123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383 |
- /*
- 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.
- ----------------------------------------------------------------------
- */
- /// @file ProcessHelper.cpp
- /** Implement shared utility functions for postprocessing steps */
- #include "ProcessHelper.h"
- #include <limits>
- namespace Assimp {
- // -------------------------------------------------------------------------------
- void ConvertListToStrings(const std::string &in, std::list<std::string> &out) {
- const char *s = in.c_str();
- const char *end = in.c_str() + in.size();
- while (*s) {
- SkipSpacesAndLineEnd(&s, end);
- if (*s == '\'') {
- const char *base = ++s;
- while (*s != '\'') {
- ++s;
- if (*s == '\0') {
- ASSIMP_LOG_ERROR("ConvertListToString: String list is ill-formatted");
- return;
- }
- }
- out.emplace_back(base, (size_t)(s - base));
- ++s;
- } else {
- out.push_back(GetNextToken(s, end));
- }
- }
- }
- // -------------------------------------------------------------------------------
- void FindAABBTransformed(const aiMesh *mesh, aiVector3D &min, aiVector3D &max,
- const aiMatrix4x4 &m) {
- min = aiVector3D(ai_real(10e10), ai_real(10e10), ai_real(10e10));
- max = aiVector3D(ai_real(-10e10), ai_real(-10e10), ai_real(-10e10));
- 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);
- }
- }
- // -------------------------------------------------------------------------------
- void FindMeshCenter(aiMesh *mesh, aiVector3D &out, aiVector3D &min, aiVector3D &max) {
- ArrayBounds(mesh->mVertices, mesh->mNumVertices, min, max);
- out = min + (max - min) * (ai_real)0.5;
- }
- // -------------------------------------------------------------------------------
- void FindSceneCenter(aiScene *scene, aiVector3D &out, aiVector3D &min, aiVector3D &max) {
- if (nullptr == scene) {
- return;
- }
- if (0 == scene->mNumMeshes) {
- return;
- }
- FindMeshCenter(scene->mMeshes[0], out, min, max);
- for (unsigned int i = 1; i < scene->mNumMeshes; ++i) {
- aiVector3D tout, tmin, tmax;
- FindMeshCenter(scene->mMeshes[i], tout, tmin, tmax);
- if (min[0] > tmin[0]) min[0] = tmin[0];
- if (min[1] > tmin[1]) min[1] = tmin[1];
- if (min[2] > tmin[2]) min[2] = tmin[2];
- if (max[0] < tmax[0]) max[0] = tmax[0];
- if (max[1] < tmax[1]) max[1] = tmax[1];
- if (max[2] < tmax[2]) max[2] = tmax[2];
- }
- out = min + (max - min) * (ai_real)0.5;
- }
- // -------------------------------------------------------------------------------
- void FindMeshCenterTransformed(aiMesh *mesh, aiVector3D &out, aiVector3D &min,
- aiVector3D &max, const aiMatrix4x4 &m) {
- FindAABBTransformed(mesh, min, max, m);
- out = min + (max - min) * (ai_real)0.5;
- }
- // -------------------------------------------------------------------------------
- void FindMeshCenter(aiMesh *mesh, aiVector3D &out) {
- aiVector3D min, max;
- FindMeshCenter(mesh, out, min, max);
- }
- // -------------------------------------------------------------------------------
- void FindMeshCenterTransformed(aiMesh *mesh, aiVector3D &out,
- const aiMatrix4x4 &m) {
- aiVector3D min, max;
- FindMeshCenterTransformed(mesh, out, min, max, m);
- }
- // -------------------------------------------------------------------------------
- ai_real ComputePositionEpsilon(const aiMesh *pMesh) {
- const ai_real epsilon = ai_real(1e-4);
- // 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;
- }
- // -------------------------------------------------------------------------------
- ai_real ComputePositionEpsilon(const aiMesh *const *pMeshes, size_t num) {
- ai_assert(nullptr != pMeshes);
- const ai_real epsilon = ai_real(1e-4);
- // 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;
- }
- // -------------------------------------------------------------------------------
- unsigned int GetMeshVFormatUnique(const aiMesh *pcMesh) {
- ai_assert(nullptr != 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;
- static_assert(8 >= AI_MAX_NUMBER_OF_COLOR_SETS, "static_assert(8 >= AI_MAX_NUMBER_OF_COLOR_SETS)");
- static_assert(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS, "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;
- }
- // -------------------------------------------------------------------------------
- VertexWeightTable *ComputeVertexBoneWeightTable(const aiMesh *pMesh) {
- if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
- return nullptr;
- }
- 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].emplace_back(i, weight.mWeight);
- }
- }
- return avPerVertexWeights;
- }
- // -------------------------------------------------------------------------------
- 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:
- break;
- }
- ai_assert(false);
- return "BUG";
- }
- // -------------------------------------------------------------------------------
- aiMesh *MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags) {
- aiMesh *oMesh = new aiMesh();
- std::vector<unsigned int> vMap(pMesh->mNumVertices, UINT_MAX);
- size_t numSubVerts = 0;
- size_t numSubFaces = subMeshFaces.size();
- for (unsigned int i = 0; i < numSubFaces; i++) {
- const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
- for (unsigned int j = 0; j < f.mNumIndices; j++) {
- if (vMap[f.mIndices[j]] == UINT_MAX) {
- vMap[f.mIndices[j]] = static_cast<unsigned int>(numSubVerts++);
- }
- }
- }
- oMesh->mName = pMesh->mName;
- oMesh->mMaterialIndex = pMesh->mMaterialIndex;
- oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
- // create all the arrays for this mesh if the old mesh contained them
- oMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
- oMesh->mNumVertices = static_cast<unsigned int>(numSubVerts);
- oMesh->mVertices = new aiVector3D[numSubVerts];
- if (pMesh->HasNormals()) {
- oMesh->mNormals = new aiVector3D[numSubVerts];
- }
- if (pMesh->HasTangentsAndBitangents()) {
- oMesh->mTangents = new aiVector3D[numSubVerts];
- oMesh->mBitangents = new aiVector3D[numSubVerts];
- }
- for (size_t a = 0; pMesh->HasTextureCoords(static_cast<unsigned int>(a)); ++a) {
- oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
- oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
- }
- for (size_t a = 0; pMesh->HasVertexColors(static_cast<unsigned int>(a)); ++a) {
- oMesh->mColors[a] = new aiColor4D[numSubVerts];
- }
- // and copy over the data, generating faces with linear indices along the way
- oMesh->mFaces = new aiFace[numSubFaces];
- for (unsigned int a = 0; a < numSubFaces; ++a) {
- const aiFace &srcFace = pMesh->mFaces[subMeshFaces[a]];
- aiFace &dstFace = oMesh->mFaces[a];
- dstFace.mNumIndices = srcFace.mNumIndices;
- dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
- // accumulate linearly all the vertices of the source face
- for (size_t b = 0; b < dstFace.mNumIndices; ++b) {
- dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
- }
- }
- for (unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex) {
- unsigned int nvi = vMap[srcIndex];
- if (nvi == UINT_MAX) {
- continue;
- }
- oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
- if (pMesh->HasNormals()) {
- oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
- }
- if (pMesh->HasTangentsAndBitangents()) {
- oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
- oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
- }
- for (size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c) {
- oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
- }
- for (size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c) {
- oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
- }
- }
- if (~subFlags & AI_SUBMESH_FLAGS_SANS_BONES) {
- std::vector<unsigned int> subBones(pMesh->mNumBones, 0);
- for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
- const aiBone *bone = pMesh->mBones[a];
- for (unsigned int b = 0; b < bone->mNumWeights; b++) {
- unsigned int v = vMap[bone->mWeights[b].mVertexId];
- if (v != UINT_MAX) {
- subBones[a]++;
- }
- }
- }
- for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
- if (subBones[a] > 0) {
- oMesh->mNumBones++;
- }
- }
- if (oMesh->mNumBones) {
- oMesh->mBones = new aiBone *[oMesh->mNumBones]();
- unsigned int nbParanoia = oMesh->mNumBones;
- oMesh->mNumBones = 0; //rewind
- for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
- if (subBones[a] == 0) {
- continue;
- }
- aiBone *newBone = new aiBone;
- oMesh->mBones[oMesh->mNumBones++] = newBone;
- const aiBone *bone = pMesh->mBones[a];
- newBone->mName = bone->mName;
- newBone->mOffsetMatrix = bone->mOffsetMatrix;
- newBone->mWeights = new aiVertexWeight[subBones[a]];
- for (unsigned int b = 0; b < bone->mNumWeights; b++) {
- const unsigned int v = vMap[bone->mWeights[b].mVertexId];
- if (v != UINT_MAX) {
- aiVertexWeight w(v, bone->mWeights[b].mWeight);
- newBone->mWeights[newBone->mNumWeights++] = w;
- }
- }
- }
- ai_assert(nbParanoia == oMesh->mNumBones);
- (void)nbParanoia; // remove compiler warning on release build
- }
- }
- return oMesh;
- }
- } // namespace Assimp
|