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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.
- ----------------------------------------------------------------------
- */
- /** @file Implements Assimp::SceneCombiner. This is a smart utility
- * class that can be used to combine several scenes, meshes, ...
- * in one.
- */
- #include "AssimpPCH.h"
- #include "SceneCombiner.h"
- #include "fast_atof.h"
- namespace Assimp
- {
- // ------------------------------------------------------------------------------------------------
- // Add a prefix to a string
- inline void PrefixString(aiString& string,const char* prefix, unsigned int len)
- {
- // Add the prefix
- ::memmove(string.data+len,string.data,string.length+1);
- ::memcpy (string.data, prefix, len);
- // And update the string's length
- string.length += len;
- }
- // ------------------------------------------------------------------------------------------------
- // Add a name prefix to all nodes in a hierarchy
- void SceneCombiner::AddNodePrefixes(aiNode* node, const char* prefix, unsigned int len)
- {
- ai_assert(NULL != prefix);
- PrefixString(node->mName,prefix,len);
- // Process all children recursively
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- AddNodePrefixes(node->mChildren[i],prefix,len);
- }
- // ------------------------------------------------------------------------------------------------
- // Merges two scenes. Currently only used by the LWS loader.
- void SceneCombiner::MergeScenes(aiScene* dest,std::vector<aiScene*>& src,
- unsigned int flags)
- {
- ai_assert(NULL != dest);
- ai_assert(0 == dest->mNumTextures);
- ai_assert(0 == dest->mNumLights);
- ai_assert(0 == dest->mNumCameras);
- ai_assert(0 == dest->mNumMeshes);
- ai_assert(0 == dest->mNumMaterials);
- if (src.empty())return;
- // some iterators will be needed multiple times
- std::vector<aiScene*>::iterator begin = src.begin(),
- end = src.end(), cur;
- // this helper array is used as lookup table several times
- std::vector<unsigned int> offset(src.size());
- std::vector<unsigned int>::iterator ofsbegin = offset.begin(),
- offend = offset.end(), ofscur;
-
- unsigned int cnt;
- bool bNeedPrefix = false;
- // First find out how large the respective output arrays must be
- for ( cur = begin; cur != end; ++cur)
- {
- dest->mNumTextures += (*cur)->mNumTextures;
- dest->mNumMaterials += (*cur)->mNumMaterials;
- dest->mNumMeshes += (*cur)->mNumMeshes;
- dest->mNumLights += (*cur)->mNumLights;
- dest->mNumCameras += (*cur)->mNumCameras;
- dest->mNumAnimations += (*cur)->mNumAnimations;
- if ((*cur)->mNumAnimations > 0 ||
- (*cur)->mNumCameras > 0 ||
- (*cur)->mNumLights > 0)
- {
- bNeedPrefix = true;
- }
- }
- // generate the output texture list + an offset table
- if (dest->mNumTextures)
- {
- aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials];
- for ( cur = begin, ofscur = ofsbegin,cnt = 0; cur != end; ++cur,++ofscur)
- {
- for (unsigned int i = 0; i < (*cur)->mNumTextures;++i,++pip)
- *pip = (*cur)->mTextures[i];
- *ofscur = cnt;
- cnt += (*cur)->mNumTextures;
- }
- }
- // generate the output material list + an offset table
- if (dest->mNumMaterials)
- {
- aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
- for ( cur = begin, ofscur = ofsbegin,cnt = 0; cur != end; ++cur,++ofscur)
- {
- for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i,++pip)
- {
- *pip = (*cur)->mMaterials[i];
- if ((*cur)->mNumTextures != dest->mNumTextures)
- {
- // We need to update all texture indices of the mesh.
- // So we need to search for a material property like
- // that follows the following pattern: "$tex.file.<s>.<n>"
- // where s is the texture type (i.e. diffuse) and n is
- // the index of the texture.
- for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
- {
- aiMaterialProperty* prop = (*pip)->mProperties[a];
- if (!strncmp(prop->mKey.data,"$tex.file",9))
- {
- // Check whether this texture is an embedded texture.
- // In this case the property looks like this: *<n>,
- // where n is the index of the texture.
- aiString& s = *((aiString*)prop->mData);
- if ('*' == s.data[0])
- {
- // Offset the index and write it back ..
- const unsigned int idx = strtol10(&s.data[1]) + *ofscur;
- itoa10(&s.data[1],sizeof(s.data)-1,idx);
- }
- }
- }
- }
- }
- *ofscur = cnt;
- cnt += (*cur)->mNumMaterials;
- }
- }
- // generate the output mesh list + again an offset table
- if (dest->mNumMeshes)
- {
- aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes];
- for ( cur = begin, ofscur = ofsbegin,cnt = 0; cur != end; ++cur,++ofscur)
- {
- for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i,++pip)
- {
- *pip = (*cur)->mMeshes[i];
- // update the material index of the mesh
- (*pip)->mMaterialIndex += *ofscur;
- }
- // reuse the offset array - store now the mesh offset in it
- *ofscur = cnt;
- cnt += (*cur)->mNumMeshes;
- }
- }
- // Now generate the output node graph. We need to make those
- // names in the graph that are referenced by anims or lights
- // or cameras unique. So we add a prefix to them ... $SC1_
- // First step for now: find out which nodes are referenced by
- // anim bones or cameras and add the prefix to their names.
- if (bNeedPrefix)
- {
- // Allocate space for light sources, cameras and animations
- aiLight** ppLights = dest->mLights = (dest->mNumLights
- ? new aiLight*[dest->mNumLights] : NULL);
- aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras
- ? new aiCamera*[dest->mNumCameras] : NULL);
- aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
- ? new aiAnimation*[dest->mNumAnimations] : NULL);
- for (cur = begin, cnt = 0; cur != end; ++cur)
- {
- char buffer[10];
- buffer[0] = '$';
- buffer[1] = 'S';
- buffer[2] = 'C';
- char* sz = &buffer[itoa10(&buffer[3],sizeof(buffer)-3, cnt++)+2];
- *sz++ = '_';
- *sz++ = '\0';
- const unsigned int len = (unsigned int)::strlen(buffer);
- AddNodePrefixes((*cur)->mRootNode,buffer,len);
- // Copy light sources, add the prefix to them, too
- for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights)
- {
- *ppLights = (*cur)->mLights[i];
- PrefixString((*ppLights)->mName,buffer,len);
- }
- // Copy cameras, add the prefix to them, too
- for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras)
- {
- *ppCameras = (*cur)->mCameras[i];
- PrefixString((*ppCameras)->mName,buffer,len);
- }
- // Copy animations, add the prefix to them, too
- for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims)
- {
- *ppAnims = (*cur)->mAnimations[i];
- PrefixString((*ppAnims)->mName,buffer,len);
- }
- }
- }
- // now delete all input scenes
- for (cur = begin; cur != end; ++cur)
- {
- aiScene* deleteMe = *cur;
- // We need to delete the arrays before the destructor is called -
- // we are reusing the array members
- delete[] deleteMe->mMeshes; deleteMe->mMeshes = NULL;
- delete[] deleteMe->mCameras; deleteMe->mCameras = NULL;
- delete[] deleteMe->mLights; deleteMe->mLights = NULL;
- delete[] deleteMe->mMaterials; deleteMe->mMaterials = NULL;
- delete[] deleteMe->mAnimations; deleteMe->mAnimations = NULL;
- delete[] deleteMe->mRootNode->mChildren;
- deleteMe->mRootNode->mChildren = NULL;
- // Now we can safely delete the scene
- delete[] deleteMe;
- AI_DEBUG_INVALIDATE_PTR(*cur);
- }
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::MergeMeshes(aiMesh* dest,std::vector<aiMesh*>& src,
- unsigned int flags)
- {
- }
- }
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