/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2025, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file Definition of a helper step that processes texture transformations */ #ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED #define AI_TEXTURE_TRANSFORM_H_INCLUDED #include "Common/BaseProcess.h" #include #include #include struct aiNode; struct aiMaterial; namespace Assimp { #define AI_TT_UV_IDX_LOCK_TBD 0xffffffff #define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee #define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5)) // --------------------------------------------------------------------------- /** * @brief Small helper structure representing a shortcut into the material list * to be able to update some values quickly. */ struct TTUpdateInfo { //! Direct shortcut, if available unsigned int* directShortcut = nullptr; //! Material aiMaterial *mat = nullptr; //! Texture type unsigned int semantic = 0; //! Texture index unsigned int index = 0; }; // --------------------------------------------------------------------------- /** * @brief Helper class representing texture coordinate transformations */ struct STransformVecInfo : public aiUVTransform { //! Source texture coordinate index unsigned int uvIndex = 0; //! Texture mapping mode in the u direction aiTextureMapMode mapU = aiTextureMapMode_Wrap; //! Texture mapping mode in the v direction aiTextureMapMode mapV = aiTextureMapMode_Wrap; //! Locked destination UV index //! AI_TT_UV_IDX_LOCK_TBD - to be determined //! AI_TT_UV_IDX_LOCK_NONE - none (default) unsigned int lockedPos = AI_TT_UV_IDX_LOCK_NONE; //! Update info - shortcuts into all materials //! that are referencing this transform setup std::list updateList; inline bool operator== (const STransformVecInfo& other) const { // We use a small epsilon here const static float epsilon = 0.05f; if (std::fabs( mTranslation.x - other.mTranslation.x ) > epsilon || std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon) { return false; } if (std::fabs( mScaling.x - other.mScaling.x ) > epsilon || std::fabs( mScaling.y - other.mScaling.y ) > epsilon) { return false; } if (std::fabs( mRotation - other.mRotation) > epsilon) { return false; } return true; } inline bool operator!= (const STransformVecInfo& other) const { return !(*this == other); } // ------------------------------------------------------------------- /** * @brief Returns whether this is an untransformed texture coordinate set */ inline bool IsUntransformed() const { return (1.0f == mScaling.x && 1.f == mScaling.y && !mTranslation.x && !mTranslation.y && mRotation < AI_TT_ROTATION_EPSILON); } // ------------------------------------------------------------------- /** * @brief Build a 3x3 matrix from the transformations */ inline void GetMatrix(aiMatrix3x3& mOut) { mOut = aiMatrix3x3(); if (1.0f != mScaling.x || 1.0f != mScaling.y) { aiMatrix3x3 mScale; mScale.a1 = mScaling.x; mScale.b2 = mScaling.y; mOut = mScale; } if (mRotation) { aiMatrix3x3 mRot; mRot.a1 = mRot.b2 = std::cos(mRotation); mRot.a2 = mRot.b1 = std::sin(mRotation); mRot.a2 = -mRot.a2; mOut *= mRot; } if (mTranslation.x || mTranslation.y) { aiMatrix3x3 mTrans; mTrans.a3 = mTranslation.x; mTrans.b3 = mTranslation.y; mOut *= mTrans; } } }; // --------------------------------------------------------------------------- /** * @brief Helper step to compute final UV coordinate sets if there are scalings * or rotations in the original data read from the file. */ class TextureTransformStep final : public BaseProcess { public: // ------------------------------------------------------------------- /// The default class constructor. / TextureTransformStep() = default; /// The default class destructor. ~TextureTransformStep() override = default; // ------------------------------------------------------------------- bool IsActive( unsigned int pFlags) const override; // ------------------------------------------------------------------- void Execute( aiScene* pScene) override; // ------------------------------------------------------------------- void SetupProperties(const Importer* pImp) override; protected: // ------------------------------------------------------------------- /** * @brief Preprocess a specific UV transformation setup * * @param info Transformation setup to be preprocessed. */ void PreProcessUVTransform(STransformVecInfo& info); private: unsigned int configFlags; }; } // namespace Assimp #endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED