| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313 |
- /*
- 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.
- ----------------------------------------------------------------------
- */
- #ifndef AI_PROCESS_HELPER_H_INCLUDED
- #define AI_PROCESS_HELPER_H_INCLUDED
- #include "../include/aiPostProcess.h"
- #include "SpatialSort.h"
- #include "BaseProcess.h"
- namespace Assimp {
- // some aliases to make the whole stuff easier to read
- typedef std::pair < unsigned int,float > PerVertexWeight;
- typedef std::vector < PerVertexWeight > VertexWeightTable;
- // -------------------------------------------------------------------------------
- /** Little helper function to calculate the quadratic difference
- * of two colours.
- * @param pColor1 First color
- * @param pColor2 second color
- * @return Quadratic color difference
- */
- inline float GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2)
- {
- const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g,
- pColor1.b - pColor2.b, pColor1.a - pColor2.a);
- return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
- }
- // -------------------------------------------------------------------------------
- // Compute the AABB of a mesh
- inline void FindAABB (const aiMesh* mesh, aiVector3D& min, aiVector3D& max)
- {
- min = aiVector3D (10e10f, 10e10f, 10e10f);
- max = aiVector3D (-10e10f,-10e10f,-10e10f);
- for (unsigned int i = 0;i < mesh->mNumVertices;++i)
- {
- const aiVector3D& v = mesh->mVertices[i];
- min.x = ::std::min(v.x,min.x);
- min.y = ::std::min(v.y,min.y);
- min.z = ::std::min(v.z,min.z);
- max.x = ::std::max(v.x,max.x);
- max.y = ::std::max(v.y,max.y);
- max.z = ::std::max(v.z,max.z);
- }
- }
- // -------------------------------------------------------------------------------
- // Compute the AABB of a mesh after applying a given transform
- inline void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
- const aiMatrix4x4& m)
- {
- min = aiVector3D (10e10f, 10e10f, 10e10f);
- max = aiVector3D (-10e10f,-10e10f,-10e10f);
- for (unsigned int i = 0;i < mesh->mNumVertices;++i)
- {
- const aiVector3D v = m * mesh->mVertices[i];
- min.x = ::std::min(v.x,min.x);
- min.y = ::std::min(v.y,min.y);
- min.z = ::std::min(v.z,min.z);
- max.x = ::std::max(v.x,max.x);
- max.y = ::std::max(v.y,max.y);
- max.z = ::std::max(v.z,max.z);
- }
- }
- // -------------------------------------------------------------------------------
- // Helper function to determine the 'real' center of a mesh
- inline void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
- {
- FindAABB(mesh,min,max);
- out = min + (max-min)*0.5f;
- }
- // -------------------------------------------------------------------------------
- // Helper function to determine the 'real' center of a mesh after applying a given transform
- inline void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
- aiVector3D& max, const aiMatrix4x4& m)
- {
- FindAABBTransformed(mesh,min,max,m);
- out = min + (max-min)*0.5f;
- }
- // -------------------------------------------------------------------------------
- // Helper function to determine the 'real' center of a mesh
- inline void FindMeshCenter (aiMesh* mesh, aiVector3D& out)
- {
- aiVector3D min,max;
- FindMeshCenter(mesh,out,min,max);
- }
- // -------------------------------------------------------------------------------
- // Helper function to determine the 'real' center of a mesh after applying a given transform
- inline void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
- const aiMatrix4x4& m)
- {
- aiVector3D min,max;
- FindMeshCenterTransformed(mesh,out,min,max,m);
- }
- // -------------------------------------------------------------------------------
- // Compute a good epsilon value for position comparisons on a mesh
- inline float ComputePositionEpsilon(const aiMesh* pMesh)
- {
- const float epsilon = 1e-5f;
- // calculate the position bounds so we have a reliable epsilon to check position differences against
- aiVector3D minVec, maxVec;
- FindAABB(pMesh,minVec,maxVec);
- return (maxVec - minVec).Length() * epsilon;
- }
- // -------------------------------------------------------------------------------
- // Compute an unique value for the vertex format of a mesh
- inline unsigned int GetMeshVFormatUnique(aiMesh* pcMesh)
- {
- ai_assert(NULL != pcMesh);
- // FIX: the hash may never be 0. Otherwise a comparison against
- // nullptr could be successful
- unsigned int iRet = 1;
- // normals
- if (pcMesh->HasNormals())iRet |= 0x2;
- // tangents and bitangents
- if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
- BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
- BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
- // texture coordinates
- unsigned int p = 0;
- while (pcMesh->HasTextureCoords(p))
- {
- iRet |= (0x100 << p);
- if (3 == pcMesh->mNumUVComponents[p])
- iRet |= (0x10000 << p);
- ++p;
- }
- // vertex colors
- p = 0;
- while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
- return iRet;
- }
- // -------------------------------------------------------------------------------
- // Compute a per-vertex bone weight table
- // please .... delete result with operator delete[] ...
- inline VertexWeightTable* ComputeVertexBoneWeightTable(aiMesh* pMesh)
- {
- if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones)
- return NULL;
- VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
- for (unsigned int i = 0; i < pMesh->mNumBones;++i)
- {
- aiBone* bone = pMesh->mBones[i];
- for (unsigned int a = 0; a < bone->mNumWeights;++a) {
- const aiVertexWeight& weight = bone->mWeights[a];
- avPerVertexWeights[weight.mVertexId].push_back(
- std::pair<unsigned int,float>(i,weight.mWeight));
- }
- }
- return avPerVertexWeights;
- }
- // -------------------------------------------------------------------------------
- // Get a string for a given aiTextureType
- inline const char* TextureTypeToString(aiTextureType in)
- {
- switch (in)
- {
- case aiTextureType_DIFFUSE:
- return "Diffuse";
- case aiTextureType_SPECULAR:
- return "Specular";
- case aiTextureType_AMBIENT:
- return "Ambient";
- case aiTextureType_EMISSIVE:
- return "Emissive";
- case aiTextureType_OPACITY:
- return "Opacity";
- case aiTextureType_NORMALS:
- return "Normals";
- case aiTextureType_HEIGHT:
- return "Height";
- case aiTextureType_SHININESS:
- return "Shininess";
- case aiTextureType_DISPLACEMENT:
- return "Displacement";
- case aiTextureType_LIGHTMAP:
- return "Lightmap";
- case aiTextureType_REFLECTION:
- return "Reflection";
- case aiTextureType_UNKNOWN:
- return "Unknown";
- default:
- return "HUGE ERROR, please leave the room immediately and call the police";
- }
- }
- // -------------------------------------------------------------------------------
- // Get a string for a given aiTextureMapping
- inline const char* MappingTypeToString(aiTextureMapping in)
- {
- switch (in)
- {
- case aiTextureMapping_UV:
- return "UV";
- case aiTextureMapping_BOX:
- return "Box";
- case aiTextureMapping_SPHERE:
- return "Sphere";
- case aiTextureMapping_CYLINDER:
- return "Cylinder";
- case aiTextureMapping_PLANE:
- return "Plane";
- case aiTextureMapping_OTHER:
- return "Other";
- default:
- return "HUGE ERROR, please leave the room immediately and call the police";
- }
- }
- // -------------------------------------------------------------------------------
- // Utility postprocess step to share the spatial sort tree between
- // all steps which use it to speedup its computations.
- class ComputeSpatialSortProcess : public BaseProcess
- {
- bool IsActive( unsigned int pFlags) const
- {
- return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
- aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
- }
- void Execute( aiScene* pScene)
- {
- typedef std::pair<SpatialSort, float> _Type;
- std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes);
- std::vector<_Type>::iterator it = p->begin();
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) {
- aiMesh* mesh = pScene->mMeshes[i];
- _Type& blubb = *it;
- blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D));
- blubb.second = ComputePositionEpsilon(mesh);
- }
- shared->AddProperty(AI_SPP_SPATIAL_SORT,p);
- }
- };
- // -------------------------------------------------------------------------------
- // ... and the same again to cleanup the whole stuff
- class DestroySpatialSortProcess : public BaseProcess
- {
- bool IsActive( unsigned int pFlags) const
- {
- return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
- aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
- }
- void Execute( aiScene* pScene)
- {
- shared->RemoveProperty(AI_SPP_SPATIAL_SORT);
- }
- };
- } // ! namespace Assimp
- #endif // !! AI_PROCESS_HELPER_H_INCLUDED
|