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Merge pull request #2310 from assimp/issue_2251

Closes https://github.com/assimp/assimp/issues/2251: introduce AI_CON…
Kim Kulling 6 năm trước cách đây
mục cha
commit
dc10f24df1
3 tập tin đã thay đổi với 70 bổ sung73 xóa
  1. 54 62
      code/FindInvalidDataProcess.cpp
  2. 9 11
      code/FindInvalidDataProcess.h
  3. 7 0
      include/assimp/config.h.in

+ 54 - 62
code/FindInvalidDataProcess.cpp

@@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 // internal headers
 #include "FindInvalidDataProcess.h"
 #include "ProcessHelper.h"
+
 #include <assimp/Macros.h>
 #include <assimp/Exceptional.h>
 #include <assimp/qnan.h>
@@ -60,37 +61,34 @@ using namespace Assimp;
 // ------------------------------------------------------------------------------------------------
 // Constructor to be privately used by Importer
 FindInvalidDataProcess::FindInvalidDataProcess()
-    : configEpsilon(0.0)
-{
+: configEpsilon(0.0)
+, mIgnoreTexCoods( false ){
     // nothing to do here
 }
 
 // ------------------------------------------------------------------------------------------------
 // Destructor, private as well
-FindInvalidDataProcess::~FindInvalidDataProcess()
-{
+FindInvalidDataProcess::~FindInvalidDataProcess() {
     // nothing to do here
 }
 
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
-bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const
-{
+bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const {
     return 0 != (pFlags & aiProcess_FindInvalidData);
 }
 
 // ------------------------------------------------------------------------------------------------
 // Setup import configuration
-void FindInvalidDataProcess::SetupProperties(const Importer* pImp)
-{
+void FindInvalidDataProcess::SetupProperties(const Importer* pImp) {
     // Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
     configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
+    mIgnoreTexCoods = pImp->GetPropertyBool(AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS, false);
 }
 
 // ------------------------------------------------------------------------------------------------
 // Update mesh references in the node graph
-void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping)
-{
+void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping) {
     if (node->mNumMeshes)   {
         unsigned int out = 0;
         for (unsigned int a = 0; a < node->mNumMeshes;++a)  {
@@ -116,8 +114,7 @@ void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMap
 
 // ------------------------------------------------------------------------------------------------
 // Executes the post processing step on the given imported data.
-void FindInvalidDataProcess::Execute( aiScene* pScene)
-{
+void FindInvalidDataProcess::Execute( aiScene* pScene) {
     ASSIMP_LOG_DEBUG("FindInvalidDataProcess begin");
 
     bool out = false;
@@ -171,17 +168,18 @@ void FindInvalidDataProcess::Execute( aiScene* pScene)
 
 // ------------------------------------------------------------------------------------------------
 template <typename T>
-inline const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
-    const std::vector<bool>& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/)
+inline
+const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
+        const std::vector<bool>& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/)
 {
-    return NULL;
+    return nullptr;
 }
 
 // ------------------------------------------------------------------------------------------------
 template <>
-inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
-    const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero )
-{
+inline
+const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
+        const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero ) {
     bool b = false;
     unsigned int cnt = 0;
     for (unsigned int i = 0; i < size;++i)  {
@@ -203,14 +201,14 @@ inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsi
     if (cnt > 1 && !b && !mayBeIdentical) {
         return "All vectors are identical";
     }
-    return NULL;
+    return nullptr;
 }
 
 // ------------------------------------------------------------------------------------------------
 template <typename T>
-inline bool ProcessArray(T*& in, unsigned int num,const char* name,
-    const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
-{
+inline 
+bool ProcessArray(T*& in, unsigned int num,const char* name,
+        const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true) {
     const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero);
     if (err)    {
         ASSIMP_LOG_ERROR_F( "FindInvalidDataProcess fails on mesh ", name, ": ", err);
@@ -251,23 +249,20 @@ bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, ai_real e
 
 // ------------------------------------------------------------------------------------------------
 template <typename T>
-inline bool AllIdentical(T* in, unsigned int num, ai_real epsilon)
-{
+inline
+bool AllIdentical(T* in, unsigned int num, ai_real epsilon) {
     if (num <= 1) {
         return true;
     }
 
-    if (epsilon > 0.f) {
+    if (fabs(epsilon) > 0.f) {
         for (unsigned int i = 0; i < num-1;++i) {
-
             if (!EpsilonCompare(in[i],in[i+1],epsilon)) {
                 return false;
             }
         }
-    }
-    else {
+    } else {
         for (unsigned int i = 0; i < num-1;++i) {
-
             if (in[i] != in[i+1]) {
                 return false;
             }
@@ -278,27 +273,24 @@ inline bool AllIdentical(T* in, unsigned int num, ai_real epsilon)
 
 // ------------------------------------------------------------------------------------------------
 // Search an animation for invalid content
-void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim)
-{
+void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim) {
     // Process all animation channels
-    for (unsigned int a = 0; a < anim->mNumChannels;++a) {
+    for ( unsigned int a = 0; a < anim->mNumChannels; ++a ) {
         ProcessAnimationChannel( anim->mChannels[a]);
     }
 }
 
 // ------------------------------------------------------------------------------------------------
-void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
-{
-    int i = 0;
-
-    // ScenePreprocessor's work ...
-    ai_assert((0 != anim->mPositionKeys && 0 != anim->mRotationKeys && 0 != anim->mScalingKeys));
+void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim) {
+    ai_assert( 0 != anim->mPositionKeys );
+    ai_assert( 0 != anim->mRotationKeys );
+    ai_assert( 0 != anim->mScalingKeys );
 
     // Check whether all values in a tracks are identical - in this case
     // we can remove al keys except one.
     // POSITIONS
-    if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon))
-    {
+    int i = 0;
+    if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon)) {
         aiVectorKey v = anim->mPositionKeys[0];
 
         // Reallocate ... we need just ONE element, it makes no sense to reuse the array
@@ -309,8 +301,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
     }
 
     // ROTATIONS
-    if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon))
-    {
+    if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon)) {
         aiQuatKey v = anim->mRotationKeys[0];
 
         // Reallocate ... we need just ONE element, it makes no sense to reuse the array
@@ -321,8 +312,7 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
     }
 
     // SCALINGS
-    if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon))
-    {
+    if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon)) {
         aiVectorKey v = anim->mScalingKeys[0];
 
         // Reallocate ... we need just ONE element, it makes no sense to reuse the array
@@ -331,8 +321,9 @@ void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
         anim->mScalingKeys[0] = v;
         i = 1;
     }
-    if (1 == i)
+    if ( 1 == i ) {
         ASSIMP_LOG_WARN("Simplified dummy tracks with just one key");
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
@@ -360,18 +351,20 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
     }
 
     // process texture coordinates
-    for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {
-        if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {
-            pMesh->mNumUVComponents[i] = 0;
-
-            // delete all subsequent texture coordinate sets.
-            for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
-                delete[] pMesh->mTextureCoords[a];
-                pMesh->mTextureCoords[a] = NULL;
-                pMesh->mNumUVComponents[a] = 0;
-            }
+    if (!mIgnoreTexCoods) {
+        for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {
+            if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {
+                pMesh->mNumUVComponents[i] = 0;
+
+                // delete all subsequent texture coordinate sets.
+                for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
+                    delete[] pMesh->mTextureCoords[a];
+                    pMesh->mTextureCoords[a] = NULL;
+                    pMesh->mNumUVComponents[a] = 0;
+                }
 
-            ret = true;
+                ret = true;
+            }
         }
     }
 
@@ -388,13 +381,11 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
                 aiPrimitiveType_POLYGON  & pMesh->mPrimitiveTypes)
             {
                 // We need to update the lookup-table
-                for (unsigned int m = 0; m < pMesh->mNumFaces;++m)
-                {
-                    const aiFace& f = pMesh->mFaces[m];
+                for (unsigned int m = 0; m < pMesh->mNumFaces;++m) {
+                    const aiFace& f = pMesh->mFaces[ m ];
 
                     if (f.mNumIndices < 3)  {
                         dirtyMask[f.mIndices[0]] = true;
-
                         if (f.mNumIndices == 2) {
                             dirtyMask[f.mIndices[1]] = true;
                         }
@@ -403,7 +394,9 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
             }
             // Normals, tangents and bitangents are undefined for
             // the whole mesh (and should not even be there)
-            else return ret;
+            else {
+                return ret;
+            }
         }
 
         // Process mesh normals
@@ -426,5 +419,4 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
     return ret ? 1 : 0;
 }
 
-
 #endif // !! ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS

+ 9 - 11
code/FindInvalidDataProcess.h

@@ -41,7 +41,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
 
 /** @file Defines a post processing step to search an importer's output
-    for data that is obviously invalid  */
+ *   for data that is obviously invalid
+ */
 #ifndef AI_FINDINVALIDDATA_H_INC
 #define AI_FINDINVALIDDATA_H_INC
 
@@ -50,7 +51,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/anim.h>
 
 struct aiMesh;
+
 class FindInvalidDataProcessTest;
+
 namespace Assimp    {
 
 // ---------------------------------------------------------------------------
@@ -59,15 +62,11 @@ namespace Assimp    {
  *
  *  Originally this was a workaround for some models written by Blender
  *  which have zero normal vectors. */
-class ASSIMP_API FindInvalidDataProcess : public BaseProcess
-{
+class ASSIMP_API FindInvalidDataProcess : public BaseProcess {
 public:
-
     FindInvalidDataProcess();
     ~FindInvalidDataProcess();
 
-public:
-
     // -------------------------------------------------------------------
     //
     bool IsActive( unsigned int pFlags) const;
@@ -80,26 +79,25 @@ public:
     // Run the step
     void Execute( aiScene* pScene);
 
-public:
-
     // -------------------------------------------------------------------
-    /** Executes the postprocessing step on the given mesh
+    /** Executes the post-processing step on the given mesh
      * @param pMesh The mesh to process.
      * @return 0 - nothing, 1 - removed sth, 2 - please delete me  */
     int ProcessMesh( aiMesh* pMesh);
 
     // -------------------------------------------------------------------
-    /** Executes the postprocessing step on the given animation
+    /** Executes the post-processing step on the given animation
      * @param anim The animation to process.  */
     void ProcessAnimation (aiAnimation* anim);
 
     // -------------------------------------------------------------------
-    /** Executes the postprocessing step on the given anim channel
+    /** Executes the post-processing step on the given anim channel
      * @param anim The animation channel to process.*/
     void ProcessAnimationChannel (aiNodeAnim* anim);
 
 private:
     ai_real configEpsilon;
+    bool mIgnoreTexCoods;
 };
 
 } // end of namespace Assimp

+ 7 - 0
include/assimp/config.h.in

@@ -498,6 +498,13 @@ enum aiComponent
 #define AI_CONFIG_PP_FID_ANIM_ACCURACY              \
     "PP_FID_ANIM_ACCURACY"
 
+// ---------------------------------------------------------------------------
+/** @brief Input parameter to the #aiProcess_FindInvalidData step:
+ *  Set to true to ignore texture coordinates. This may be useful if you have
+ *  to assign different kind of textures like one for the summer or one for the winter.
+ */
+#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS        \
+    "PP_FID_IGNORE_TEXTURECOORDS"
 
 // TransformUVCoords evaluates UV scalings
 #define AI_UVTRAFO_SCALING 0x1