nuclear@0: /* nuclear@0: Open Asset Import Library (assimp) nuclear@0: ---------------------------------------------------------------------- nuclear@0: nuclear@0: Copyright (c) 2006-2012, assimp team nuclear@0: All rights reserved. nuclear@0: nuclear@0: Redistribution and use of this software in source and binary forms, nuclear@0: with or without modification, are permitted provided that the nuclear@0: following conditions are met: nuclear@0: nuclear@0: * Redistributions of source code must retain the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer. nuclear@0: nuclear@0: * Redistributions in binary form must reproduce the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer in the documentation and/or other nuclear@0: materials provided with the distribution. nuclear@0: nuclear@0: * Neither the name of the assimp team, nor the names of its nuclear@0: contributors may be used to endorse or promote products nuclear@0: derived from this software without specific prior nuclear@0: written permission of the assimp team. nuclear@0: nuclear@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS nuclear@0: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT nuclear@0: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR nuclear@0: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT nuclear@0: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, nuclear@0: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT nuclear@0: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, nuclear@0: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY nuclear@0: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT nuclear@0: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE nuclear@0: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. nuclear@0: nuclear@0: ---------------------------------------------------------------------- nuclear@0: */ nuclear@0: nuclear@0: #ifndef AI_PROCESS_HELPER_H_INCLUDED nuclear@0: #define AI_PROCESS_HELPER_H_INCLUDED nuclear@0: nuclear@0: #include "assimp/postprocess.h" nuclear@0: nuclear@0: #include "SpatialSort.h" nuclear@0: #include "BaseProcess.h" nuclear@0: #include "ParsingUtils.h" nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Some extensions to std namespace. Mainly std::min and std::max for all nuclear@0: // flat data types in the aiScene. They're used to quickly determine the nuclear@0: // min/max bounds of data arrays. nuclear@0: #ifdef __cplusplus nuclear@0: namespace std { nuclear@0: nuclear@0: // std::min for aiVector3D nuclear@0: template nuclear@0: inline ::aiVector3t min (const ::aiVector3t& a, const ::aiVector3t& b) { nuclear@0: return ::aiVector3t (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z)); nuclear@0: } nuclear@0: nuclear@0: // std::max for aiVector3t nuclear@0: template nuclear@0: inline ::aiVector3t max (const ::aiVector3t& a, const ::aiVector3t& b) { nuclear@0: return ::aiVector3t (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z)); nuclear@0: } nuclear@0: nuclear@0: // std::min for aiVector2t nuclear@0: template nuclear@0: inline ::aiVector2t min (const ::aiVector2t& a, const ::aiVector2t& b) { nuclear@0: return ::aiVector2t (min(a.x,b.x),min(a.y,b.y)); nuclear@0: } nuclear@0: nuclear@0: // std::max for aiVector2t nuclear@0: template nuclear@0: inline ::aiVector2t max (const ::aiVector2t& a, const ::aiVector2t& b) { nuclear@0: return ::aiVector2t (max(a.x,b.x),max(a.y,b.y)); nuclear@0: } nuclear@0: nuclear@0: // std::min for aiColor4D nuclear@0: template nuclear@0: inline ::aiColor4t min (const ::aiColor4t& a, const ::aiColor4t& b) { nuclear@0: return ::aiColor4t (min(a.r,b.r),min(a.g,b.g),min(a.b,b.b),min(a.a,b.a)); nuclear@0: } nuclear@0: nuclear@0: // std::max for aiColor4D nuclear@0: template nuclear@0: inline ::aiColor4t max (const ::aiColor4t& a, const ::aiColor4t& b) { nuclear@0: return ::aiColor4t (max(a.r,b.r),max(a.g,b.g),max(a.b,b.b),max(a.a,b.a)); nuclear@0: } nuclear@0: nuclear@0: nuclear@0: // std::min for aiQuaterniont nuclear@0: template nuclear@0: inline ::aiQuaterniont min (const ::aiQuaterniont& a, const ::aiQuaterniont& b) { nuclear@0: return ::aiQuaterniont (min(a.w,b.w),min(a.x,b.x),min(a.y,b.y),min(a.z,b.z)); nuclear@0: } nuclear@0: nuclear@0: // std::max for aiQuaterniont nuclear@0: template nuclear@0: inline ::aiQuaterniont max (const ::aiQuaterniont& a, const ::aiQuaterniont& b) { nuclear@0: return ::aiQuaterniont (max(a.w,b.w),max(a.x,b.x),max(a.y,b.y),max(a.z,b.z)); nuclear@0: } nuclear@0: nuclear@0: nuclear@0: nuclear@0: // std::min for aiVectorKey nuclear@0: inline ::aiVectorKey min (const ::aiVectorKey& a, const ::aiVectorKey& b) { nuclear@0: return ::aiVectorKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue)); nuclear@0: } nuclear@0: nuclear@0: // std::max for aiVectorKey nuclear@0: inline ::aiVectorKey max (const ::aiVectorKey& a, const ::aiVectorKey& b) { nuclear@0: return ::aiVectorKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue)); nuclear@0: } nuclear@0: nuclear@0: // std::min for aiQuatKey nuclear@0: inline ::aiQuatKey min (const ::aiQuatKey& a, const ::aiQuatKey& b) { nuclear@0: return ::aiQuatKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue)); nuclear@0: } nuclear@0: nuclear@0: // std::max for aiQuatKey nuclear@0: inline ::aiQuatKey max (const ::aiQuatKey& a, const ::aiQuatKey& b) { nuclear@0: return ::aiQuatKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue)); nuclear@0: } nuclear@0: nuclear@0: // std::min for aiVertexWeight nuclear@0: inline ::aiVertexWeight min (const ::aiVertexWeight& a, const ::aiVertexWeight& b) { nuclear@0: return ::aiVertexWeight (min(a.mVertexId,b.mVertexId),min(a.mWeight,b.mWeight)); nuclear@0: } nuclear@0: nuclear@0: // std::max for aiVertexWeight nuclear@0: inline ::aiVertexWeight max (const ::aiVertexWeight& a, const ::aiVertexWeight& b) { nuclear@0: return ::aiVertexWeight (max(a.mVertexId,b.mVertexId),max(a.mWeight,b.mWeight)); nuclear@0: } nuclear@0: nuclear@0: } // end namespace std nuclear@0: #endif // !! C++ nuclear@0: nuclear@0: namespace Assimp { nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Start points for ArrayBounds for all supported Ts nuclear@0: template nuclear@0: struct MinMaxChooser; nuclear@0: nuclear@0: template <> struct MinMaxChooser { nuclear@0: void operator ()(float& min,float& max) { nuclear@0: max = -1e10f; nuclear@0: min = 1e10f; nuclear@0: }}; nuclear@0: template <> struct MinMaxChooser { nuclear@0: void operator ()(double& min,double& max) { nuclear@0: max = -1e10; nuclear@0: min = 1e10; nuclear@0: }}; nuclear@0: template <> struct MinMaxChooser { nuclear@0: void operator ()(unsigned int& min,unsigned int& max) { nuclear@0: max = 0; nuclear@0: min = (1u<<(sizeof(unsigned int)*8-1)); nuclear@0: }}; nuclear@0: nuclear@0: template struct MinMaxChooser< aiVector3t > { nuclear@0: void operator ()(aiVector3t& min,aiVector3t& max) { nuclear@0: max = aiVector3t(-1e10f,-1e10f,-1e10f); nuclear@0: min = aiVector3t( 1e10f, 1e10f, 1e10f); nuclear@0: }}; nuclear@0: template struct MinMaxChooser< aiVector2t > { nuclear@0: void operator ()(aiVector2t& min,aiVector2t& max) { nuclear@0: max = aiVector2t(-1e10f,-1e10f); nuclear@0: min = aiVector2t( 1e10f, 1e10f); nuclear@0: }}; nuclear@0: template struct MinMaxChooser< aiColor4t > { nuclear@0: void operator ()(aiColor4t& min,aiColor4t& max) { nuclear@0: max = aiColor4t(-1e10f,-1e10f,-1e10f,-1e10f); nuclear@0: min = aiColor4t( 1e10f, 1e10f, 1e10f, 1e10f); nuclear@0: }}; nuclear@0: nuclear@0: template struct MinMaxChooser< aiQuaterniont > { nuclear@0: void operator ()(aiQuaterniont& min,aiQuaterniont& max) { nuclear@0: max = aiQuaterniont(-1e10f,-1e10f,-1e10f,-1e10f); nuclear@0: min = aiQuaterniont( 1e10f, 1e10f, 1e10f, 1e10f); nuclear@0: }}; nuclear@0: nuclear@0: template <> struct MinMaxChooser { nuclear@0: void operator ()(aiVectorKey& min,aiVectorKey& max) { nuclear@0: MinMaxChooser()(min.mTime,max.mTime); nuclear@0: MinMaxChooser()(min.mValue,max.mValue); nuclear@0: }}; nuclear@0: template <> struct MinMaxChooser { nuclear@0: void operator ()(aiQuatKey& min,aiQuatKey& max) { nuclear@0: MinMaxChooser()(min.mTime,max.mTime); nuclear@0: MinMaxChooser()(min.mValue,max.mValue); nuclear@0: }}; nuclear@0: nuclear@0: template <> struct MinMaxChooser { nuclear@0: void operator ()(aiVertexWeight& min,aiVertexWeight& max) { nuclear@0: MinMaxChooser()(min.mVertexId,max.mVertexId); nuclear@0: MinMaxChooser()(min.mWeight,max.mWeight); nuclear@0: }}; nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: /** @brief Find the min/max values of an array of Ts nuclear@0: * @param in Input array nuclear@0: * @param size Numebr of elements to process nuclear@0: * @param[out] min minimum value nuclear@0: * @param[out] max maximum value nuclear@0: */ nuclear@0: template nuclear@0: inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max) nuclear@0: { nuclear@0: MinMaxChooser ()(min,max); nuclear@0: for (unsigned int i = 0; i < size;++i) { nuclear@0: min = std::min(in[i],min); nuclear@0: max = std::max(in[i],max); nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: /** Little helper function to calculate the quadratic difference nuclear@0: * of two colours. nuclear@0: * @param pColor1 First color nuclear@0: * @param pColor2 second color nuclear@0: * @return Quadratic color difference */ nuclear@0: inline float GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2) nuclear@0: { nuclear@0: const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g, pColor1.b - pColor2.b, pColor1.a - pColor2.a); nuclear@0: return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a; nuclear@0: } nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: /** @brief Extract single strings from a list of identifiers nuclear@0: * @param in Input string list. nuclear@0: * @param out Receives a list of clean output strings nuclear@0: * @sdee #AI_CONFIG_PP_OG_EXCLUDE_LIST */ nuclear@0: void ConvertListToStrings(const std::string& in, std::list& out); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: /** @brief Compute the AABB of a mesh after applying a given transform nuclear@0: * @param mesh Input mesh nuclear@0: * @param[out] min Receives minimum transformed vertex nuclear@0: * @param[out] max Receives maximum transformed vertex nuclear@0: * @param m Transformation matrix to be applied */ nuclear@0: void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, const aiMatrix4x4& m); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: /** @brief Helper function to determine the 'real' center of a mesh nuclear@0: * nuclear@0: * That is the center of its axis-aligned bounding box. nuclear@0: * @param mesh Input mesh nuclear@0: * @param[out] min Minimum vertex of the mesh nuclear@0: * @param[out] max maximum vertex of the mesh nuclear@0: * @param[out] out Center point */ nuclear@0: void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Helper function to determine the 'real' center of a mesh after applying a given transform nuclear@0: void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,aiVector3D& max, const aiMatrix4x4& m); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Helper function to determine the 'real' center of a mesh nuclear@0: void FindMeshCenter (aiMesh* mesh, aiVector3D& out); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Helper function to determine the 'real' center of a mesh after applying a given transform nuclear@0: void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,const aiMatrix4x4& m); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Compute a good epsilon value for position comparisons on a mesh nuclear@0: float ComputePositionEpsilon(const aiMesh* pMesh); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Compute a good epsilon value for position comparisons on a array of meshes nuclear@0: float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Compute an unique value for the vertex format of a mesh nuclear@0: unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh); nuclear@0: nuclear@0: nuclear@0: // defs for ComputeVertexBoneWeightTable() nuclear@0: typedef std::pair PerVertexWeight; nuclear@0: typedef std::vector VertexWeightTable; nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Compute a per-vertex bone weight table nuclear@0: VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Get a string for a given aiTextureType nuclear@0: const char* TextureTypeToString(aiTextureType in); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Get a string for a given aiTextureMapping nuclear@0: const char* MappingTypeToString(aiTextureMapping in); nuclear@0: nuclear@0: nuclear@0: // flags for MakeSubmesh() nuclear@0: #define AI_SUBMESH_FLAGS_SANS_BONES 0x1 nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Split a mesh given a list of faces to be contained in the sub mesh nuclear@0: aiMesh* MakeSubmesh(const aiMesh *superMesh, const std::vector &subMeshFaces, unsigned int subFlags); nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // Utility postprocess step to share the spatial sort tree between nuclear@0: // all steps which use it to speedup its computations. nuclear@0: class ComputeSpatialSortProcess : public BaseProcess nuclear@0: { nuclear@0: bool IsActive( unsigned int pFlags) const nuclear@0: { nuclear@0: return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace | nuclear@0: aiProcess_GenNormals | aiProcess_JoinIdenticalVertices)); nuclear@0: } nuclear@0: nuclear@0: void Execute( aiScene* pScene) nuclear@0: { nuclear@0: typedef std::pair _Type; nuclear@0: DefaultLogger::get()->debug("Generate spatially-sorted vertex cache"); nuclear@0: nuclear@0: std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes); nuclear@0: std::vector<_Type>::iterator it = p->begin(); nuclear@0: nuclear@0: for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) { nuclear@0: aiMesh* mesh = pScene->mMeshes[i]; nuclear@0: _Type& blubb = *it; nuclear@0: blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D)); nuclear@0: blubb.second = ComputePositionEpsilon(mesh); nuclear@0: } nuclear@0: nuclear@0: shared->AddProperty(AI_SPP_SPATIAL_SORT,p); nuclear@0: } nuclear@0: }; nuclear@0: nuclear@0: // ------------------------------------------------------------------------------- nuclear@0: // ... and the same again to cleanup the whole stuff nuclear@0: class DestroySpatialSortProcess : public BaseProcess nuclear@0: { nuclear@0: bool IsActive( unsigned int pFlags) const nuclear@0: { nuclear@0: return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace | nuclear@0: aiProcess_GenNormals | aiProcess_JoinIdenticalVertices)); nuclear@0: } nuclear@0: nuclear@0: void Execute( aiScene* /*pScene*/) nuclear@0: { nuclear@0: shared->RemoveProperty(AI_SPP_SPATIAL_SORT); nuclear@0: } nuclear@0: }; nuclear@0: nuclear@0: nuclear@0: nuclear@0: } // ! namespace Assimp nuclear@0: #endif // !! AI_PROCESS_HELPER_H_INCLUDED