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@@ -45,11 +45,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* @brief Implementation of the "PretransformVertices" post processing step
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* @brief Implementation of the "PretransformVertices" post processing step
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*/
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*/
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-
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#include "PretransformVertices.h"
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#include "PretransformVertices.h"
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+#include "ConvertToLHProcess.h"
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#include "ProcessHelper.h"
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#include "ProcessHelper.h"
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-#include <assimp/SceneCombiner.h>
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#include <assimp/Exceptional.h>
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#include <assimp/Exceptional.h>
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+#include <assimp/SceneCombiner.h>
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using namespace Assimp;
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using namespace Assimp;
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@@ -59,670 +59,630 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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// Constructor to be privately used by Importer
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-PretransformVertices::PretransformVertices()
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-: configKeepHierarchy (false)
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-, configNormalize(false)
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-, configTransform(false)
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-, configTransformation()
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-, mConfigPointCloud( false ) {
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- // empty
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+PretransformVertices::PretransformVertices() :
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+ configKeepHierarchy(false),
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+ configNormalize(false),
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+ configTransform(false),
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+ configTransformation(),
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+ mConfigPointCloud(false) {
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+ // empty
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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// Destructor, private as well
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PretransformVertices::~PretransformVertices() {
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PretransformVertices::~PretransformVertices() {
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- // nothing to do here
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+ // nothing to do here
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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// Returns whether the processing step is present in the given flag field.
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-bool PretransformVertices::IsActive( unsigned int pFlags) const
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-{
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- return (pFlags & aiProcess_PreTransformVertices) != 0;
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+bool PretransformVertices::IsActive(unsigned int pFlags) const {
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+ return (pFlags & aiProcess_PreTransformVertices) != 0;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Setup import configuration
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// Setup import configuration
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-void PretransformVertices::SetupProperties(const Importer* pImp)
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-{
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- // Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY, AI_CONFIG_PP_PTV_NORMALIZE,
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- // AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION and AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
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- configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0));
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- configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE,0));
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- configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,0));
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+void PretransformVertices::SetupProperties(const Importer *pImp) {
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+ // Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY, AI_CONFIG_PP_PTV_NORMALIZE,
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+ // AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION and AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
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+ configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, 0));
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+ configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE, 0));
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+ configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, 0));
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- configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
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+ configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
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- mConfigPointCloud = pImp->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
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+ mConfigPointCloud = pImp->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Count the number of nodes
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// Count the number of nodes
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-unsigned int PretransformVertices::CountNodes( aiNode* pcNode )
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-{
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- unsigned int iRet = 1;
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- for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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- {
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- iRet += CountNodes(pcNode->mChildren[i]);
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- }
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- return iRet;
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+unsigned int PretransformVertices::CountNodes(const aiNode *pcNode) const {
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+ unsigned int iRet = 1;
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+ for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) {
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+ iRet += CountNodes(pcNode->mChildren[i]);
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+ }
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+ return iRet;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Get a bitwise combination identifying the vertex format of a mesh
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// Get a bitwise combination identifying the vertex format of a mesh
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-unsigned int PretransformVertices::GetMeshVFormat( aiMesh* pcMesh )
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-{
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- // the vertex format is stored in aiMesh::mBones for later retrieval.
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- // there isn't a good reason to compute it a few hundred times
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- // from scratch. The pointer is unused as animations are lost
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- // during PretransformVertices.
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- if (pcMesh->mBones)
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- return (unsigned int)(uint64_t)pcMesh->mBones;
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-
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-
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- const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
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-
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- // store the value for later use
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- pcMesh->mBones = (aiBone**)(uint64_t)iRet;
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- return iRet;
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+unsigned int PretransformVertices::GetMeshVFormat(aiMesh *pcMesh) const {
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+ // the vertex format is stored in aiMesh::mBones for later retrieval.
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+ // there isn't a good reason to compute it a few hundred times
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+ // from scratch. The pointer is unused as animations are lost
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+ // during PretransformVertices.
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+ if (pcMesh->mBones)
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+ return (unsigned int)(uint64_t)pcMesh->mBones;
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+
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+ const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
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+
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+ // store the value for later use
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+ pcMesh->mBones = (aiBone **)(uint64_t)iRet;
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+ return iRet;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Count the number of vertices in the whole scene and a given
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// Count the number of vertices in the whole scene and a given
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// material index
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// material index
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-void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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- unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices)
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-{
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- for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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- {
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- aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
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- if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
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- {
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- *piVertices += pcMesh->mNumVertices;
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- *piFaces += pcMesh->mNumFaces;
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- }
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- }
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- for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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- {
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- CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat,
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- iVFormat,piFaces,piVertices);
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- }
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+void PretransformVertices::CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode, unsigned int iMat,
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+ unsigned int iVFormat, unsigned int *piFaces, unsigned int *piVertices) const {
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+ for (unsigned int i = 0; i < pcNode->mNumMeshes; ++i) {
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+ aiMesh *pcMesh = pcScene->mMeshes[pcNode->mMeshes[i]];
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+ if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh)) {
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+ *piVertices += pcMesh->mNumVertices;
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+ *piFaces += pcMesh->mNumFaces;
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+ }
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+ }
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+ for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) {
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+ CountVerticesAndFaces(pcScene, pcNode->mChildren[i], iMat,
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+ iVFormat, piFaces, piVertices);
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+ }
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Collect vertex/face data
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// Collect vertex/face data
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-void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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- unsigned int iVFormat, aiMesh* pcMeshOut,
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- unsigned int aiCurrent[2], unsigned int* num_refs)
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-{
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- // No need to multiply if there's no transformation
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- const bool identity = pcNode->mTransformation.IsIdentity();
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- for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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- {
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- aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
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- if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
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- {
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- // Decrement mesh reference counter
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- unsigned int& num_ref = num_refs[pcNode->mMeshes[i]];
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- ai_assert(0 != num_ref);
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- --num_ref;
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- // Save the name of the last mesh
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- if (num_ref==0)
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- {
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- pcMeshOut->mName = pcMesh->mName;
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- }
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-
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- if (identity) {
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- // copy positions without modifying them
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- ::memcpy(pcMeshOut->mVertices + aiCurrent[AI_PTVS_VERTEX],
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- pcMesh->mVertices,
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- pcMesh->mNumVertices * sizeof(aiVector3D));
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-
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- if (iVFormat & 0x2) {
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- // copy normals without modifying them
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- ::memcpy(pcMeshOut->mNormals + aiCurrent[AI_PTVS_VERTEX],
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- pcMesh->mNormals,
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- pcMesh->mNumVertices * sizeof(aiVector3D));
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- }
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- if (iVFormat & 0x4)
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- {
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- // copy tangents without modifying them
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- ::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
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- pcMesh->mTangents,
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- pcMesh->mNumVertices * sizeof(aiVector3D));
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- // copy bitangents without modifying them
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- ::memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
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- pcMesh->mBitangents,
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- pcMesh->mNumVertices * sizeof(aiVector3D));
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- }
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- }
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- else
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- {
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- // copy positions, transform them to worldspace
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- for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
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- pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n];
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- }
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- aiMatrix4x4 mWorldIT = pcNode->mTransformation;
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- mWorldIT.Inverse().Transpose();
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-
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- // TODO: implement Inverse() for aiMatrix3x3
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- aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
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-
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- if (iVFormat & 0x2)
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- {
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- // copy normals, transform them to worldspace
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- for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
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- pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
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- (m * pcMesh->mNormals[n]).Normalize();
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- }
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- }
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- if (iVFormat & 0x4)
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- {
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- // copy tangents and bitangents, transform them to worldspace
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- for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
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- pcMeshOut->mTangents [aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mTangents[n]).Normalize();
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- pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mBitangents[n]).Normalize();
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- }
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- }
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- }
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- unsigned int p = 0;
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- while (iVFormat & (0x100 << p))
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- {
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- // copy texture coordinates
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- memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
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- pcMesh->mTextureCoords[p],
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- pcMesh->mNumVertices * sizeof(aiVector3D));
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- ++p;
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- }
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- p = 0;
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- while (iVFormat & (0x1000000 << p))
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- {
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- // copy vertex colors
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- memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
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- pcMesh->mColors[p],
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- pcMesh->mNumVertices * sizeof(aiColor4D));
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- ++p;
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- }
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- // now we need to copy all faces. since we will delete the source mesh afterwards,
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- // we don't need to reallocate the array of indices except if this mesh is
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- // referenced multiple times.
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- for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck)
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- {
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- aiFace& f_src = pcMesh->mFaces[planck];
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- aiFace& f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck];
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-
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- const unsigned int num_idx = f_src.mNumIndices;
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-
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- f_dst.mNumIndices = num_idx;
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-
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- unsigned int* pi;
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- if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
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- pi = f_dst.mIndices = f_src.mIndices;
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-
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- // offset all vertex indices
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- for (unsigned int hahn = 0; hahn < num_idx;++hahn){
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- pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
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- }
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- }
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- else {
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- pi = f_dst.mIndices = new unsigned int[num_idx];
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-
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- // copy and offset all vertex indices
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- for (unsigned int hahn = 0; hahn < num_idx;++hahn){
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- pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
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- }
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- }
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-
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- // Update the mPrimitiveTypes member of the mesh
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- switch (pcMesh->mFaces[planck].mNumIndices)
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- {
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- case 0x1:
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- pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT;
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- break;
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- case 0x2:
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- pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_LINE;
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- break;
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- case 0x3:
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- pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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- break;
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- default:
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- pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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- break;
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- };
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- }
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- aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices;
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- aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces;
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- }
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- }
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-
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- // append all children of us
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- for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
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- CollectData(pcScene,pcNode->mChildren[i],iMat,
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- iVFormat,pcMeshOut,aiCurrent,num_refs);
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- }
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+void PretransformVertices::CollectData(const aiScene *pcScene, const aiNode *pcNode, unsigned int iMat,
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+ unsigned int iVFormat, aiMesh *pcMeshOut,
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+ unsigned int aiCurrent[2], unsigned int *num_refs) const {
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+ // No need to multiply if there's no transformation
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+ const bool identity = pcNode->mTransformation.IsIdentity();
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+ for (unsigned int i = 0; i < pcNode->mNumMeshes; ++i) {
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|
|
+ aiMesh *pcMesh = pcScene->mMeshes[pcNode->mMeshes[i]];
|
|
|
|
+ if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh)) {
|
|
|
|
+ // Decrement mesh reference counter
|
|
|
|
+ unsigned int &num_ref = num_refs[pcNode->mMeshes[i]];
|
|
|
|
+ ai_assert(0 != num_ref);
|
|
|
|
+ --num_ref;
|
|
|
|
+ // Save the name of the last mesh
|
|
|
|
+ if (num_ref == 0) {
|
|
|
|
+ pcMeshOut->mName = pcMesh->mName;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (identity) {
|
|
|
|
+ // copy positions without modifying them
|
|
|
|
+ ::memcpy(pcMeshOut->mVertices + aiCurrent[AI_PTVS_VERTEX],
|
|
|
|
+ pcMesh->mVertices,
|
|
|
|
+ pcMesh->mNumVertices * sizeof(aiVector3D));
|
|
|
|
+
|
|
|
|
+ if (iVFormat & 0x2) {
|
|
|
|
+ // copy normals without modifying them
|
|
|
|
+ ::memcpy(pcMeshOut->mNormals + aiCurrent[AI_PTVS_VERTEX],
|
|
|
|
+ pcMesh->mNormals,
|
|
|
|
+ pcMesh->mNumVertices * sizeof(aiVector3D));
|
|
|
|
+ }
|
|
|
|
+ if (iVFormat & 0x4) {
|
|
|
|
+ // copy tangents without modifying them
|
|
|
|
+ ::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
|
|
|
|
+ pcMesh->mTangents,
|
|
|
|
+ pcMesh->mNumVertices * sizeof(aiVector3D));
|
|
|
|
+ // copy bitangents without modifying them
|
|
|
|
+ ::memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
|
|
|
|
+ pcMesh->mBitangents,
|
|
|
|
+ pcMesh->mNumVertices * sizeof(aiVector3D));
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ // copy positions, transform them to worldspace
|
|
|
|
+ for (unsigned int n = 0; n < pcMesh->mNumVertices; ++n) {
|
|
|
|
+ pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX] + n] = pcNode->mTransformation * pcMesh->mVertices[n];
|
|
|
|
+ }
|
|
|
|
+ aiMatrix4x4 mWorldIT = pcNode->mTransformation;
|
|
|
|
+ mWorldIT.Inverse().Transpose();
|
|
|
|
+
|
|
|
|
+ // TODO: implement Inverse() for aiMatrix3x3
|
|
|
|
+ aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
|
|
|
|
+
|
|
|
|
+ if (iVFormat & 0x2) {
|
|
|
|
+ // copy normals, transform them to worldspace
|
|
|
|
+ for (unsigned int n = 0; n < pcMesh->mNumVertices; ++n) {
|
|
|
|
+ pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX] + n] =
|
|
|
|
+ (m * pcMesh->mNormals[n]).Normalize();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ if (iVFormat & 0x4) {
|
|
|
|
+ // copy tangents and bitangents, transform them to worldspace
|
|
|
|
+ for (unsigned int n = 0; n < pcMesh->mNumVertices; ++n) {
|
|
|
|
+ pcMeshOut->mTangents[aiCurrent[AI_PTVS_VERTEX] + n] = (m * pcMesh->mTangents[n]).Normalize();
|
|
|
|
+ pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX] + n] = (m * pcMesh->mBitangents[n]).Normalize();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ unsigned int p = 0;
|
|
|
|
+ while (iVFormat & (0x100 << p)) {
|
|
|
|
+ // copy texture coordinates
|
|
|
|
+ memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
|
|
|
|
+ pcMesh->mTextureCoords[p],
|
|
|
|
+ pcMesh->mNumVertices * sizeof(aiVector3D));
|
|
|
|
+ ++p;
|
|
|
|
+ }
|
|
|
|
+ p = 0;
|
|
|
|
+ while (iVFormat & (0x1000000 << p)) {
|
|
|
|
+ // copy vertex colors
|
|
|
|
+ memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
|
|
|
|
+ pcMesh->mColors[p],
|
|
|
|
+ pcMesh->mNumVertices * sizeof(aiColor4D));
|
|
|
|
+ ++p;
|
|
|
|
+ }
|
|
|
|
+ // now we need to copy all faces. since we will delete the source mesh afterwards,
|
|
|
|
+ // we don't need to reallocate the array of indices except if this mesh is
|
|
|
|
+ // referenced multiple times.
|
|
|
|
+ for (unsigned int planck = 0; planck < pcMesh->mNumFaces; ++planck) {
|
|
|
|
+ aiFace &f_src = pcMesh->mFaces[planck];
|
|
|
|
+ aiFace &f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE] + planck];
|
|
|
|
+
|
|
|
|
+ const unsigned int num_idx = f_src.mNumIndices;
|
|
|
|
+
|
|
|
|
+ f_dst.mNumIndices = num_idx;
|
|
|
|
+
|
|
|
|
+ unsigned int *pi;
|
|
|
|
+ if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
|
|
|
|
+ pi = f_dst.mIndices = f_src.mIndices;
|
|
|
|
+
|
|
|
|
+ // offset all vertex indices
|
|
|
|
+ for (unsigned int hahn = 0; hahn < num_idx; ++hahn) {
|
|
|
|
+ pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ pi = f_dst.mIndices = new unsigned int[num_idx];
|
|
|
|
+
|
|
|
|
+ // copy and offset all vertex indices
|
|
|
|
+ for (unsigned int hahn = 0; hahn < num_idx; ++hahn) {
|
|
|
|
+ pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Update the mPrimitiveTypes member of the mesh
|
|
|
|
+ switch (pcMesh->mFaces[planck].mNumIndices) {
|
|
|
|
+ case 0x1:
|
|
|
|
+ pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
|
|
|
+ break;
|
|
|
|
+ case 0x2:
|
|
|
|
+ pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
|
|
|
+ break;
|
|
|
|
+ case 0x3:
|
|
|
|
+ pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
|
|
|
+ break;
|
|
|
|
+ default:
|
|
|
|
+ pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
|
|
|
|
+ break;
|
|
|
|
+ };
|
|
|
|
+ }
|
|
|
|
+ aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices;
|
|
|
|
+ aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // append all children of us
|
|
|
|
+ for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) {
|
|
|
|
+ CollectData(pcScene, pcNode->mChildren[i], iMat,
|
|
|
|
+ iVFormat, pcMeshOut, aiCurrent, num_refs);
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Get a list of all vertex formats that occur for a given material index
|
|
// Get a list of all vertex formats that occur for a given material index
|
|
// The output list contains duplicate elements
|
|
// The output list contains duplicate elements
|
|
-void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat,
|
|
|
|
- std::list<unsigned int>& aiOut)
|
|
|
|
-{
|
|
|
|
- for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
|
|
|
|
- {
|
|
|
|
- aiMesh* pcMesh = pcScene->mMeshes[ i ];
|
|
|
|
- if (iMat == pcMesh->mMaterialIndex) {
|
|
|
|
- aiOut.push_back(GetMeshVFormat(pcMesh));
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
|
|
+void PretransformVertices::GetVFormatList(const aiScene *pcScene, unsigned int iMat,
|
|
|
|
+ std::list<unsigned int> &aiOut) const {
|
|
|
|
+ for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) {
|
|
|
|
+ aiMesh *pcMesh = pcScene->mMeshes[i];
|
|
|
|
+ if (iMat == pcMesh->mMaterialIndex) {
|
|
|
|
+ aiOut.push_back(GetMeshVFormat(pcMesh));
|
|
|
|
+ }
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Compute the absolute transformation matrices of each node
|
|
// Compute the absolute transformation matrices of each node
|
|
-void PretransformVertices::ComputeAbsoluteTransform( aiNode* pcNode )
|
|
|
|
-{
|
|
|
|
- if (pcNode->mParent) {
|
|
|
|
- pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
|
|
|
|
- ComputeAbsoluteTransform(pcNode->mChildren[i]);
|
|
|
|
- }
|
|
|
|
|
|
+void PretransformVertices::ComputeAbsoluteTransform(aiNode *pcNode) {
|
|
|
|
+ if (pcNode->mParent) {
|
|
|
|
+ pcNode->mTransformation = pcNode->mParent->mTransformation * pcNode->mTransformation;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) {
|
|
|
|
+ ComputeAbsoluteTransform(pcNode->mChildren[i]);
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Apply the node transformation to a mesh
|
|
// Apply the node transformation to a mesh
|
|
-void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)
|
|
|
|
-{
|
|
|
|
- // Check whether we need to transform the coordinates at all
|
|
|
|
- if (!mat.IsIdentity()) {
|
|
|
|
-
|
|
|
|
- if (mesh->HasPositions()) {
|
|
|
|
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
|
|
|
- mesh->mVertices[i] = mat * mesh->mVertices[i];
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
|
|
|
|
- aiMatrix4x4 mWorldIT = mat;
|
|
|
|
- mWorldIT.Inverse().Transpose();
|
|
|
|
-
|
|
|
|
- // TODO: implement Inverse() for aiMatrix3x3
|
|
|
|
- aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
|
|
|
|
-
|
|
|
|
- if (mesh->HasNormals()) {
|
|
|
|
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
|
|
|
- mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- if (mesh->HasTangentsAndBitangents()) {
|
|
|
|
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
|
|
|
- mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
|
|
|
|
- mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
|
|
+void PretransformVertices::ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const {
|
|
|
|
+ // Check whether we need to transform the coordinates at all
|
|
|
|
+ if (!mat.IsIdentity()) {
|
|
|
|
+
|
|
|
|
+ // Check for odd negative scale (mirror)
|
|
|
|
+ if (mesh->HasFaces() && mat.Determinant() < 0) {
|
|
|
|
+ // Reverse the mesh face winding order
|
|
|
|
+ FlipWindingOrderProcess::ProcessMesh(mesh);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Update positions
|
|
|
|
+ if (mesh->HasPositions()) {
|
|
|
|
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
|
|
|
+ mesh->mVertices[i] = mat * mesh->mVertices[i];
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Update normals and tangents
|
|
|
|
+ if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
|
|
|
|
+ const aiMatrix3x3 m = aiMatrix3x3(mat).Inverse().Transpose();
|
|
|
|
+
|
|
|
|
+ if (mesh->HasNormals()) {
|
|
|
|
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
|
|
|
+ mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ if (mesh->HasTangentsAndBitangents()) {
|
|
|
|
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
|
|
|
+ mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
|
|
|
|
+ mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Simple routine to build meshes in worldspace, no further optimization
|
|
// Simple routine to build meshes in worldspace, no further optimization
|
|
-void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
|
|
|
|
- unsigned int numIn, aiNode* node)
|
|
|
|
-{
|
|
|
|
- // NOTE:
|
|
|
|
- // aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy
|
|
|
|
- // aiMesh::mBones store reference to abs. transform we multiplied with
|
|
|
|
-
|
|
|
|
- // process meshes
|
|
|
|
- for (unsigned int i = 0; i < node->mNumMeshes;++i) {
|
|
|
|
- aiMesh* mesh = in[node->mMeshes[i]];
|
|
|
|
-
|
|
|
|
- // check whether we can operate on this mesh
|
|
|
|
- if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4*>(mesh->mBones) == node->mTransformation) {
|
|
|
|
- // yes, we can.
|
|
|
|
- mesh->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
|
|
|
|
- mesh->mNumBones = UINT_MAX;
|
|
|
|
- }
|
|
|
|
- else {
|
|
|
|
-
|
|
|
|
- // try to find us in the list of newly created meshes
|
|
|
|
- for (unsigned int n = 0; n < out.size(); ++n) {
|
|
|
|
- aiMesh* ctz = out[n];
|
|
|
|
- if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4*>(ctz->mBones) == node->mTransformation) {
|
|
|
|
-
|
|
|
|
- // ok, use this one. Update node mesh index
|
|
|
|
- node->mMeshes[i] = numIn + n;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- if (node->mMeshes[i] < numIn) {
|
|
|
|
- // Worst case. Need to operate on a full copy of the mesh
|
|
|
|
- ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms");
|
|
|
|
- aiMesh* ntz;
|
|
|
|
-
|
|
|
|
- const unsigned int tmp = mesh->mNumBones; //
|
|
|
|
- mesh->mNumBones = 0;
|
|
|
|
- SceneCombiner::Copy(&ntz,mesh);
|
|
|
|
- mesh->mNumBones = tmp;
|
|
|
|
-
|
|
|
|
- ntz->mNumBones = node->mMeshes[i];
|
|
|
|
- ntz->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
|
|
|
|
-
|
|
|
|
- out.push_back(ntz);
|
|
|
|
-
|
|
|
|
- node->mMeshes[i] = static_cast<unsigned int>(numIn + out.size() - 1);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // call children
|
|
|
|
- for (unsigned int i = 0; i < node->mNumChildren;++i)
|
|
|
|
- BuildWCSMeshes(out,in,numIn,node->mChildren[i]);
|
|
|
|
|
|
+void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
|
|
|
|
+ unsigned int numIn, aiNode *node) const {
|
|
|
|
+ // NOTE:
|
|
|
|
+ // aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy
|
|
|
|
+ // aiMesh::mBones store reference to abs. transform we multiplied with
|
|
|
|
+
|
|
|
|
+ // process meshes
|
|
|
|
+ for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
|
|
|
|
+ aiMesh *mesh = in[node->mMeshes[i]];
|
|
|
|
+
|
|
|
|
+ // check whether we can operate on this mesh
|
|
|
|
+ if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4 *>(mesh->mBones) == node->mTransformation) {
|
|
|
|
+ // yes, we can.
|
|
|
|
+ mesh->mBones = reinterpret_cast<aiBone **>(&node->mTransformation);
|
|
|
|
+ mesh->mNumBones = UINT_MAX;
|
|
|
|
+ } else {
|
|
|
|
+
|
|
|
|
+ // try to find us in the list of newly created meshes
|
|
|
|
+ for (unsigned int n = 0; n < out.size(); ++n) {
|
|
|
|
+ aiMesh *ctz = out[n];
|
|
|
|
+ if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4 *>(ctz->mBones) == node->mTransformation) {
|
|
|
|
+
|
|
|
|
+ // ok, use this one. Update node mesh index
|
|
|
|
+ node->mMeshes[i] = numIn + n;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ if (node->mMeshes[i] < numIn) {
|
|
|
|
+ // Worst case. Need to operate on a full copy of the mesh
|
|
|
|
+ ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms");
|
|
|
|
+ aiMesh *ntz;
|
|
|
|
+
|
|
|
|
+ const unsigned int tmp = mesh->mNumBones; //
|
|
|
|
+ mesh->mNumBones = 0;
|
|
|
|
+ SceneCombiner::Copy(&ntz, mesh);
|
|
|
|
+ mesh->mNumBones = tmp;
|
|
|
|
+
|
|
|
|
+ ntz->mNumBones = node->mMeshes[i];
|
|
|
|
+ ntz->mBones = reinterpret_cast<aiBone **>(&node->mTransformation);
|
|
|
|
+
|
|
|
|
+ out.push_back(ntz);
|
|
|
|
+
|
|
|
|
+ node->mMeshes[i] = static_cast<unsigned int>(numIn + out.size() - 1);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // call children
|
|
|
|
+ for (unsigned int i = 0; i < node->mNumChildren; ++i)
|
|
|
|
+ BuildWCSMeshes(out, in, numIn, node->mChildren[i]);
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Reset transformation matrices to identity
|
|
// Reset transformation matrices to identity
|
|
-void PretransformVertices::MakeIdentityTransform(aiNode* nd)
|
|
|
|
-{
|
|
|
|
- nd->mTransformation = aiMatrix4x4();
|
|
|
|
|
|
+void PretransformVertices::MakeIdentityTransform(aiNode *nd) const {
|
|
|
|
+ nd->mTransformation = aiMatrix4x4();
|
|
|
|
|
|
- // call children
|
|
|
|
- for (unsigned int i = 0; i < nd->mNumChildren;++i)
|
|
|
|
- MakeIdentityTransform(nd->mChildren[i]);
|
|
|
|
|
|
+ // call children
|
|
|
|
+ for (unsigned int i = 0; i < nd->mNumChildren; ++i)
|
|
|
|
+ MakeIdentityTransform(nd->mChildren[i]);
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Build reference counters for all meshes
|
|
// Build reference counters for all meshes
|
|
-void PretransformVertices::BuildMeshRefCountArray(aiNode* nd, unsigned int * refs)
|
|
|
|
-{
|
|
|
|
- for (unsigned int i = 0; i< nd->mNumMeshes;++i)
|
|
|
|
- refs[nd->mMeshes[i]]++;
|
|
|
|
-
|
|
|
|
- // call children
|
|
|
|
- for (unsigned int i = 0; i < nd->mNumChildren;++i)
|
|
|
|
- BuildMeshRefCountArray(nd->mChildren[i],refs);
|
|
|
|
|
|
+void PretransformVertices::BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const {
|
|
|
|
+ for (unsigned int i = 0; i < nd->mNumMeshes; ++i)
|
|
|
|
+ refs[nd->mMeshes[i]]++;
|
|
|
|
+
|
|
|
|
+ // call children
|
|
|
|
+ for (unsigned int i = 0; i < nd->mNumChildren; ++i)
|
|
|
|
+ BuildMeshRefCountArray(nd->mChildren[i], refs);
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
// Executes the post processing step on the given imported data.
|
|
-void PretransformVertices::Execute( aiScene* pScene)
|
|
|
|
-{
|
|
|
|
- ASSIMP_LOG_DEBUG("PretransformVerticesProcess begin");
|
|
|
|
-
|
|
|
|
- // Return immediately if we have no meshes
|
|
|
|
- if (!pScene->mNumMeshes)
|
|
|
|
- return;
|
|
|
|
-
|
|
|
|
- const unsigned int iOldMeshes = pScene->mNumMeshes;
|
|
|
|
- const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
|
|
|
|
- const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
|
|
|
|
-
|
|
|
|
- if(configTransform) {
|
|
|
|
- pScene->mRootNode->mTransformation = configTransformation;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // first compute absolute transformation matrices for all nodes
|
|
|
|
- ComputeAbsoluteTransform(pScene->mRootNode);
|
|
|
|
-
|
|
|
|
- // Delete aiMesh::mBones for all meshes. The bones are
|
|
|
|
- // removed during this step and we need the pointer as
|
|
|
|
- // temporary storage
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
|
|
|
|
- aiMesh* mesh = pScene->mMeshes[i];
|
|
|
|
-
|
|
|
|
- for (unsigned int a = 0; a < mesh->mNumBones;++a)
|
|
|
|
- delete mesh->mBones[a];
|
|
|
|
-
|
|
|
|
- delete[] mesh->mBones;
|
|
|
|
- mesh->mBones = NULL;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // now build a list of output meshes
|
|
|
|
- std::vector<aiMesh*> apcOutMeshes;
|
|
|
|
-
|
|
|
|
- // Keep scene hierarchy? It's an easy job in this case ...
|
|
|
|
- // we go on and transform all meshes, if one is referenced by nodes
|
|
|
|
- // with different absolute transformations a depth copy of the mesh
|
|
|
|
- // is required.
|
|
|
|
- if( configKeepHierarchy ) {
|
|
|
|
-
|
|
|
|
- // Hack: store the matrix we're transforming a mesh with in aiMesh::mBones
|
|
|
|
- BuildWCSMeshes(apcOutMeshes,pScene->mMeshes,pScene->mNumMeshes, pScene->mRootNode);
|
|
|
|
-
|
|
|
|
- // ... if new meshes have been generated, append them to the end of the scene
|
|
|
|
- if (apcOutMeshes.size() > 0) {
|
|
|
|
- aiMesh** npp = new aiMesh*[pScene->mNumMeshes + apcOutMeshes.size()];
|
|
|
|
-
|
|
|
|
- memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes);
|
|
|
|
- memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size());
|
|
|
|
-
|
|
|
|
- pScene->mNumMeshes += static_cast<unsigned int>(apcOutMeshes.size());
|
|
|
|
- delete[] pScene->mMeshes; pScene->mMeshes = npp;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // now iterate through all meshes and transform them to worldspace
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
|
|
- ApplyTransform(pScene->mMeshes[i],*reinterpret_cast<aiMatrix4x4*>( pScene->mMeshes[i]->mBones ));
|
|
|
|
-
|
|
|
|
- // prevent improper destruction
|
|
|
|
- pScene->mMeshes[i]->mBones = NULL;
|
|
|
|
- pScene->mMeshes[i]->mNumBones = 0;
|
|
|
|
- }
|
|
|
|
- } else {
|
|
|
|
- apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
|
|
|
|
- std::list<unsigned int> aiVFormats;
|
|
|
|
-
|
|
|
|
- std::vector<unsigned int> s(pScene->mNumMeshes,0);
|
|
|
|
- BuildMeshRefCountArray(pScene->mRootNode,&s[0]);
|
|
|
|
-
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
|
|
|
|
- // get the list of all vertex formats for this material
|
|
|
|
- aiVFormats.clear();
|
|
|
|
- GetVFormatList(pScene,i,aiVFormats);
|
|
|
|
- aiVFormats.sort();
|
|
|
|
- aiVFormats.unique();
|
|
|
|
- for (std::list<unsigned int>::const_iterator j = aiVFormats.begin();j != aiVFormats.end();++j) {
|
|
|
|
- unsigned int iVertices = 0;
|
|
|
|
- unsigned int iFaces = 0;
|
|
|
|
- CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
|
|
|
|
- if (0 != iFaces && 0 != iVertices)
|
|
|
|
- {
|
|
|
|
- apcOutMeshes.push_back(new aiMesh());
|
|
|
|
- aiMesh* pcMesh = apcOutMeshes.back();
|
|
|
|
- pcMesh->mNumFaces = iFaces;
|
|
|
|
- pcMesh->mNumVertices = iVertices;
|
|
|
|
- pcMesh->mFaces = new aiFace[iFaces];
|
|
|
|
- pcMesh->mVertices = new aiVector3D[iVertices];
|
|
|
|
- pcMesh->mMaterialIndex = i;
|
|
|
|
- if ((*j) & 0x2)pcMesh->mNormals = new aiVector3D[iVertices];
|
|
|
|
- if ((*j) & 0x4)
|
|
|
|
- {
|
|
|
|
- pcMesh->mTangents = new aiVector3D[iVertices];
|
|
|
|
- pcMesh->mBitangents = new aiVector3D[iVertices];
|
|
|
|
- }
|
|
|
|
- iFaces = 0;
|
|
|
|
- while ((*j) & (0x100 << iFaces))
|
|
|
|
- {
|
|
|
|
- pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
|
|
|
|
- if ((*j) & (0x10000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3;
|
|
|
|
- else pcMesh->mNumUVComponents[iFaces] = 2;
|
|
|
|
- iFaces++;
|
|
|
|
- }
|
|
|
|
- iFaces = 0;
|
|
|
|
- while ((*j) & (0x1000000 << iFaces))
|
|
|
|
- pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];
|
|
|
|
-
|
|
|
|
- // fill the mesh ...
|
|
|
|
- unsigned int aiTemp[2] = {0,0};
|
|
|
|
- CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp,&s[0]);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // If no meshes are referenced in the node graph it is possible that we get no output meshes.
|
|
|
|
- if (apcOutMeshes.empty()) {
|
|
|
|
-
|
|
|
|
- throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes");
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- // now delete all meshes in the scene and build a new mesh list
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
|
|
|
- {
|
|
|
|
- aiMesh* mesh = pScene->mMeshes[i];
|
|
|
|
- mesh->mNumBones = 0;
|
|
|
|
- mesh->mBones = NULL;
|
|
|
|
-
|
|
|
|
- // we're reusing the face index arrays. avoid destruction
|
|
|
|
- for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
|
|
|
|
- mesh->mFaces[a].mNumIndices = 0;
|
|
|
|
- mesh->mFaces[a].mIndices = NULL;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- delete mesh;
|
|
|
|
-
|
|
|
|
- // Invalidate the contents of the old mesh array. We will most
|
|
|
|
- // likely have less output meshes now, so the last entries of
|
|
|
|
- // the mesh array are not overridden. We set them to NULL to
|
|
|
|
- // make sure the developer gets notified when his application
|
|
|
|
- // attempts to access these fields ...
|
|
|
|
- mesh = NULL;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // It is impossible that we have more output meshes than
|
|
|
|
- // input meshes, so we can easily reuse the old mesh array
|
|
|
|
- pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
|
|
|
|
- pScene->mMeshes[i] = apcOutMeshes[i];
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // remove all animations from the scene
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
|
|
|
|
- delete pScene->mAnimations[i];
|
|
|
|
- delete[] pScene->mAnimations;
|
|
|
|
-
|
|
|
|
- pScene->mAnimations = NULL;
|
|
|
|
- pScene->mNumAnimations = 0;
|
|
|
|
-
|
|
|
|
- // --- we need to keep all cameras and lights
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumCameras;++i)
|
|
|
|
- {
|
|
|
|
- aiCamera* cam = pScene->mCameras[i];
|
|
|
|
- const aiNode* nd = pScene->mRootNode->FindNode(cam->mName);
|
|
|
|
- ai_assert(NULL != nd);
|
|
|
|
-
|
|
|
|
- // multiply all properties of the camera with the absolute
|
|
|
|
- // transformation of the corresponding node
|
|
|
|
- cam->mPosition = nd->mTransformation * cam->mPosition;
|
|
|
|
- cam->mLookAt = aiMatrix3x3( nd->mTransformation ) * cam->mLookAt;
|
|
|
|
- cam->mUp = aiMatrix3x3( nd->mTransformation ) * cam->mUp;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumLights;++i)
|
|
|
|
- {
|
|
|
|
- aiLight* l = pScene->mLights[i];
|
|
|
|
- const aiNode* nd = pScene->mRootNode->FindNode(l->mName);
|
|
|
|
- ai_assert(NULL != nd);
|
|
|
|
-
|
|
|
|
- // multiply all properties of the camera with the absolute
|
|
|
|
- // transformation of the corresponding node
|
|
|
|
- l->mPosition = nd->mTransformation * l->mPosition;
|
|
|
|
- l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
|
|
|
|
- l->mUp = aiMatrix3x3( nd->mTransformation ) * l->mUp;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if( !configKeepHierarchy ) {
|
|
|
|
-
|
|
|
|
- // now delete all nodes in the scene and build a new
|
|
|
|
- // flat node graph with a root node and some level 1 children
|
|
|
|
- aiNode* newRoot = new aiNode();
|
|
|
|
- newRoot->mName = pScene->mRootNode->mName;
|
|
|
|
- delete pScene->mRootNode;
|
|
|
|
- pScene->mRootNode = newRoot;
|
|
|
|
-
|
|
|
|
- if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras)
|
|
|
|
- {
|
|
|
|
- pScene->mRootNode->mNumMeshes = 1;
|
|
|
|
- pScene->mRootNode->mMeshes = new unsigned int[1];
|
|
|
|
- pScene->mRootNode->mMeshes[0] = 0;
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- pScene->mRootNode->mNumChildren = pScene->mNumMeshes+pScene->mNumLights+pScene->mNumCameras;
|
|
|
|
- aiNode** nodes = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
|
|
|
|
-
|
|
|
|
- // generate mesh nodes
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes)
|
|
|
|
- {
|
|
|
|
- aiNode* pcNode = new aiNode();
|
|
|
|
- *nodes = pcNode;
|
|
|
|
- pcNode->mParent = pScene->mRootNode;
|
|
|
|
- pcNode->mName = pScene->mMeshes[i]->mName;
|
|
|
|
-
|
|
|
|
- // setup mesh indices
|
|
|
|
- pcNode->mNumMeshes = 1;
|
|
|
|
- pcNode->mMeshes = new unsigned int[1];
|
|
|
|
- pcNode->mMeshes[0] = i;
|
|
|
|
- }
|
|
|
|
- // generate light nodes
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes)
|
|
|
|
- {
|
|
|
|
- aiNode* pcNode = new aiNode();
|
|
|
|
- *nodes = pcNode;
|
|
|
|
- pcNode->mParent = pScene->mRootNode;
|
|
|
|
- pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "light_%u",i);
|
|
|
|
- pScene->mLights[i]->mName = pcNode->mName;
|
|
|
|
- }
|
|
|
|
- // generate camera nodes
|
|
|
|
- for (unsigned int i = 0; i < pScene->mNumCameras;++i,++nodes)
|
|
|
|
- {
|
|
|
|
- aiNode* pcNode = new aiNode();
|
|
|
|
- *nodes = pcNode;
|
|
|
|
- pcNode->mParent = pScene->mRootNode;
|
|
|
|
- pcNode->mName.length = ::ai_snprintf(pcNode->mName.data,MAXLEN,"cam_%u",i);
|
|
|
|
- pScene->mCameras[i]->mName = pcNode->mName;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- else {
|
|
|
|
- // ... and finally set the transformation matrix of all nodes to identity
|
|
|
|
- MakeIdentityTransform(pScene->mRootNode);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if (configNormalize) {
|
|
|
|
- // compute the boundary of all meshes
|
|
|
|
- aiVector3D min,max;
|
|
|
|
- MinMaxChooser<aiVector3D> ()(min,max);
|
|
|
|
-
|
|
|
|
- for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
|
|
|
- aiMesh* m = pScene->mMeshes[a];
|
|
|
|
- for (unsigned int i = 0; i < m->mNumVertices;++i) {
|
|
|
|
- min = std::min(m->mVertices[i],min);
|
|
|
|
- max = std::max(m->mVertices[i],max);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // find the dominant axis
|
|
|
|
- aiVector3D d = max-min;
|
|
|
|
- const ai_real div = std::max(d.x,std::max(d.y,d.z))*ai_real( 0.5);
|
|
|
|
-
|
|
|
|
- d = min + d * (ai_real)0.5;
|
|
|
|
- for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
|
|
|
- aiMesh* m = pScene->mMeshes[a];
|
|
|
|
- for (unsigned int i = 0; i < m->mNumVertices;++i) {
|
|
|
|
- m->mVertices[i] = (m->mVertices[i]-d)/div;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // print statistics
|
|
|
|
- if (!DefaultLogger::isNullLogger()) {
|
|
|
|
- ASSIMP_LOG_DEBUG("PretransformVerticesProcess finished");
|
|
|
|
-
|
|
|
|
- ASSIMP_LOG_INFO_F("Removed ", iOldNodes, " nodes and ", iOldAnimationChannels, " animation channels (",
|
|
|
|
- CountNodes(pScene->mRootNode) ," output nodes)" );
|
|
|
|
- ASSIMP_LOG_INFO_F("Kept ", pScene->mNumLights, " lights and ", pScene->mNumCameras, " cameras." );
|
|
|
|
- ASSIMP_LOG_INFO_F("Moved ", iOldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")");
|
|
|
|
- }
|
|
|
|
|
|
+void PretransformVertices::Execute(aiScene *pScene) {
|
|
|
|
+ ASSIMP_LOG_DEBUG("PretransformVerticesProcess begin");
|
|
|
|
+
|
|
|
|
+ // Return immediately if we have no meshes
|
|
|
|
+ if (!pScene->mNumMeshes)
|
|
|
|
+ return;
|
|
|
|
+
|
|
|
|
+ const unsigned int iOldMeshes = pScene->mNumMeshes;
|
|
|
|
+ const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
|
|
|
|
+ const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
|
|
|
|
+
|
|
|
|
+ if (configTransform) {
|
|
|
|
+ pScene->mRootNode->mTransformation = configTransformation;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // first compute absolute transformation matrices for all nodes
|
|
|
|
+ ComputeAbsoluteTransform(pScene->mRootNode);
|
|
|
|
+
|
|
|
|
+ // Delete aiMesh::mBones for all meshes. The bones are
|
|
|
|
+ // removed during this step and we need the pointer as
|
|
|
|
+ // temporary storage
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
|
|
+ aiMesh *mesh = pScene->mMeshes[i];
|
|
|
|
+
|
|
|
|
+ for (unsigned int a = 0; a < mesh->mNumBones; ++a)
|
|
|
|
+ delete mesh->mBones[a];
|
|
|
|
+
|
|
|
|
+ delete[] mesh->mBones;
|
|
|
|
+ mesh->mBones = NULL;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // now build a list of output meshes
|
|
|
|
+ std::vector<aiMesh *> apcOutMeshes;
|
|
|
|
+
|
|
|
|
+ // Keep scene hierarchy? It's an easy job in this case ...
|
|
|
|
+ // we go on and transform all meshes, if one is referenced by nodes
|
|
|
|
+ // with different absolute transformations a depth copy of the mesh
|
|
|
|
+ // is required.
|
|
|
|
+ if (configKeepHierarchy) {
|
|
|
|
+
|
|
|
|
+ // Hack: store the matrix we're transforming a mesh with in aiMesh::mBones
|
|
|
|
+ BuildWCSMeshes(apcOutMeshes, pScene->mMeshes, pScene->mNumMeshes, pScene->mRootNode);
|
|
|
|
+
|
|
|
|
+ // ... if new meshes have been generated, append them to the end of the scene
|
|
|
|
+ if (apcOutMeshes.size() > 0) {
|
|
|
|
+ aiMesh **npp = new aiMesh *[pScene->mNumMeshes + apcOutMeshes.size()];
|
|
|
|
+
|
|
|
|
+ memcpy(npp, pScene->mMeshes, sizeof(aiMesh *) * pScene->mNumMeshes);
|
|
|
|
+ memcpy(npp + pScene->mNumMeshes, &apcOutMeshes[0], sizeof(aiMesh *) * apcOutMeshes.size());
|
|
|
|
+
|
|
|
|
+ pScene->mNumMeshes += static_cast<unsigned int>(apcOutMeshes.size());
|
|
|
|
+ delete[] pScene->mMeshes;
|
|
|
|
+ pScene->mMeshes = npp;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // now iterate through all meshes and transform them to worldspace
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
|
|
+ ApplyTransform(pScene->mMeshes[i], *reinterpret_cast<aiMatrix4x4 *>(pScene->mMeshes[i]->mBones));
|
|
|
|
+
|
|
|
|
+ // prevent improper destruction
|
|
|
|
+ pScene->mMeshes[i]->mBones = NULL;
|
|
|
|
+ pScene->mMeshes[i]->mNumBones = 0;
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ apcOutMeshes.reserve(pScene->mNumMaterials << 1u);
|
|
|
|
+ std::list<unsigned int> aiVFormats;
|
|
|
|
+
|
|
|
|
+ std::vector<unsigned int> s(pScene->mNumMeshes, 0);
|
|
|
|
+ BuildMeshRefCountArray(pScene->mRootNode, &s[0]);
|
|
|
|
+
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
|
|
|
|
+ // get the list of all vertex formats for this material
|
|
|
|
+ aiVFormats.clear();
|
|
|
|
+ GetVFormatList(pScene, i, aiVFormats);
|
|
|
|
+ aiVFormats.sort();
|
|
|
|
+ aiVFormats.unique();
|
|
|
|
+ for (std::list<unsigned int>::const_iterator j = aiVFormats.begin(); j != aiVFormats.end(); ++j) {
|
|
|
|
+ unsigned int iVertices = 0;
|
|
|
|
+ unsigned int iFaces = 0;
|
|
|
|
+ CountVerticesAndFaces(pScene, pScene->mRootNode, i, *j, &iFaces, &iVertices);
|
|
|
|
+ if (0 != iFaces && 0 != iVertices) {
|
|
|
|
+ apcOutMeshes.push_back(new aiMesh());
|
|
|
|
+ aiMesh *pcMesh = apcOutMeshes.back();
|
|
|
|
+ pcMesh->mNumFaces = iFaces;
|
|
|
|
+ pcMesh->mNumVertices = iVertices;
|
|
|
|
+ pcMesh->mFaces = new aiFace[iFaces];
|
|
|
|
+ pcMesh->mVertices = new aiVector3D[iVertices];
|
|
|
|
+ pcMesh->mMaterialIndex = i;
|
|
|
|
+ if ((*j) & 0x2) pcMesh->mNormals = new aiVector3D[iVertices];
|
|
|
|
+ if ((*j) & 0x4) {
|
|
|
|
+ pcMesh->mTangents = new aiVector3D[iVertices];
|
|
|
|
+ pcMesh->mBitangents = new aiVector3D[iVertices];
|
|
|
|
+ }
|
|
|
|
+ iFaces = 0;
|
|
|
|
+ while ((*j) & (0x100 << iFaces)) {
|
|
|
|
+ pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
|
|
|
|
+ if ((*j) & (0x10000 << iFaces))
|
|
|
|
+ pcMesh->mNumUVComponents[iFaces] = 3;
|
|
|
|
+ else
|
|
|
|
+ pcMesh->mNumUVComponents[iFaces] = 2;
|
|
|
|
+ iFaces++;
|
|
|
|
+ }
|
|
|
|
+ iFaces = 0;
|
|
|
|
+ while ((*j) & (0x1000000 << iFaces))
|
|
|
|
+ pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];
|
|
|
|
+
|
|
|
|
+ // fill the mesh ...
|
|
|
|
+ unsigned int aiTemp[2] = { 0, 0 };
|
|
|
|
+ CollectData(pScene, pScene->mRootNode, i, *j, pcMesh, aiTemp, &s[0]);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // If no meshes are referenced in the node graph it is possible that we get no output meshes.
|
|
|
|
+ if (apcOutMeshes.empty()) {
|
|
|
|
+
|
|
|
|
+ throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes");
|
|
|
|
+ } else {
|
|
|
|
+ // now delete all meshes in the scene and build a new mesh list
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
|
|
+ aiMesh *mesh = pScene->mMeshes[i];
|
|
|
|
+ mesh->mNumBones = 0;
|
|
|
|
+ mesh->mBones = NULL;
|
|
|
|
+
|
|
|
|
+ // we're reusing the face index arrays. avoid destruction
|
|
|
|
+ for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
|
|
|
|
+ mesh->mFaces[a].mNumIndices = 0;
|
|
|
|
+ mesh->mFaces[a].mIndices = NULL;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ delete mesh;
|
|
|
|
+
|
|
|
|
+ // Invalidate the contents of the old mesh array. We will most
|
|
|
|
+ // likely have less output meshes now, so the last entries of
|
|
|
|
+ // the mesh array are not overridden. We set them to NULL to
|
|
|
|
+ // make sure the developer gets notified when his application
|
|
|
|
+ // attempts to access these fields ...
|
|
|
|
+ mesh = NULL;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // It is impossible that we have more output meshes than
|
|
|
|
+ // input meshes, so we can easily reuse the old mesh array
|
|
|
|
+ pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
|
|
+ pScene->mMeshes[i] = apcOutMeshes[i];
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // remove all animations from the scene
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumAnimations; ++i)
|
|
|
|
+ delete pScene->mAnimations[i];
|
|
|
|
+ delete[] pScene->mAnimations;
|
|
|
|
+
|
|
|
|
+ pScene->mAnimations = NULL;
|
|
|
|
+ pScene->mNumAnimations = 0;
|
|
|
|
+
|
|
|
|
+ // --- we need to keep all cameras and lights
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
|
|
|
|
+ aiCamera *cam = pScene->mCameras[i];
|
|
|
|
+ const aiNode *nd = pScene->mRootNode->FindNode(cam->mName);
|
|
|
|
+ ai_assert(NULL != nd);
|
|
|
|
+
|
|
|
|
+ // multiply all properties of the camera with the absolute
|
|
|
|
+ // transformation of the corresponding node
|
|
|
|
+ cam->mPosition = nd->mTransformation * cam->mPosition;
|
|
|
|
+ cam->mLookAt = aiMatrix3x3(nd->mTransformation) * cam->mLookAt;
|
|
|
|
+ cam->mUp = aiMatrix3x3(nd->mTransformation) * cam->mUp;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
|
|
|
|
+ aiLight *l = pScene->mLights[i];
|
|
|
|
+ const aiNode *nd = pScene->mRootNode->FindNode(l->mName);
|
|
|
|
+ ai_assert(NULL != nd);
|
|
|
|
+
|
|
|
|
+ // multiply all properties of the camera with the absolute
|
|
|
|
+ // transformation of the corresponding node
|
|
|
|
+ l->mPosition = nd->mTransformation * l->mPosition;
|
|
|
|
+ l->mDirection = aiMatrix3x3(nd->mTransformation) * l->mDirection;
|
|
|
|
+ l->mUp = aiMatrix3x3(nd->mTransformation) * l->mUp;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!configKeepHierarchy) {
|
|
|
|
+
|
|
|
|
+ // now delete all nodes in the scene and build a new
|
|
|
|
+ // flat node graph with a root node and some level 1 children
|
|
|
|
+ aiNode *newRoot = new aiNode();
|
|
|
|
+ newRoot->mName = pScene->mRootNode->mName;
|
|
|
|
+ delete pScene->mRootNode;
|
|
|
|
+ pScene->mRootNode = newRoot;
|
|
|
|
+
|
|
|
|
+ if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras) {
|
|
|
|
+ pScene->mRootNode->mNumMeshes = 1;
|
|
|
|
+ pScene->mRootNode->mMeshes = new unsigned int[1];
|
|
|
|
+ pScene->mRootNode->mMeshes[0] = 0;
|
|
|
|
+ } else {
|
|
|
|
+ pScene->mRootNode->mNumChildren = pScene->mNumMeshes + pScene->mNumLights + pScene->mNumCameras;
|
|
|
|
+ aiNode **nodes = pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
|
|
|
|
+
|
|
|
|
+ // generate mesh nodes
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++nodes) {
|
|
|
|
+ aiNode *pcNode = new aiNode();
|
|
|
|
+ *nodes = pcNode;
|
|
|
|
+ pcNode->mParent = pScene->mRootNode;
|
|
|
|
+ pcNode->mName = pScene->mMeshes[i]->mName;
|
|
|
|
+
|
|
|
|
+ // setup mesh indices
|
|
|
|
+ pcNode->mNumMeshes = 1;
|
|
|
|
+ pcNode->mMeshes = new unsigned int[1];
|
|
|
|
+ pcNode->mMeshes[0] = i;
|
|
|
|
+ }
|
|
|
|
+ // generate light nodes
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumLights; ++i, ++nodes) {
|
|
|
|
+ aiNode *pcNode = new aiNode();
|
|
|
|
+ *nodes = pcNode;
|
|
|
|
+ pcNode->mParent = pScene->mRootNode;
|
|
|
|
+ pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "light_%u", i);
|
|
|
|
+ pScene->mLights[i]->mName = pcNode->mName;
|
|
|
|
+ }
|
|
|
|
+ // generate camera nodes
|
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumCameras; ++i, ++nodes) {
|
|
|
|
+ aiNode *pcNode = new aiNode();
|
|
|
|
+ *nodes = pcNode;
|
|
|
|
+ pcNode->mParent = pScene->mRootNode;
|
|
|
|
+ pcNode->mName.length = ::ai_snprintf(pcNode->mName.data, MAXLEN, "cam_%u", i);
|
|
|
|
+ pScene->mCameras[i]->mName = pcNode->mName;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ // ... and finally set the transformation matrix of all nodes to identity
|
|
|
|
+ MakeIdentityTransform(pScene->mRootNode);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (configNormalize) {
|
|
|
|
+ // compute the boundary of all meshes
|
|
|
|
+ aiVector3D min, max;
|
|
|
|
+ MinMaxChooser<aiVector3D>()(min, max);
|
|
|
|
+
|
|
|
|
+ for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
|
|
|
+ aiMesh *m = pScene->mMeshes[a];
|
|
|
|
+ for (unsigned int i = 0; i < m->mNumVertices; ++i) {
|
|
|
|
+ min = std::min(m->mVertices[i], min);
|
|
|
|
+ max = std::max(m->mVertices[i], max);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // find the dominant axis
|
|
|
|
+ aiVector3D d = max - min;
|
|
|
|
+ const ai_real div = std::max(d.x, std::max(d.y, d.z)) * ai_real(0.5);
|
|
|
|
+
|
|
|
|
+ d = min + d * (ai_real)0.5;
|
|
|
|
+ for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
|
|
|
|
+ aiMesh *m = pScene->mMeshes[a];
|
|
|
|
+ for (unsigned int i = 0; i < m->mNumVertices; ++i) {
|
|
|
|
+ m->mVertices[i] = (m->mVertices[i] - d) / div;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // print statistics
|
|
|
|
+ if (!DefaultLogger::isNullLogger()) {
|
|
|
|
+ ASSIMP_LOG_DEBUG("PretransformVerticesProcess finished");
|
|
|
|
+
|
|
|
|
+ ASSIMP_LOG_INFO_F("Removed ", iOldNodes, " nodes and ", iOldAnimationChannels, " animation channels (",
|
|
|
|
+ CountNodes(pScene->mRootNode), " output nodes)");
|
|
|
|
+ ASSIMP_LOG_INFO_F("Kept ", pScene->mNumLights, " lights and ", pScene->mNumCameras, " cameras.");
|
|
|
|
+ ASSIMP_LOG_INFO_F("Moved ", iOldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")");
|
|
|
|
+ }
|
|
}
|
|
}
|