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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2021, 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.
- ----------------------------------------------------------------------
- */
- #ifndef AI_PROCESS_HELPER_H_INCLUDED
- #define AI_PROCESS_HELPER_H_INCLUDED
- #include <assimp/anim.h>
- #include <assimp/material.h>
- #include <assimp/mesh.h>
- #include <assimp/postprocess.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- #include "Common/BaseProcess.h"
- #include <assimp/ParsingUtils.h>
- #include <assimp/SpatialSort.h>
- #include <list>
- // -------------------------------------------------------------------------------
- // 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
- template <typename TReal>
- inline ::aiVector3t<TReal> min(const ::aiVector3t<TReal> &a, const ::aiVector3t<TReal> &b) {
- return ::aiVector3t<TReal>(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z));
- }
- // std::max for aiVector3t<TReal>
- template <typename TReal>
- inline ::aiVector3t<TReal> max(const ::aiVector3t<TReal> &a, const ::aiVector3t<TReal> &b) {
- return ::aiVector3t<TReal>(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z));
- }
- // std::min for aiVector2t<TReal>
- template <typename TReal>
- inline ::aiVector2t<TReal> min(const ::aiVector2t<TReal> &a, const ::aiVector2t<TReal> &b) {
- return ::aiVector2t<TReal>(min(a.x, b.x), min(a.y, b.y));
- }
- // std::max for aiVector2t<TReal>
- template <typename TReal>
- inline ::aiVector2t<TReal> max(const ::aiVector2t<TReal> &a, const ::aiVector2t<TReal> &b) {
- return ::aiVector2t<TReal>(max(a.x, b.x), max(a.y, b.y));
- }
- // std::min for aiColor4D
- template <typename TReal>
- inline ::aiColor4t<TReal> min(const ::aiColor4t<TReal> &a, const ::aiColor4t<TReal> &b) {
- return ::aiColor4t<TReal>(min(a.r, b.r), min(a.g, b.g), min(a.b, b.b), min(a.a, b.a));
- }
- // std::max for aiColor4D
- template <typename TReal>
- inline ::aiColor4t<TReal> max(const ::aiColor4t<TReal> &a, const ::aiColor4t<TReal> &b) {
- return ::aiColor4t<TReal>(max(a.r, b.r), max(a.g, b.g), max(a.b, b.b), max(a.a, b.a));
- }
- // std::min for aiQuaterniont<TReal>
- template <typename TReal>
- inline ::aiQuaterniont<TReal> min(const ::aiQuaterniont<TReal> &a, const ::aiQuaterniont<TReal> &b) {
- return ::aiQuaterniont<TReal>(min(a.w, b.w), min(a.x, b.x), min(a.y, b.y), min(a.z, b.z));
- }
- // std::max for aiQuaterniont<TReal>
- template <typename TReal>
- inline ::aiQuaterniont<TReal> max(const ::aiQuaterniont<TReal> &a, const ::aiQuaterniont<TReal> &b) {
- return ::aiQuaterniont<TReal>(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 = -1e10f;
- min = 1e10f;
- }
- };
- template <>
- struct MinMaxChooser<double> {
- void operator()(double &min, double &max) {
- max = -1e10;
- min = 1e10;
- }
- };
- template <>
- struct MinMaxChooser<unsigned int> {
- void operator()(unsigned int &min, unsigned int &max) {
- max = 0;
- min = (1u << (sizeof(unsigned int) * 8 - 1));
- }
- };
- template <typename T>
- struct MinMaxChooser<aiVector3t<T>> {
- void operator()(aiVector3t<T> &min, aiVector3t<T> &max) {
- max = aiVector3t<T>(-1e10f, -1e10f, -1e10f);
- min = aiVector3t<T>(1e10f, 1e10f, 1e10f);
- }
- };
- template <typename T>
- struct MinMaxChooser<aiVector2t<T>> {
- void operator()(aiVector2t<T> &min, aiVector2t<T> &max) {
- max = aiVector2t<T>(-1e10f, -1e10f);
- min = aiVector2t<T>(1e10f, 1e10f);
- }
- };
- template <typename T>
- struct MinMaxChooser<aiColor4t<T>> {
- void operator()(aiColor4t<T> &min, aiColor4t<T> &max) {
- max = aiColor4t<T>(-1e10f, -1e10f, -1e10f, -1e10f);
- min = aiColor4t<T>(1e10f, 1e10f, 1e10f, 1e10f);
- }
- };
- template <typename T>
- struct MinMaxChooser<aiQuaterniont<T>> {
- void operator()(aiQuaterniont<T> &min, aiQuaterniont<T> &max) {
- max = aiQuaterniont<T>(-1e10f, -1e10f, -1e10f, -1e10f);
- min = aiQuaterniont<T>(1e10f, 1e10f, 1e10f, 1e10f);
- }
- };
- 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<ai_real>()(min.mWeight, max.mWeight);
- }
- };
- // -------------------------------------------------------------------------------
- /** @brief Find the min/max values of an array of Ts
- * @param in Input array
- * @param size Number 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);
- }
- }
- // -------------------------------------------------------------------------------
- /** Little helper function to calculate the quadratic difference
- * of two colours.
- * @param pColor1 First color
- * @param pColor2 second color
- * @return Quadratic color difference */
- inline ai_real 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 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 */
- void ConvertListToStrings(const std::string &in, std::list<std::string> &out);
- // -------------------------------------------------------------------------------
- /** @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 */
- void FindAABBTransformed(const aiMesh *mesh, aiVector3D &min, aiVector3D &max, const aiMatrix4x4 &m);
- // -------------------------------------------------------------------------------
- /** @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 */
- void FindMeshCenter(aiMesh *mesh, aiVector3D &out, aiVector3D &min, aiVector3D &max);
- // -------------------------------------------------------------------------------
- /** @brief Helper function to determine the 'real' center of a scene
- *
- * That is the center of its axis-aligned bounding box.
- * @param scene Input scene
- * @param[out] min Minimum vertex of the scene
- * @param[out] max maximum vertex of the scene
- * @param[out] out Center point */
- void FindSceneCenter(aiScene *scene, aiVector3D &out, aiVector3D &min, aiVector3D &max);
- // -------------------------------------------------------------------------------
- // Helper function to determine the 'real' center of a mesh after applying a given transform
- void FindMeshCenterTransformed(aiMesh *mesh, aiVector3D &out, aiVector3D &min, aiVector3D &max, const aiMatrix4x4 &m);
- // -------------------------------------------------------------------------------
- // Helper function to determine the 'real' center of a mesh
- void FindMeshCenter(aiMesh *mesh, aiVector3D &out);
- // -------------------------------------------------------------------------------
- // Helper function to determine the 'real' center of a mesh after applying a given transform
- void FindMeshCenterTransformed(aiMesh *mesh, aiVector3D &out, const aiMatrix4x4 &m);
- // -------------------------------------------------------------------------------
- // Compute a good epsilon value for position comparisons on a mesh
- ai_real ComputePositionEpsilon(const aiMesh *pMesh);
- // -------------------------------------------------------------------------------
- // Compute a good epsilon value for position comparisons on a array of meshes
- ai_real ComputePositionEpsilon(const aiMesh *const *pMeshes, size_t num);
- // -------------------------------------------------------------------------------
- // Compute an unique value for the vertex format of a mesh
- unsigned int GetMeshVFormatUnique(const aiMesh *pcMesh);
- // defs for ComputeVertexBoneWeightTable()
- typedef std::pair<unsigned int, float> PerVertexWeight;
- typedef std::vector<PerVertexWeight> VertexWeightTable;
- // -------------------------------------------------------------------------------
- // Compute a per-vertex bone weight table
- VertexWeightTable *ComputeVertexBoneWeightTable(const aiMesh *pMesh);
- // -------------------------------------------------------------------------------
- // Get a string for a given aiTextureMapping
- const char *MappingTypeToString(aiTextureMapping in);
- // flags for MakeSubmesh()
- #define AI_SUBMESH_FLAGS_SANS_BONES 0x1
- // -------------------------------------------------------------------------------
- // Split a mesh given a list of faces to be contained in the sub mesh
- aiMesh *MakeSubmesh(const aiMesh *superMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags);
- // -------------------------------------------------------------------------------
- // 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 nullptr != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
- aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
- }
- void Execute(aiScene *pScene) {
- typedef std::pair<SpatialSort, ai_real> _Type;
- ASSIMP_LOG_DEBUG("Generate spatially-sorted vertex cache");
- 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 nullptr != 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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