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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2022, 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.
- ----------------------------------------------------------------------
- */
- #include "ScenePreprocessor.h"
- #include <assimp/ai_assert.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- using namespace Assimp;
- // ---------------------------------------------------------------------------------------------
- void ScenePreprocessor::ProcessScene() {
- ai_assert(scene != nullptr);
- // Process all meshes
- for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
- if (nullptr == scene->mMeshes[i]) {
- continue;
- }
- ProcessMesh(scene->mMeshes[i]);
- }
- // - nothing to do for nodes for the moment
- // - nothing to do for textures for the moment
- // - nothing to do for lights for the moment
- // - nothing to do for cameras for the moment
- // Process all animations
- for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
- if (nullptr == scene->mAnimations[i]) {
- continue;
- }
- ProcessAnimation(scene->mAnimations[i]);
- }
- // Generate a default material if none was specified
- if (!scene->mNumMaterials && scene->mNumMeshes) {
- scene->mMaterials = new aiMaterial *[2];
- aiMaterial *helper;
- aiString name;
- scene->mMaterials[scene->mNumMaterials] = helper = new aiMaterial();
- aiColor3D clr(0.6f, 0.6f, 0.6f);
- helper->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
- // setup the default name to make this material identifiable
- name.Set(AI_DEFAULT_MATERIAL_NAME);
- helper->AddProperty(&name, AI_MATKEY_NAME);
- ASSIMP_LOG_DEBUG("ScenePreprocessor: Adding default material \'" AI_DEFAULT_MATERIAL_NAME "\'");
- for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
- if (nullptr == scene->mMeshes[i]) {
- continue;
- }
- scene->mMeshes[i]->mMaterialIndex = scene->mNumMaterials;
- }
- scene->mNumMaterials++;
- }
- }
- // ---------------------------------------------------------------------------------------------
- void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
- // If aiMesh::mNumUVComponents is *not* set assign the default value of 2
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- if (!mesh->mTextureCoords[i]) {
- mesh->mNumUVComponents[i] = 0;
- } else {
- if (!mesh->mNumUVComponents[i]) {
- mesh->mNumUVComponents[i] = 2;
- }
- aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
- // Ensure unused components are zeroed. This will make 1D texture channels work
- // as if they were 2D channels .. just in case an application doesn't handle
- // this case
- if (2 == mesh->mNumUVComponents[i]) {
- for (; p != end; ++p) {
- p->z = 0.f;
- }
- } else if (1 == mesh->mNumUVComponents[i]) {
- for (; p != end; ++p) {
- p->z = p->y = 0.f;
- }
- } else if (3 == mesh->mNumUVComponents[i]) {
- // Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
- for (; p != end; ++p) {
- if (p->z != 0) {
- break;
- }
- }
- if (p == end) {
- ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
- mesh->mNumUVComponents[i] = 2;
- }
- }
- }
- }
- // If the information which primitive types are there in the
- // mesh is currently not available, compute it.
- if (!mesh->mPrimitiveTypes) {
- for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
- aiFace &face = mesh->mFaces[a];
- switch (face.mNumIndices) {
- case 3u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
- case 2u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
- case 1u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
- default:
- mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- break;
- }
- }
- }
- // If tangents and normals are given but no bitangents compute them
- if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
- mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
- }
- }
- }
- // ---------------------------------------------------------------------------------------------
- void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
- double first = 10e10, last = -10e10;
- for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
- aiNodeAnim *channel = anim->mChannels[i];
- // If the exact duration of the animation is not given
- // compute it now.
- if (anim->mDuration == -1.) {
- // Position keys
- for (unsigned int j = 0; j < channel->mNumPositionKeys; ++j) {
- aiVectorKey &key = channel->mPositionKeys[j];
- first = std::min(first, key.mTime);
- last = std::max(last, key.mTime);
- }
- // Scaling keys
- for (unsigned int j = 0; j < channel->mNumScalingKeys; ++j) {
- aiVectorKey &key = channel->mScalingKeys[j];
- first = std::min(first, key.mTime);
- last = std::max(last, key.mTime);
- }
- // Rotation keys
- for (unsigned int j = 0; j < channel->mNumRotationKeys; ++j) {
- aiQuatKey &key = channel->mRotationKeys[j];
- first = std::min(first, key.mTime);
- last = std::max(last, key.mTime);
- }
- }
- // Check whether the animation channel has no rotation
- // or position tracks. In this case we generate a dummy
- // track from the information we have in the transformation
- // matrix of the corresponding node.
- if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
- // Find the node that belongs to this animation
- aiNode *node = scene->mRootNode->FindNode(channel->mNodeName);
- if (node) // ValidateDS will complain later if 'node' is nullptr
- {
- // Decompose the transformation matrix of the node
- aiVector3D scaling, position;
- aiQuaternion rotation;
- node->mTransformation.Decompose(scaling, rotation, position);
- // No rotation keys? Generate a dummy track
- if (!channel->mNumRotationKeys) {
- if (channel->mRotationKeys) {
- delete[] channel->mRotationKeys;
- channel->mRotationKeys = nullptr;
- }
- ai_assert(!channel->mRotationKeys);
- channel->mNumRotationKeys = 1;
- channel->mRotationKeys = new aiQuatKey[1];
- aiQuatKey &q = channel->mRotationKeys[0];
- q.mTime = 0.;
- q.mValue = rotation;
- ASSIMP_LOG_VERBOSE_DEBUG("ScenePreprocessor: Dummy rotation track has been generated");
- } else {
- ai_assert(channel->mRotationKeys);
- }
- // No scaling keys? Generate a dummy track
- if (!channel->mNumScalingKeys) {
- if (channel->mScalingKeys) {
- delete[] channel->mScalingKeys;
- channel->mScalingKeys = nullptr;
- }
- ai_assert(!channel->mScalingKeys);
- channel->mNumScalingKeys = 1;
- channel->mScalingKeys = new aiVectorKey[1];
- aiVectorKey &q = channel->mScalingKeys[0];
- q.mTime = 0.;
- q.mValue = scaling;
- ASSIMP_LOG_VERBOSE_DEBUG("ScenePreprocessor: Dummy scaling track has been generated");
- } else {
- ai_assert(channel->mScalingKeys);
- }
- // No position keys? Generate a dummy track
- if (!channel->mNumPositionKeys) {
- if (channel->mPositionKeys) {
- delete[] channel->mPositionKeys;
- channel->mPositionKeys = nullptr;
- }
- ai_assert(!channel->mPositionKeys);
- channel->mNumPositionKeys = 1;
- channel->mPositionKeys = new aiVectorKey[1];
- aiVectorKey &q = channel->mPositionKeys[0];
- q.mTime = 0.;
- q.mValue = position;
- ASSIMP_LOG_VERBOSE_DEBUG("ScenePreprocessor: Dummy position track has been generated");
- } else {
- ai_assert(channel->mPositionKeys);
- }
- }
- }
- }
- if (anim->mDuration == -1.) {
- ASSIMP_LOG_VERBOSE_DEBUG("ScenePreprocessor: Setting animation duration");
- anim->mDuration = last - std::min(first, 0.);
- }
- }
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