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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.
- ----------------------------------------------------------------------
- */
- #ifndef AI_PROCESS_HELPER_H_INCLUDED
- #define AI_PROCESS_HELPER_H_INCLUDED
- #include "../include/aiPostProcess.h"
- #include "SpatialSort.h"
- #include "BaseProcess.h"
- #include "ParsingUtils.h"
- // -------------------------------------------------------------------------------
- // Some extensions to std namespace. Mainly std::min and std::max for all
- // flat data types in the aiScene. They're used to quickly determine the
- // min/max bounds of data arrays.
- #ifdef __cplusplus
- namespace std {
- // std::min for aiVector3D
- inline ::aiVector3D min (const ::aiVector3D& a, const ::aiVector3D& b) {
- return ::aiVector3D (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
- }
- // std::max for aiVector3D
- inline ::aiVector3D max (const ::aiVector3D& a, const ::aiVector3D& b) {
- return ::aiVector3D (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
- }
- // std::min for aiColor4D
- inline ::aiColor4D min (const ::aiColor4D& a, const ::aiColor4D& b) {
- return ::aiColor4D (min(a.r,b.r),min(a.g,b.g),min(a.b,b.b),min(a.a,b.a));
- }
- // std::max for aiColor4D
- inline ::aiColor4D max (const ::aiColor4D& a, const ::aiColor4D& b) {
- return ::aiColor4D (max(a.r,b.r),max(a.g,b.g),max(a.b,b.b),max(a.a,b.a));
- }
- // std::min for aiQuaternion
- inline ::aiQuaternion min (const ::aiQuaternion& a, const ::aiQuaternion& b) {
- return ::aiQuaternion (min(a.w,b.w),min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
- }
- // std::max for aiQuaternion
- inline ::aiQuaternion max (const ::aiQuaternion& a, const ::aiQuaternion& b) {
- return ::aiQuaternion (max(a.w,b.w),max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
- }
- // std::min for aiVectorKey
- inline ::aiVectorKey min (const ::aiVectorKey& a, const ::aiVectorKey& b) {
- return ::aiVectorKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
- }
- // std::max for aiVectorKey
- inline ::aiVectorKey max (const ::aiVectorKey& a, const ::aiVectorKey& b) {
- return ::aiVectorKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
- }
- // std::min for aiQuatKey
- inline ::aiQuatKey min (const ::aiQuatKey& a, const ::aiQuatKey& b) {
- return ::aiQuatKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
- }
- // std::max for aiQuatKey
- inline ::aiQuatKey max (const ::aiQuatKey& a, const ::aiQuatKey& b) {
- return ::aiQuatKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
- }
- // std::min for aiVertexWeight
- inline ::aiVertexWeight min (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
- return ::aiVertexWeight (min(a.mVertexId,b.mVertexId),min(a.mWeight,b.mWeight));
- }
- // std::max for aiVertexWeight
- inline ::aiVertexWeight max (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
- return ::aiVertexWeight (max(a.mVertexId,b.mVertexId),max(a.mWeight,b.mWeight));
- }
- } // end namespace std
- #endif // !! C++
- namespace Assimp {
- // -------------------------------------------------------------------------------
- // Start points for ArrayBounds<T> for all supported Ts
- template <typename T>
- struct MinMaxChooser;
- template <> struct MinMaxChooser<float> {
- void operator ()(float& min,float& max) {
- max = -10e10f;
- min = 10e10f;
- }};
- template <> struct MinMaxChooser<double> {
- void operator ()(double& min,double& max) {
- max = -10e10;
- min = 10e10;
- }};
- template <> struct MinMaxChooser<unsigned int> {
- void operator ()(unsigned int& min,unsigned int& max) {
- max = 0;
- min = (1u<<(sizeof(unsigned int)*8-1));
- }};
- template <> struct MinMaxChooser<aiVector3D> {
- void operator ()(aiVector3D& min,aiVector3D& max) {
- max = aiVector3D(-10e10f,-10e10f,-10e10f);
- min = aiVector3D( 10e10f, 10e10f, 10e10f);
- }};
- template <> struct MinMaxChooser<aiColor4D> {
- void operator ()(aiColor4D& min,aiColor4D& max) {
- max = aiColor4D(-10e10f,-10e10f,-10e10f,-10e10f);
- min = aiColor4D( 10e10f, 10e10f, 10e10f, 10e10f);
- }};
- template <> struct MinMaxChooser<aiQuaternion> {
- void operator ()(aiQuaternion& min,aiQuaternion& max) {
- max = aiQuaternion(-10e10f,-10e10f,-10e10f,-10e10f);
- min = aiQuaternion( 10e10f, 10e10f, 10e10f, 10e10f);
- }};
- template <> struct MinMaxChooser<aiVectorKey> {
- void operator ()(aiVectorKey& min,aiVectorKey& max) {
- MinMaxChooser<double>()(min.mTime,max.mTime);
- MinMaxChooser<aiVector3D>()(min.mValue,max.mValue);
- }};
- template <> struct MinMaxChooser<aiQuatKey> {
- void operator ()(aiQuatKey& min,aiQuatKey& max) {
- MinMaxChooser<double>()(min.mTime,max.mTime);
- MinMaxChooser<aiQuaternion>()(min.mValue,max.mValue);
- }};
- template <> struct MinMaxChooser<aiVertexWeight> {
- void operator ()(aiVertexWeight& min,aiVertexWeight& max) {
- MinMaxChooser<unsigned int>()(min.mVertexId,max.mVertexId);
- MinMaxChooser<float>()(min.mWeight,max.mWeight);
- }};
- // -------------------------------------------------------------------------------
- /** @brief Find the min/max values of an array of Ts
- * @param in Input array
- * @param size Numebr of elements to process
- * @param[out] min minimum value
- * @param[out] max maximum value
- */
- template <typename T>
- inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max)
- {
- MinMaxChooser<T> ()(min,max);
- for (unsigned int i = 0; i < size;++i) {
- min = std::min(in[i],min);
- max = std::max(in[i],max);
- }
- }
- // -------------------------------------------------------------------------------
- /** @brief Extract single strings from a list of identifiers
- * @param in Input string list.
- * @param out Receives a list of clean output strings
- * @sdee #AI_CONFIG_PP_OG_EXCLUDE_LIST
- */
- inline void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
- {
- const char* s = in.c_str();
- while (*s) {
- SkipSpacesAndLineEnd(&s);
- if (*s == '\'') {
- const char* base = ++s;
- while (*s != '\'') {
- ++s;
- if (*s == '\0') {
- DefaultLogger::get()->error("ConvertListToString: String list is ill-formatted");
- return;
- }
- }
- out.push_back(std::string(base,(size_t)(s-base)));
- ++s;
- }
- else {
- out.push_back(GetNextToken(s));
- }
- }
- }
- // -------------------------------------------------------------------------------
- /** @brief Compute the newell normal of a polygon regardless of its shape
- *
- * @param out Receives the output normal
- * @param num Number of input vertices
- * @param x X data source. x[ofs_x*n] is the n'th element.
- * @param y Y data source. y[ofs_y*n] is the y'th element
- * @param z Z data source. z[ofs_z*n] is the z'th element
- *
- * @note The data arrays must have storage for at least num+2 elements. Using
- * this method is much faster than the 'other' NewellNormal()
- */
- template <int ofs_x, int ofs_y, int ofs_z>
- inline void NewellNormal (aiVector3D& out, int num, float* x, float* y, float* z)
- {
- // Duplicate the first two vertices at the end
- x[(num+0)*ofs_x] = x[0];
- x[(num+1)*ofs_x] = x[ofs_x];
- y[(num+0)*ofs_y] = y[0];
- y[(num+1)*ofs_y] = y[ofs_y];
- z[(num+0)*ofs_z] = z[0];
- z[(num+1)*ofs_z] = z[ofs_z];
- float sum_xy = 0.0, sum_yz = 0.0, sum_zx = 0.0;
- float *xptr = x +ofs_x, *xlow = x, *xhigh = x + ofs_x*2;
- float *yptr = y +ofs_y, *ylow = y, *yhigh = y + ofs_y*2;
- float *zptr = z +ofs_z, *zlow = z, *zhigh = z + ofs_z*2;
- for (int tmp=0; tmp < num; tmp++) {
- sum_xy += (*xptr) * ( (*yhigh) - (*ylow) );
- sum_yz += (*yptr) * ( (*zhigh) - (*zlow) );
- sum_zx += (*zptr) * ( (*xhigh) - (*xlow) );
- xptr += ofs_x;
- xlow += ofs_x;
- xhigh += ofs_x;
- yptr += ofs_y;
- ylow += ofs_y;
- yhigh += ofs_y;
- zptr += ofs_z;
- zlow += ofs_z;
- zhigh += ofs_z;
- }
- out = aiVector3D(sum_yz,sum_zx,sum_xy);
- }
- #if 0
- // -------------------------------------------------------------------------------
- /** @brief Compute newell normal of a polgon regardless of its shape
- *
- * @param out Receives the output normal
- * @param data Input vertices
- * @param idx Index buffer
- * @param num Number of indices
- */
- inline void NewellNormal (aiVector3D& out, const aiVector3D* data, unsigned int* idx, unsigned int num )
- {
- // TODO: intended to be used in GenNormals.
- }
- #endif
- // -------------------------------------------------------------------------------
- /** 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;
- }
- // -------------------------------------------------------------------------------
- /** @brief Compute the AABB of a mesh after applying a given transform
- * @param mesh Input mesh
- * @param[out] min Receives minimum transformed vertex
- * @param[out] max Receives maximum transformed vertex
- * @param m Transformation matrix to be applied
- */
- 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 = std::min(v,min);
- max = std::max(v,max);
- }
- }
- // -------------------------------------------------------------------------------
- /** @brief Helper function to determine the 'real' center of a mesh
- *
- * That is the center of its axis-aligned bounding box.
- * @param mesh Input mesh
- * @param[out] min Minimum vertex of the mesh
- * @param[out] max maximum vertex of the mesh
- * @param[out] out Center point
- */
- inline void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
- {
- ArrayBounds(mesh->mVertices,mesh->mNumVertices, 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-4f;
- // calculate the position bounds so we have a reliable epsilon to check position differences against
- aiVector3D minVec, maxVec;
- ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec);
- return (maxVec - minVec).Length() * epsilon;
- }
- // -------------------------------------------------------------------------------
- // Compute a good epsilon value for position comparisons on a array of meshes
- inline float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
- {
- const float epsilon = 1e-4f;
- // calculate the position bounds so we have a reliable epsilon to check position differences against
- aiVector3D minVec, maxVec, mi, ma;
- MinMaxChooser<aiVector3D>()(minVec,maxVec);
- for (size_t a = 0; a < num; ++a) {
- const aiMesh* pMesh = pMeshes[a];
- ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma);
- minVec = std::min(minVec,mi);
- maxVec = std::max(maxVec,ma);
- }
- 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;
- #ifdef BOOST_STATIC_ASSERT
- BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
- BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
- #endif
- // 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;
- }
- typedef std::pair <unsigned int,float> PerVertexWeight;
- typedef std::vector <PerVertexWeight> VertexWeightTable;
- // -------------------------------------------------------------------------------
- // 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_NONE:
- return "n/a";
- 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. Expect BSOD (linux guys: kernel panic ...).";
- }
- }
- // -------------------------------------------------------------------------------
- // 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. Expect BSOD (linux guys: kernel panic ...).";
- }
- }
- // -------------------------------------------------------------------------------
- // 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
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