
297 oMesh->mNumFaces = subMeshFaces.size();
298 oMesh->mNumVertices = numSubVerts;
299 oMesh->mVertices = new aiVector3D[numSubVerts];
300 if( pMesh->HasNormals() ) {
301 oMesh->mNormals = new aiVector3D[numSubVerts];
302 }
304 if( pMesh->HasTangentsAndBitangents() ) {
305 oMesh->mTangents = new aiVector3D[numSubVerts];
306 oMesh->mBitangents = new aiVector3D[numSubVerts];
307 }
309 for( size_t a = 0; pMesh->HasTextureCoords( a) ; ++a ) {
310 oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
311 oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
312 }
314 for( size_t a = 0; pMesh->HasVertexColors( a); ++a ) {
315 oMesh->mColors[a] = new aiColor4D[numSubVerts];
316 }
318 // and copy over the data, generating faces with linear indices along the way
319 oMesh->mFaces = new aiFace[numSubFaces];
321 for(unsigned int a = 0; a < numSubFaces; ++a ) {
323 const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
324 aiFace& dstFace = oMesh->mFaces[a];
325 dstFace.mNumIndices = srcFace.mNumIndices;
326 dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
328 // accumulate linearly all the vertices of the source face
329 for( size_t b = 0; b < dstFace.mNumIndices; ++b ) {
330 dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
331 }
332 }
334 for(unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex ) {
335 unsigned int nvi = vMap[srcIndex];
336 if(nvi==UINT_MAX) {
337 continue;
338 }
340 oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
341 if( pMesh->HasNormals() ) {
342 oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
343 }
345 if( pMesh->HasTangentsAndBitangents() ) {
346 oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
347 oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
348 }
349 for( size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c ) {
350 oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
351 }
352 for( size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c ) {
353 oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
354 }
355 }
357 if(~subFlags&AI_SUBMESH_FLAGS_SANS_BONES) {
358 std::vector<unsigned int> subBones(pMesh->mNumBones,0);
360 for(unsigned int a=0;a<pMesh->mNumBones;++a) {
361 const aiBone* bone = pMesh->mBones[a];
363 for(unsigned int b=0;b<bone->mNumWeights;b++) {
364 unsigned int v = vMap[bone->mWeights[b].mVertexId];
366 if(v!=UINT_MAX) {
367 subBones[a]++;
368 }
369 }
370 }
372 for(unsigned int a=0;a<pMesh->mNumBones;++a) {
373 if(subBones[a]>0) {
374 oMesh->mNumBones++;
375 }
376 }
378 if(oMesh->mNumBones) {
379 oMesh->mBones = new aiBone*[oMesh->mNumBones]();
380 unsigned int nbParanoia = oMesh->mNumBones;
382 oMesh->mNumBones = 0; //rewind
384 for(unsigned int a=0;a<pMesh->mNumBones;++a) {
385 if(subBones[a]==0) {
386 continue;
387 }
388 aiBone *newBone = new aiBone;
389 oMesh->mBones[oMesh->mNumBones++] = newBone;
391 const aiBone* bone = pMesh->mBones[a];
393 newBone->mName = bone->mName;
394 newBone->mOffsetMatrix = bone->mOffsetMatrix;
395 newBone->mWeights = new aiVertexWeight[subBones[a]];
397 for(unsigned int b=0;b<bone->mNumWeights;b++) {
398 const unsigned int v = vMap[bone->mWeights[b].mVertexId];
400 if(v!=UINT_MAX) {
401 aiVertexWeight w(v,bone->mWeights[b].mWeight);
402 newBone->mWeights[newBone->mNumWeights++] = w;
403 }
404 }
405 }
407 ai_assert(nbParanoia==oMesh->mNumBones);
408 (void)nbParanoia; // remove compiler warning on release build
409 }
410 }
412 return oMesh;
413 }
415 } // namespace Assimp