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- /*
- Open Asset Import Library (ASSIMP)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
- ----------------------------------------------------------------------
- */
- #include "AssimpPCH.h"
- #include "ScenePreprocessor.h"
- using namespace Assimp;
- // ---------------------------------------------------------------------------
- void ScenePreprocessor::ProcessScene (aiScene* _scene)
- {
- scene = _scene;
- // Process all meshes
- for (unsigned int i = 0; i < scene->mNumMeshes;++i)
- ProcessMesh(scene->mMeshes[i]);
- // - nothing to do for materials for the moment
- // - nothing to do for nodes for the moment
- // - nothing to do for textures for the moment
- // - nothing to do for lights for the moment
- // - nothing to do for cameras for the moment
- // Process all animations
- for (unsigned int i = 0; i < scene->mNumAnimations;++i)
- ProcessAnimation(scene->mAnimations[i]);
- }
- // ---------------------------------------------------------------------------
- void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
- {
- // If aiMesh::mNumUVComponents is *not* set assign the default value of 2
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
- {
- if (!mesh->mNumUVComponents[i])
- mesh->mNumUVComponents[i] = 2;
- }
- // If the information which primitive types are there in the
- // mesh is currently not available, compute it.
- if (!mesh->mPrimitiveTypes)
- {
- for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
- {
- aiFace& face = mesh->mFaces[a];
- switch (face.mNumIndices)
- {
- case 3u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
- case 2u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
- case 1u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
- default:
- mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- break;
- }
- }
- }
- }
- // ---------------------------------------------------------------------------
- void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
- {
- double first = 10e10, last = -10e10;
- for (unsigned int i = 0; i < anim->mNumChannels;++i)
- {
- aiNodeAnim* channel = anim->mChannels[i];
- /* If the exact duration of the animation is not given
- * compute it now.
- */
- if (anim->mDuration == -1.)
- {
- // Position keys
- for (unsigned int i = 0; i < channel->mNumPositionKeys;++i)
- {
- aiVectorKey& key = channel->mPositionKeys[i];
- first = std::min (first, key.mTime);
- last = std::max (last, key.mTime);
- }
- // Scaling keys
- for (unsigned int i = 0; i < channel->mNumScalingKeys;++i)
- {
- aiVectorKey& key = channel->mScalingKeys[i];
- first = std::min (first, key.mTime);
- last = std::max (last, key.mTime);
- }
- // Rotation keys
- for (unsigned int i = 0; i < channel->mNumRotationKeys;++i)
- {
- aiQuatKey& key = channel->mRotationKeys[i];
- first = std::min (first, key.mTime);
- last = std::max (last, key.mTime);
- }
- }
- /* Check whether the animation channel has no rotation
- * or position tracks. In this case we generate a dummy
- * track from the information we have in the transformation
- * matrix of the corresponding node.
- */
- if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys)
- {
- // Find the node that belongs to this animation
- aiNode* node = scene->mRootNode->FindNode(channel->mNodeName);
- if (node) // ValidateDS will complain later if 'node' is NULL
- {
- // Decompose the transformation matrix of the node
- aiVector3D scaling, position;
- aiQuaternion rotation;
- node->mTransformation.Decompose(scaling, rotation,position);
- // No rotation keys? Generate a dummy track
- if (!channel->mNumRotationKeys)
- {
- channel->mNumRotationKeys = 1;
- channel->mRotationKeys = new aiQuatKey[1];
- aiQuatKey& q = channel->mRotationKeys[0];
- q.mTime = 0.;
- q.mValue = rotation;
- DefaultLogger::get()->debug("ScenePreprocessor: Dummy rotation track has been generated");
- }
- // No scaling keys? Generate a dummy track
- if (!channel->mNumScalingKeys)
- {
- channel->mNumScalingKeys = 1;
- channel->mScalingKeys = new aiVectorKey[1];
- aiVectorKey& q = channel->mScalingKeys[0];
- q.mTime = 0.;
- q.mValue = scaling;
- DefaultLogger::get()->debug("ScenePreprocessor: Dummy scaling track has been generated");
- }
- // No position keys? Generate a dummy track
- if (!channel->mNumPositionKeys)
- {
- channel->mNumPositionKeys = 1;
- channel->mPositionKeys = new aiVectorKey[1];
- aiVectorKey& q = channel->mPositionKeys[0];
- q.mTime = 0.;
- q.mValue = position;
- DefaultLogger::get()->debug("ScenePreprocessor: Dummy position track has been generated");
- }
- }
- }
- }
- if (anim->mDuration == -1.)
- {
- DefaultLogger::get()->debug("Setting animation duration");
- anim->mDuration = last - std::min( first, 0. );
- }
- }
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