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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2024, 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.
- ----------------------------------------------------------------------
- */
- // TODO: refactor entire file to get rid of the "flat-copy" first approach
- // to copying structures. This easily breaks in the most unintuitive way
- // possible as new fields are added to assimp structures.
- // ----------------------------------------------------------------------------
- /**
- * @file Implements Assimp::SceneCombiner. This is a smart utility
- * class that combines multiple scenes, meshes, ... into one. Currently
- * these utilities are used by the IRR and LWS loaders and the
- * OptimizeGraph step.
- */
- // ----------------------------------------------------------------------------
- #include "ScenePrivate.h"
- #include "time.h"
- #include <assimp/Hash.h>
- #include <assimp/SceneCombiner.h>
- #include <assimp/StringUtils.h>
- #include <assimp/fast_atof.h>
- #include <assimp/mesh.h>
- #include <assimp/metadata.h>
- #include <assimp/scene.h>
- #include <stdio.h>
- #include <assimp/DefaultLogger.hpp>
- #include <unordered_set>
- namespace Assimp {
- #if (__GNUC__ >= 8 && __GNUC_MINOR__ >= 0)
- #pragma GCC diagnostic push
- #pragma GCC diagnostic ignored "-Wclass-memaccess"
- #endif
- // ------------------------------------------------------------------------------------------------
- // Add a prefix to a string
- inline void PrefixString(aiString &string, const char *prefix, unsigned int len) {
- // If the string is already prefixed, we won't prefix it a second time
- if (string.length >= 1 && string.data[0] == '$')
- return;
- if (len + string.length >= AI_MAXLEN - 1) {
- ASSIMP_LOG_VERBOSE_DEBUG("Can't add an unique prefix because the string is too long");
- ai_assert(false);
- return;
- }
- // 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 node identifiers to a hashing set
- void SceneCombiner::AddNodeHashes(aiNode *node, std::set<unsigned int> &hashes) {
- // Add node name to hashing set if it is non-empty - empty nodes are allowed
- // and they can't have any anims assigned so its absolutely safe to duplicate them.
- if (node->mName.length) {
- hashes.insert(SuperFastHash(node->mName.data, static_cast<uint32_t>(node->mName.length)));
- }
- // Process all children recursively
- for (unsigned int i = 0; i < node->mNumChildren; ++i) {
- AddNodeHashes(node->mChildren[i], hashes);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Add a name prefix to all nodes in a hierarchy
- void SceneCombiner::AddNodePrefixes(aiNode *node, const char *prefix, unsigned int len) {
- ai_assert(nullptr != 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);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Search for matching names
- bool SceneCombiner::FindNameMatch(const aiString &name, std::vector<SceneHelper> &input, unsigned int cur) {
- const unsigned int hash = SuperFastHash(name.data, static_cast<uint32_t>(name.length));
- // Check whether we find a positive match in one of the given sets
- for (unsigned int i = 0; i < input.size(); ++i) {
- if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
- return true;
- }
- }
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- // Add a name prefix to all nodes in a hierarchy if a hash match is found
- void SceneCombiner::AddNodePrefixesChecked(aiNode *node, const char *prefix, unsigned int len,
- std::vector<SceneHelper> &input, unsigned int cur) {
- ai_assert(nullptr != prefix);
- const unsigned int hash = SuperFastHash(node->mName.data, static_cast<uint32_t>(node->mName.length));
- // Check whether we find a positive match in one of the given sets
- for (unsigned int i = 0; i < input.size(); ++i) {
- if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
- PrefixString(node->mName, prefix, len);
- break;
- }
- }
- // Process all children recursively
- for (unsigned int i = 0; i < node->mNumChildren; ++i) {
- AddNodePrefixesChecked(node->mChildren[i], prefix, len, input, cur);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Add an offset to all mesh indices in a node graph
- void SceneCombiner::OffsetNodeMeshIndices(aiNode *node, unsigned int offset) {
- for (unsigned int i = 0; i < node->mNumMeshes; ++i)
- node->mMeshes[i] += offset;
- for (unsigned int i = 0; i < node->mNumChildren; ++i) {
- OffsetNodeMeshIndices(node->mChildren[i], offset);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Merges two scenes. Currently only used by the LWS loader.
- void SceneCombiner::MergeScenes(aiScene **_dest, std::vector<aiScene *> &src, unsigned int flags) {
- if (nullptr == _dest) {
- return;
- }
- // if _dest points to nullptr allocate a new scene. Otherwise clear the old and reuse it
- if (src.empty()) {
- if (*_dest) {
- (*_dest)->~aiScene();
- SceneCombiner::CopySceneFlat(_dest, src[0]);
- } else
- *_dest = src[0];
- return;
- }
- if (*_dest) {
- (*_dest)->~aiScene();
- new (*_dest) aiScene();
- } else
- *_dest = new aiScene();
- // Create a dummy scene to serve as master for the others
- aiScene *master = new aiScene();
- master->mRootNode = new aiNode();
- master->mRootNode->mName.Set("<MergeRoot>");
- std::vector<AttachmentInfo> srcList(src.size());
- for (unsigned int i = 0; i < srcList.size(); ++i) {
- srcList[i] = AttachmentInfo(src[i], master->mRootNode);
- }
- // 'master' will be deleted afterwards
- MergeScenes(_dest, master, srcList, flags);
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::AttachToGraph(aiNode *attach, std::vector<NodeAttachmentInfo> &srcList) {
- unsigned int cnt;
- for (cnt = 0; cnt < attach->mNumChildren; ++cnt) {
- AttachToGraph(attach->mChildren[cnt], srcList);
- }
- cnt = 0;
- for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
- it != srcList.end(); ++it) {
- if ((*it).attachToNode == attach && !(*it).resolved)
- ++cnt;
- }
- if (cnt) {
- aiNode **n = new aiNode *[cnt + attach->mNumChildren];
- if (attach->mNumChildren) {
- ::memcpy(n, attach->mChildren, sizeof(void *) * attach->mNumChildren);
- delete[] attach->mChildren;
- }
- attach->mChildren = n;
- n += attach->mNumChildren;
- attach->mNumChildren += cnt;
- for (unsigned int i = 0; i < srcList.size(); ++i) {
- NodeAttachmentInfo &att = srcList[i];
- if (att.attachToNode == attach && !att.resolved) {
- *n = att.node;
- (**n).mParent = attach;
- ++n;
- // mark this attachment as resolved
- att.resolved = true;
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::AttachToGraph(aiScene *master, std::vector<NodeAttachmentInfo> &src) {
- ai_assert(nullptr != master);
- AttachToGraph(master->mRootNode, src);
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::MergeScenes(aiScene **_dest, aiScene *master, std::vector<AttachmentInfo> &srcList, unsigned int flags) {
- if (nullptr == _dest) {
- std::unordered_set<aiScene *> uniqueScenes;
- uniqueScenes.insert(master);
- for (const auto &item : srcList) {
- uniqueScenes.insert(item.scene);
- }
- for (const auto &item : uniqueScenes) {
- delete item;
- }
- return;
- }
- // if _dest points to nullptr allocate a new scene. Otherwise clear the old and reuse it
- if (srcList.empty()) {
- if (*_dest) {
- SceneCombiner::CopySceneFlat(_dest, master);
- delete master;
- } else
- *_dest = master;
- return;
- }
- if (*_dest) {
- (*_dest)->~aiScene();
- new (*_dest) aiScene();
- } else
- *_dest = new aiScene();
- aiScene *dest = *_dest;
- std::vector<SceneHelper> src(srcList.size() + 1);
- src[0].scene = master;
- for (unsigned int i = 0; i < srcList.size(); ++i) {
- src[i + 1] = SceneHelper(srcList[i].scene);
- }
- // this helper array specifies which scenes are duplicates of others
- std::vector<unsigned int> duplicates(src.size(), UINT_MAX);
- // this helper array is used as lookup table several times
- std::vector<unsigned int> offset(src.size());
- // Find duplicate scenes
- for (unsigned int i = 0; i < src.size(); ++i) {
- if (duplicates[i] != i && duplicates[i] != UINT_MAX) {
- continue;
- }
- duplicates[i] = i;
- for (unsigned int a = i + 1; a < src.size(); ++a) {
- if (src[i].scene == src[a].scene) {
- duplicates[a] = i;
- }
- }
- }
- // Generate unique names for all named stuff?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- #if 0
- // Construct a proper random number generator
- boost::mt19937 rng( );
- boost::uniform_int<> dist(1u,1 << 24u);
- boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
- #endif
- for (unsigned int i = 1; i < src.size(); ++i) {
- src[i].idlen = ai_snprintf(src[i].id, 32, "$%.6X$_", i);
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- // Compute hashes for all identifiers in this scene and store them
- // in a sorted table (for convenience I'm using std::set). We hash
- // just the node and animation channel names, all identifiers except
- // the material names should be caught by doing this.
- AddNodeHashes(src[i]->mRootNode, src[i].hashes);
- for (unsigned int a = 0; a < src[i]->mNumAnimations; ++a) {
- aiAnimation *anim = src[i]->mAnimations[a];
- src[i].hashes.insert(SuperFastHash(anim->mName.data, static_cast<uint32_t>(anim->mName.length)));
- }
- }
- }
- }
- unsigned int cnt;
- // First find out how large the respective output arrays must be
- for (unsigned int n = 0; n < src.size(); ++n) {
- SceneHelper *cur = &src[n];
- if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
- dest->mNumTextures += (*cur)->mNumTextures;
- dest->mNumMaterials += (*cur)->mNumMaterials;
- dest->mNumMeshes += (*cur)->mNumMeshes;
- }
- dest->mNumLights += (*cur)->mNumLights;
- dest->mNumCameras += (*cur)->mNumCameras;
- dest->mNumAnimations += (*cur)->mNumAnimations;
- // Combine the flags of all scenes
- // We need to process them flag-by-flag here to get correct results
- // dest->mFlags ; //|= (*cur)->mFlags;
- if ((*cur)->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
- dest->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
- }
- }
- // generate the output texture list + an offset table for all texture indices
- if (dest->mNumTextures) {
- aiTexture **pip = dest->mTextures = new aiTexture *[dest->mNumTextures];
- cnt = 0;
- for (unsigned int n = 0; n < src.size(); ++n) {
- SceneHelper *cur = &src[n];
- for (unsigned int i = 0; i < (*cur)->mNumTextures; ++i) {
- if (n != duplicates[n]) {
- if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
- Copy(pip, (*cur)->mTextures[i]);
- else
- continue;
- } else
- *pip = (*cur)->mTextures[i];
- ++pip;
- }
- offset[n] = cnt;
- cnt = (unsigned int)(pip - dest->mTextures);
- }
- }
- // generate the output material list + an offset table for all material indices
- if (dest->mNumMaterials) {
- aiMaterial **pip = dest->mMaterials = new aiMaterial *[dest->mNumMaterials];
- cnt = 0;
- for (unsigned int n = 0; n < src.size(); ++n) {
- SceneHelper *cur = &src[n];
- for (unsigned int i = 0; i < (*cur)->mNumMaterials; ++i) {
- if (n != duplicates[n]) {
- if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
- Copy(pip, (*cur)->mMaterials[i]);
- else
- continue;
- } else
- *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 called '$tex.file'
- for (unsigned int a = 0; a < (*pip)->mNumProperties; ++a) {
- aiMaterialProperty *prop = (*pip)->mProperties[a];
- if (!strncmp(prop->mKey.data, "$tex.file", 9)) {
- // Check whether this texture is an embedded texture.
- // In this case the property looks like this: *<n>,
- // where n is the index of the texture.
- // Copy here because we overwrite the string data in-place and the buffer inside of aiString
- // will be a lie if we just reinterpret from prop->mData. The size of mData is not guaranteed to be
- // AI_MAXLEN in size.
- aiString s(*(aiString *)prop->mData);
- if ('*' == s.data[0]) {
- // Offset the index and write it back ..
- const unsigned int idx = strtoul10(&s.data[1]) + offset[n];
- const unsigned int oldLen = s.length;
- s.length = 1 + ASSIMP_itoa10(&s.data[1], sizeof(s.data) - 1, idx);
- // The string changed in size so we need to reallocate the buffer for the property.
- if (oldLen < s.length) {
- prop->mDataLength += s.length - oldLen;
- delete[] prop->mData;
- prop->mData = new char[prop->mDataLength];
- }
- memcpy(prop->mData, static_cast<void*>(&s), prop->mDataLength);
- }
- }
- // Need to generate new, unique material names?
- else if (!::strcmp(prop->mKey.data, "$mat.name") && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) {
- aiString *pcSrc = (aiString *)prop->mData;
- PrefixString(*pcSrc, (*cur).id, (*cur).idlen);
- }
- }
- }
- ++pip;
- }
- offset[n] = cnt;
- cnt = (unsigned int)(pip - dest->mMaterials);
- }
- }
- // generate the output mesh list + again an offset table for all mesh indices
- if (dest->mNumMeshes) {
- aiMesh **pip = dest->mMeshes = new aiMesh *[dest->mNumMeshes];
- cnt = 0;
- for (unsigned int n = 0; n < src.size(); ++n) {
- SceneHelper *cur = &src[n];
- for (unsigned int i = 0; i < (*cur)->mNumMeshes; ++i) {
- if (n != duplicates[n]) {
- if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
- Copy(pip, (*cur)->mMeshes[i]);
- else
- continue;
- } else
- *pip = (*cur)->mMeshes[i];
- // update the material index of the mesh
- (*pip)->mMaterialIndex += offset[n];
- ++pip;
- }
- // reuse the offset array - store now the mesh offset in it
- offset[n] = cnt;
- cnt = (unsigned int)(pip - dest->mMeshes);
- }
- }
- std::vector<NodeAttachmentInfo> nodes;
- nodes.reserve(srcList.size());
- // ----------------------------------------------------------------------------
- // 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 ... $<rand>_
- // We could also use a counter, but using a random value allows us to
- // use just one prefix if we are joining multiple scene hierarchies recursively.
- // Chances are quite good we don't collide, so we try that ...
- // ----------------------------------------------------------------------------
- // Allocate space for light sources, cameras and animations
- aiLight **ppLights = dest->mLights = (dest->mNumLights ? new aiLight *[dest->mNumLights] : nullptr);
- aiCamera **ppCameras = dest->mCameras = (dest->mNumCameras ? new aiCamera *[dest->mNumCameras] : nullptr);
- aiAnimation **ppAnims = dest->mAnimations = (dest->mNumAnimations ? new aiAnimation *[dest->mNumAnimations] : nullptr);
- for (int n = static_cast<int>(src.size() - 1); n >= 0; --n) /* !!! important !!! */
- {
- SceneHelper *cur = &src[n];
- aiNode *node;
- // To offset or not to offset, this is the question
- if (n != (int)duplicates[n]) {
- // Get full scene-graph copy
- Copy(&node, (*cur)->mRootNode);
- OffsetNodeMeshIndices(node, offset[duplicates[n]]);
- if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
- // (note:) they are already 'offseted' by offset[duplicates[n]]
- OffsetNodeMeshIndices(node, offset[n] - offset[duplicates[n]]);
- }
- } else // if (n == duplicates[n])
- {
- node = (*cur)->mRootNode;
- OffsetNodeMeshIndices(node, offset[n]);
- }
- if (n) // src[0] is the master node
- nodes.emplace_back(node, srcList[n - 1].attachToNode, n);
- // add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- // or the whole scenegraph
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- AddNodePrefixesChecked(node, (*cur).id, (*cur).idlen, src, n);
- } else
- AddNodePrefixes(node, (*cur).id, (*cur).idlen);
- // meshes
- for (unsigned int i = 0; i < (*cur)->mNumMeshes; ++i) {
- aiMesh *mesh = (*cur)->mMeshes[i];
- // rename all bones
- for (unsigned int a = 0; a < mesh->mNumBones; ++a) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch(mesh->mBones[a]->mName, src, n))
- continue;
- }
- PrefixString(mesh->mBones[a]->mName, (*cur).id, (*cur).idlen);
- }
- }
- }
- // --------------------------------------------------------------------
- // Copy light sources
- for (unsigned int i = 0; i < (*cur)->mNumLights; ++i, ++ppLights) {
- if (n != (int)duplicates[n]) // duplicate scene?
- {
- Copy(ppLights, (*cur)->mLights[i]);
- } else
- *ppLights = (*cur)->mLights[i];
- // Add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppLights)->mName, src, n))
- continue;
- }
- PrefixString((*ppLights)->mName, (*cur).id, (*cur).idlen);
- }
- }
- // --------------------------------------------------------------------
- // Copy cameras
- for (unsigned int i = 0; i < (*cur)->mNumCameras; ++i, ++ppCameras) {
- if (n != (int)duplicates[n]) // duplicate scene?
- {
- Copy(ppCameras, (*cur)->mCameras[i]);
- } else
- *ppCameras = (*cur)->mCameras[i];
- // Add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppCameras)->mName, src, n))
- continue;
- }
- PrefixString((*ppCameras)->mName, (*cur).id, (*cur).idlen);
- }
- }
- // --------------------------------------------------------------------
- // Copy animations
- for (unsigned int i = 0; i < (*cur)->mNumAnimations; ++i, ++ppAnims) {
- if (n != (int)duplicates[n]) // duplicate scene?
- {
- Copy(ppAnims, (*cur)->mAnimations[i]);
- } else
- *ppAnims = (*cur)->mAnimations[i];
- // Add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppAnims)->mName, src, n))
- continue;
- }
- PrefixString((*ppAnims)->mName, (*cur).id, (*cur).idlen);
- // don't forget to update all node animation channels
- for (unsigned int a = 0; a < (*ppAnims)->mNumChannels; ++a) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppAnims)->mChannels[a]->mNodeName, src, n))
- continue;
- }
- PrefixString((*ppAnims)->mChannels[a]->mNodeName, (*cur).id, (*cur).idlen);
- }
- }
- }
- }
- // Now build the output graph
- AttachToGraph(master, nodes);
- dest->mRootNode = master->mRootNode;
- // Check whether we succeeded at building the output graph
- for (std::vector<NodeAttachmentInfo>::iterator it = nodes.begin();
- it != nodes.end(); ++it) {
- if (!(*it).resolved) {
- if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
- // search for this attachment point in all other imported scenes, too.
- for (unsigned int n = 0; n < src.size(); ++n) {
- if (n != (*it).src_idx) {
- AttachToGraph(src[n].scene, nodes);
- if ((*it).resolved)
- break;
- }
- }
- }
- if (!(*it).resolved) {
- ASSIMP_LOG_ERROR("SceneCombiner: Failed to resolve attachment ", (*it).node->mName.data,
- " ", (*it).attachToNode->mName.data);
- }
- }
- }
- // now delete all input scenes. Make sure duplicate scenes aren't
- // deleted more than one time
- for (unsigned int n = 0; n < src.size(); ++n) {
- if (n != duplicates[n]) // duplicate scene?
- continue;
- aiScene *deleteMe = src[n].scene;
- // We need to delete the arrays before the destructor is called -
- // we are reusing the array members
- delete[] deleteMe->mMeshes;
- deleteMe->mMeshes = nullptr;
- delete[] deleteMe->mCameras;
- deleteMe->mCameras = nullptr;
- delete[] deleteMe->mLights;
- deleteMe->mLights = nullptr;
- delete[] deleteMe->mMaterials;
- deleteMe->mMaterials = nullptr;
- delete[] deleteMe->mAnimations;
- deleteMe->mAnimations = nullptr;
- delete[] deleteMe->mTextures;
- deleteMe->mTextures = nullptr;
- deleteMe->mRootNode = nullptr;
- // Now we can safely delete the scene
- delete deleteMe;
- }
- // Check flags
- if (!dest->mNumMeshes || !dest->mNumMaterials) {
- dest->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
- // We're finished
- }
- // ------------------------------------------------------------------------------------------------
- // Build a list of unique bones
- void SceneCombiner::BuildUniqueBoneList(std::list<BoneWithHash> &asBones,
- std::vector<aiMesh *>::const_iterator it,
- std::vector<aiMesh *>::const_iterator end) {
- unsigned int iOffset = 0;
- for (; it != end; ++it) {
- for (unsigned int l = 0; l < (*it)->mNumBones; ++l) {
- aiBone *p = (*it)->mBones[l];
- uint32_t itml = SuperFastHash(p->mName.data, (unsigned int)p->mName.length);
- std::list<BoneWithHash>::iterator it2 = asBones.begin();
- std::list<BoneWithHash>::iterator end2 = asBones.end();
- for (; it2 != end2; ++it2) {
- if ((*it2).first == itml) {
- (*it2).pSrcBones.emplace_back(p, iOffset);
- break;
- }
- }
- if (end2 == it2) {
- // need to begin a new bone entry
- asBones.emplace_back();
- BoneWithHash &btz = asBones.back();
- // setup members
- btz.first = itml;
- btz.second = &p->mName;
- btz.pSrcBones.emplace_back(p, iOffset);
- }
- }
- iOffset += (*it)->mNumVertices;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Merge a list of bones
- void SceneCombiner::MergeBones(aiMesh *out, std::vector<aiMesh *>::const_iterator it,
- std::vector<aiMesh *>::const_iterator end) {
- if (nullptr == out || out->mNumBones == 0) {
- return;
- }
- // find we need to build an unique list of all bones.
- // we work with hashes to make the comparisons MUCH faster,
- // at least if we have many bones.
- std::list<BoneWithHash> asBones;
- BuildUniqueBoneList(asBones, it, end);
- // now create the output bones
- out->mNumBones = 0;
- out->mBones = new aiBone *[asBones.size()];
- for (std::list<BoneWithHash>::const_iterator boneIt = asBones.begin(), boneEnd = asBones.end(); boneIt != boneEnd; ++boneIt) {
- // Allocate a bone and setup it's name
- aiBone *pc = out->mBones[out->mNumBones++] = new aiBone();
- pc->mName = aiString(*(boneIt->second));
- std::vector<BoneSrcIndex>::const_iterator wend = boneIt->pSrcBones.end();
- // Loop through all bones to be joined for this bone
- for (std::vector<BoneSrcIndex>::const_iterator wmit = boneIt->pSrcBones.begin(); wmit != wend; ++wmit) {
- pc->mNumWeights += (*wmit).first->mNumWeights;
- // NOTE: different offset matrices for bones with equal names
- // are - at the moment - not handled correctly.
- if (wmit != boneIt->pSrcBones.begin() && pc->mOffsetMatrix != wmit->first->mOffsetMatrix) {
- ASSIMP_LOG_WARN("Bones with equal names but different offset matrices can't be joined at the moment");
- continue;
- }
- pc->mOffsetMatrix = wmit->first->mOffsetMatrix;
- }
- // Allocate the vertex weight array
- aiVertexWeight *avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];
- // And copy the final weights - adjust the vertex IDs by the
- // face index offset of the corresponding mesh.
- for (std::vector<BoneSrcIndex>::const_iterator wmit = (*boneIt).pSrcBones.begin(); wmit != (*boneIt).pSrcBones.end(); ++wmit) {
- if (wmit == wend) {
- break;
- }
- aiBone *pip = (*wmit).first;
- for (unsigned int mp = 0; mp < pip->mNumWeights; ++mp, ++avw) {
- const aiVertexWeight &vfi = pip->mWeights[mp];
- avw->mWeight = vfi.mWeight;
- avw->mVertexId = vfi.mVertexId + (*wmit).second;
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Merge a list of meshes
- void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/,
- std::vector<aiMesh *>::const_iterator begin,
- std::vector<aiMesh *>::const_iterator end) {
- if (nullptr == _out) {
- return;
- }
- if (begin == end) {
- *_out = nullptr; // no meshes ...
- return;
- }
- // Allocate the output mesh
- aiMesh *out = *_out = new aiMesh();
- out->mMaterialIndex = (*begin)->mMaterialIndex;
- std::string name;
- // Find out how much output storage we'll need
- for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
- const char *meshName((*it)->mName.C_Str());
- name += std::string(meshName);
- if (it != end - 1) {
- name += ".";
- }
- out->mNumVertices += (*it)->mNumVertices;
- out->mNumFaces += (*it)->mNumFaces;
- out->mNumBones += (*it)->mNumBones;
- // combine primitive type flags
- out->mPrimitiveTypes |= (*it)->mPrimitiveTypes;
- }
- out->mName.Set(name.c_str());
- if (out->mNumVertices) {
- aiVector3D *pv2;
- // copy vertex positions
- if ((**begin).HasPositions()) {
- pv2 = out->mVertices = new aiVector3D[out->mNumVertices];
- for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
- if ((*it)->mVertices) {
- ::memcpy(pv2, (*it)->mVertices, (*it)->mNumVertices * sizeof(aiVector3D));
- } else
- ASSIMP_LOG_WARN("JoinMeshes: Positions expected but input mesh contains no positions");
- pv2 += (*it)->mNumVertices;
- }
- }
- // copy normals
- if ((**begin).HasNormals()) {
- pv2 = out->mNormals = new aiVector3D[out->mNumVertices];
- for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
- if ((*it)->mNormals) {
- ::memcpy(pv2, (*it)->mNormals, (*it)->mNumVertices * sizeof(aiVector3D));
- } else {
- ASSIMP_LOG_WARN("JoinMeshes: Normals expected but input mesh contains no normals");
- }
- pv2 += (*it)->mNumVertices;
- }
- }
- // copy tangents and bi-tangents
- if ((**begin).HasTangentsAndBitangents()) {
- pv2 = out->mTangents = new aiVector3D[out->mNumVertices];
- aiVector3D *pv2b = out->mBitangents = new aiVector3D[out->mNumVertices];
- for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
- if ((*it)->mTangents) {
- ::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices * sizeof(aiVector3D));
- ::memcpy(pv2b, (*it)->mBitangents, (*it)->mNumVertices * sizeof(aiVector3D));
- } else {
- ASSIMP_LOG_WARN("JoinMeshes: Tangents expected but input mesh contains no tangents");
- }
- pv2 += (*it)->mNumVertices;
- pv2b += (*it)->mNumVertices;
- }
- }
- // copy texture coordinates
- unsigned int n = 0;
- while ((**begin).HasTextureCoords(n)) {
- out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n];
- pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices];
- for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
- if ((*it)->mTextureCoords[n]) {
- ::memcpy(pv2, (*it)->mTextureCoords[n], (*it)->mNumVertices * sizeof(aiVector3D));
- } else {
- ASSIMP_LOG_WARN("JoinMeshes: UVs expected but input mesh contains no UVs");
- }
- pv2 += (*it)->mNumVertices;
- }
- ++n;
- }
- // copy vertex colors
- n = 0;
- while ((**begin).HasVertexColors(n)) {
- aiColor4D *pVec2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
- for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
- if ((*it)->mColors[n]) {
- ::memcpy(pVec2, (*it)->mColors[n], (*it)->mNumVertices * sizeof(aiColor4D));
- } else {
- ASSIMP_LOG_WARN("JoinMeshes: VCs expected but input mesh contains no VCs");
- }
- pVec2 += (*it)->mNumVertices;
- }
- ++n;
- }
- }
- if (out->mNumFaces) // just for safety
- {
- // copy faces
- out->mFaces = new aiFace[out->mNumFaces];
- aiFace *pf2 = out->mFaces;
- unsigned int ofs = 0;
- for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) {
- for (unsigned int m = 0; m < (*it)->mNumFaces; ++m, ++pf2) {
- aiFace &face = (*it)->mFaces[m];
- pf2->mNumIndices = face.mNumIndices;
- pf2->mIndices = face.mIndices;
- if (ofs) {
- // add the offset to the vertex
- for (unsigned int q = 0; q < face.mNumIndices; ++q) {
- face.mIndices[q] += ofs;
- }
- }
- face.mIndices = nullptr;
- }
- ofs += (*it)->mNumVertices;
- }
- }
- // bones - as this is quite lengthy, I moved the code to a separate function
- if (out->mNumBones)
- MergeBones(out, begin, end);
- // delete all source meshes
- for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it)
- delete *it;
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::MergeMaterials(aiMaterial **dest,
- std::vector<aiMaterial *>::const_iterator begin,
- std::vector<aiMaterial *>::const_iterator end) {
- if (nullptr == dest) {
- return;
- }
- if (begin == end) {
- *dest = nullptr; // no materials ...
- return;
- }
- // Allocate the output material
- aiMaterial *out = *dest = new aiMaterial();
- // Get the maximal number of properties
- unsigned int size = 0;
- for (std::vector<aiMaterial *>::const_iterator it = begin; it != end; ++it) {
- size += (*it)->mNumProperties;
- }
- out->Clear();
- delete[] out->mProperties;
- out->mNumAllocated = size;
- out->mNumProperties = 0;
- out->mProperties = new aiMaterialProperty *[out->mNumAllocated];
- for (std::vector<aiMaterial *>::const_iterator it = begin; it != end; ++it) {
- for (unsigned int i = 0; i < (*it)->mNumProperties; ++i) {
- aiMaterialProperty *sprop = (*it)->mProperties[i];
- // Test if we already have a matching property
- const aiMaterialProperty *prop_exist;
- if (aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mSemantic, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
- // If not, we add it to the new material
- aiMaterialProperty *prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty();
- prop->mDataLength = sprop->mDataLength;
- prop->mData = new char[prop->mDataLength];
- ::memcpy(prop->mData, sprop->mData, prop->mDataLength);
- prop->mIndex = sprop->mIndex;
- prop->mSemantic = sprop->mSemantic;
- prop->mKey = sprop->mKey;
- prop->mType = sprop->mType;
- out->mNumProperties++;
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- template <typename Type>
- inline void CopyPtrArray(Type **&dest, const Type *const *src, ai_uint num) {
- if (!num) {
- dest = nullptr;
- return;
- }
- dest = new Type *[num];
- for (ai_uint i = 0; i < num; ++i) {
- SceneCombiner::Copy(&dest[i], src[i]);
- }
- }
- // ------------------------------------------------------------------------------------------------
- template <typename Type>
- inline void GetArrayCopy(Type *&dest, ai_uint num) {
- if (!dest) {
- return;
- }
- Type *old = dest;
- dest = new Type[num];
- ::memcpy(dest, old, sizeof(Type) * num);
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::CopySceneFlat(aiScene **_dest, const aiScene *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- // reuse the old scene or allocate a new?
- if (*_dest) {
- (*_dest)->~aiScene();
- new (*_dest) aiScene();
- } else {
- *_dest = new aiScene();
- }
- CopyScene(_dest, src, false);
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::CopyScene(aiScene **_dest, const aiScene *src, bool allocate) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- if (allocate) {
- *_dest = new aiScene();
- }
- aiScene *dest = *_dest;
- ai_assert(nullptr != dest);
- // copy metadata
- if (nullptr != src->mMetaData) {
- dest->mMetaData = new aiMetadata(*src->mMetaData);
- }
- // copy animations
- dest->mNumAnimations = src->mNumAnimations;
- CopyPtrArray(dest->mAnimations, src->mAnimations,
- dest->mNumAnimations);
- // copy textures
- dest->mNumTextures = src->mNumTextures;
- CopyPtrArray(dest->mTextures, src->mTextures,
- dest->mNumTextures);
- // copy materials
- dest->mNumMaterials = src->mNumMaterials;
- CopyPtrArray(dest->mMaterials, src->mMaterials,
- dest->mNumMaterials);
- // copy lights
- dest->mNumLights = src->mNumLights;
- CopyPtrArray(dest->mLights, src->mLights,
- dest->mNumLights);
- // copy cameras
- dest->mNumCameras = src->mNumCameras;
- CopyPtrArray(dest->mCameras, src->mCameras,
- dest->mNumCameras);
- // copy meshes
- dest->mNumMeshes = src->mNumMeshes;
- CopyPtrArray(dest->mMeshes, src->mMeshes,
- dest->mNumMeshes);
- // now - copy the root node of the scene (deep copy, too)
- Copy(&dest->mRootNode, src->mRootNode);
- // and keep the flags ...
- dest->mFlags = src->mFlags;
- // source private data might be nullptr if the scene is user-allocated (i.e. for use with the export API)
- if (src->mPrivate != nullptr) {
- ScenePriv(dest)->mPPStepsApplied = ScenePriv(src) ? ScenePriv(src)->mPPStepsApplied : 0;
- }
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiMesh **_dest, const aiMesh *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiMesh *dest = *_dest = new aiMesh();
- // get a flat copy
- *dest = *src;
- // and reallocate all arrays
- GetArrayCopy(dest->mVertices, dest->mNumVertices);
- GetArrayCopy(dest->mNormals, dest->mNumVertices);
- GetArrayCopy(dest->mTangents, dest->mNumVertices);
- GetArrayCopy(dest->mBitangents, dest->mNumVertices);
- unsigned int n = 0;
- while (dest->HasTextureCoords(n)) {
- GetArrayCopy(dest->mTextureCoords[n++], dest->mNumVertices);
- }
- n = 0;
- while (dest->HasVertexColors(n)) {
- GetArrayCopy(dest->mColors[n++], dest->mNumVertices);
- }
- // make a deep copy of all bones
- CopyPtrArray(dest->mBones, dest->mBones, dest->mNumBones);
- // make a deep copy of all faces
- GetArrayCopy(dest->mFaces, dest->mNumFaces);
- for (unsigned int i = 0; i < dest->mNumFaces; ++i) {
- aiFace &f = dest->mFaces[i];
- GetArrayCopy(f.mIndices, f.mNumIndices);
- }
- // make a deep copy of all blend shapes
- CopyPtrArray(dest->mAnimMeshes, dest->mAnimMeshes, dest->mNumAnimMeshes);
- // make a deep copy of all texture coordinate names
- if (src->mTextureCoordsNames != nullptr) {
- dest->mTextureCoordsNames = new aiString *[AI_MAX_NUMBER_OF_TEXTURECOORDS] {};
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- Copy(&dest->mTextureCoordsNames[i], src->mTextureCoordsNames[i]);
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiAnimMesh **_dest, const aiAnimMesh *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiAnimMesh *dest = *_dest = new aiAnimMesh();
- // get a flat copy
- *dest = *src;
- // and reallocate all arrays
- GetArrayCopy(dest->mVertices, dest->mNumVertices);
- GetArrayCopy(dest->mNormals, dest->mNumVertices);
- GetArrayCopy(dest->mTangents, dest->mNumVertices);
- GetArrayCopy(dest->mBitangents, dest->mNumVertices);
- unsigned int n = 0;
- while (dest->HasTextureCoords(n))
- GetArrayCopy(dest->mTextureCoords[n++], dest->mNumVertices);
- n = 0;
- while (dest->HasVertexColors(n))
- GetArrayCopy(dest->mColors[n++], dest->mNumVertices);
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiMaterial **_dest, const aiMaterial *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiMaterial *dest = (aiMaterial *)(*_dest = new aiMaterial());
- dest->Clear();
- delete[] dest->mProperties;
- dest->mNumAllocated = src->mNumAllocated;
- dest->mNumProperties = src->mNumProperties;
- dest->mProperties = new aiMaterialProperty *[dest->mNumAllocated];
- for (unsigned int i = 0; i < dest->mNumProperties; ++i) {
- aiMaterialProperty *prop = dest->mProperties[i] = new aiMaterialProperty();
- aiMaterialProperty *sprop = src->mProperties[i];
- prop->mDataLength = sprop->mDataLength;
- prop->mData = new char[prop->mDataLength];
- ::memcpy(prop->mData, sprop->mData, prop->mDataLength);
- prop->mIndex = sprop->mIndex;
- prop->mSemantic = sprop->mSemantic;
- prop->mKey = sprop->mKey;
- prop->mType = sprop->mType;
- }
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiTexture **_dest, const aiTexture *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiTexture *dest = *_dest = new aiTexture();
- // get a flat copy
- *dest = *src;
- // and reallocate all arrays. We must do it manually here
- const char *old = (const char *)dest->pcData;
- if (old) {
- unsigned int cpy;
- if (!dest->mHeight)
- cpy = dest->mWidth;
- else
- cpy = dest->mHeight * dest->mWidth * sizeof(aiTexel);
- if (!cpy) {
- dest->pcData = nullptr;
- return;
- }
- // the cast is legal, the aiTexel c'tor does nothing important
- dest->pcData = (aiTexel *)new char[cpy];
- ::memcpy(dest->pcData, old, cpy);
- }
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiAnimation **_dest, const aiAnimation *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiAnimation *dest = *_dest = new aiAnimation();
- // get a flat copy
- *dest = *src;
- // and reallocate all arrays
- CopyPtrArray(dest->mChannels, src->mChannels, dest->mNumChannels);
- CopyPtrArray(dest->mMorphMeshChannels, src->mMorphMeshChannels, dest->mNumMorphMeshChannels);
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiNodeAnim **_dest, const aiNodeAnim *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiNodeAnim *dest = *_dest = new aiNodeAnim();
- // get a flat copy
- *dest = *src;
- // and reallocate all arrays
- GetArrayCopy(dest->mPositionKeys, dest->mNumPositionKeys);
- GetArrayCopy(dest->mScalingKeys, dest->mNumScalingKeys);
- GetArrayCopy(dest->mRotationKeys, dest->mNumRotationKeys);
- }
- void SceneCombiner::Copy(aiMeshMorphAnim **_dest, const aiMeshMorphAnim *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiMeshMorphAnim *dest = *_dest = new aiMeshMorphAnim();
- // get a flat copy
- *dest = *src;
- // and reallocate all arrays
- GetArrayCopy(dest->mKeys, dest->mNumKeys);
- for (ai_uint i = 0; i < dest->mNumKeys; ++i) {
- dest->mKeys[i].mValues = new unsigned int[dest->mKeys[i].mNumValuesAndWeights];
- dest->mKeys[i].mWeights = new double[dest->mKeys[i].mNumValuesAndWeights];
- ::memcpy(dest->mKeys[i].mValues, src->mKeys[i].mValues, dest->mKeys[i].mNumValuesAndWeights * sizeof(unsigned int));
- ::memcpy(dest->mKeys[i].mWeights, src->mKeys[i].mWeights, dest->mKeys[i].mNumValuesAndWeights * sizeof(double));
- }
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiCamera **_dest, const aiCamera *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiCamera *dest = *_dest = new aiCamera();
- // get a flat copy, that's already OK
- *dest = *src;
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiLight **_dest, const aiLight *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiLight *dest = *_dest = new aiLight();
- // get a flat copy, that's already OK
- *dest = *src;
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiBone **_dest, const aiBone *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiBone *dest = *_dest = new aiBone();
- // get a flat copy
- *dest = *src;
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiNode **_dest, const aiNode *src) {
- ai_assert(nullptr != _dest);
- ai_assert(nullptr != src);
- aiNode *dest = *_dest = new aiNode();
- // get a flat copy
- *dest = *src;
- if (src->mMetaData) {
- Copy(&dest->mMetaData, src->mMetaData);
- }
- // and reallocate all arrays
- GetArrayCopy(dest->mMeshes, dest->mNumMeshes);
- CopyPtrArray(dest->mChildren, src->mChildren, dest->mNumChildren);
- // need to set the mParent fields to the created aiNode.
- for (unsigned int i = 0; i < dest->mNumChildren; i++) {
- dest->mChildren[i]->mParent = dest;
- }
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiMetadata **_dest, const aiMetadata *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- if (0 == src->mNumProperties) {
- return;
- }
- aiMetadata *dest = *_dest = aiMetadata::Alloc(src->mNumProperties);
- std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys);
- for (unsigned int i = 0; i < src->mNumProperties; ++i) {
- aiMetadataEntry &in = src->mValues[i];
- aiMetadataEntry &out = dest->mValues[i];
- out.mType = in.mType;
- switch (dest->mValues[i].mType) {
- case AI_BOOL:
- out.mData = new bool(*static_cast<bool *>(in.mData));
- break;
- case AI_INT32:
- out.mData = new int32_t(*static_cast<int32_t *>(in.mData));
- break;
- case AI_UINT64:
- out.mData = new uint64_t(*static_cast<uint64_t *>(in.mData));
- break;
- case AI_FLOAT:
- out.mData = new float(*static_cast<float *>(in.mData));
- break;
- case AI_DOUBLE:
- out.mData = new double(*static_cast<double *>(in.mData));
- break;
- case AI_AISTRING:
- out.mData = new aiString(*static_cast<aiString *>(in.mData));
- break;
- case AI_AIVECTOR3D:
- out.mData = new aiVector3D(*static_cast<aiVector3D *>(in.mData));
- break;
- case AI_AIMETADATA:
- out.mData = new aiMetadata(*static_cast<aiMetadata *>(in.mData));
- break;
- default:
- ai_assert(false);
- break;
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- void SceneCombiner::Copy(aiString **_dest, const aiString *src) {
- if (nullptr == _dest || nullptr == src) {
- return;
- }
- aiString *dest = *_dest = new aiString();
- // get a flat copy
- *dest = *src;
- }
- #if (__GNUC__ >= 8 && __GNUC_MINOR__ >= 0)
- #pragma GCC diagnostic pop
- #endif
- } // Namespace Assimp
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