2019-04-03 05:54:58 +00:00
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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2020-03-09 09:42:18 +00:00
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Copyright (c) 2006-2019, assimp team
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2019-04-03 05:54:58 +00:00
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file A helper class that processes texture transformations */
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include "TextureTransform.h"
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#include <assimp/StringUtils.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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TextureTransformStep::TextureTransformStep() :
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configFlags()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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TextureTransformStep::~TextureTransformStep()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool TextureTransformStep::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_TransformUVCoords) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties
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void TextureTransformStep::SetupProperties(const Importer* pImp)
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{
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configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL);
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
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{
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/* This function tries to simplify the input UV transformation.
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* That's very important as it allows us to reduce the number
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* of output UV channels. The order in which the transformations
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* are applied is - as always - scaling, rotation, translation.
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*/
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2020-03-09 09:42:18 +00:00
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char szTemp[512];
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int rounded = 0;
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2019-04-03 05:54:58 +00:00
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/* Optimize the rotation angle. That's slightly difficult as
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* we have an inprecise floating-point number (when comparing
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* UV transformations we'll take that into account by using
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* an epsilon of 5 degrees). If there is a rotation value, we can't
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* perform any further optimizations.
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*/
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if (info.mRotation)
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{
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float out = info.mRotation;
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if ((rounded = static_cast<int>((info.mRotation / static_cast<float>(AI_MATH_TWO_PI)))))
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{
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out -= rounded * static_cast<float>(AI_MATH_PI);
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ASSIMP_LOG_INFO_F("Texture coordinate rotation ", info.mRotation, " can be simplified to ", out);
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}
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// Next step - convert negative rotation angles to positives
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if (out < 0.f)
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out = (float)AI_MATH_TWO_PI * 2 + out;
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info.mRotation = out;
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return;
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}
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/* Optimize UV translation in the U direction. To determine whether
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* or not we can optimize we need to look at the requested mapping
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* type (e.g. if mirroring is active there IS a difference between
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* offset 2 and 3)
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*/
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if ((rounded = (int)info.mTranslation.x)) {
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float out = 0.0f;
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szTemp[0] = 0;
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if (aiTextureMapMode_Wrap == info.mapU) {
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// Wrap - simple take the fraction of the field
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out = info.mTranslation.x-(float)rounded;
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ai_snprintf(szTemp, 512, "[w] UV U offset %f can be simplified to %f", info.mTranslation.x, out);
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}
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else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) {
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// Mirror
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if (rounded % 2)
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rounded--;
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out = info.mTranslation.x-(float)rounded;
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ai_snprintf(szTemp,512,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out);
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}
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else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU) {
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// Clamp - translations beyond 1,1 are senseless
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ai_snprintf(szTemp,512,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x);
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out = 1.f;
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}
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if (szTemp[0]) {
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ASSIMP_LOG_INFO(szTemp);
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info.mTranslation.x = out;
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}
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}
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/* Optimize UV translation in the V direction. To determine whether
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* or not we can optimize we need to look at the requested mapping
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* type (e.g. if mirroring is active there IS a difference between
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* offset 2 and 3)
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*/
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if ((rounded = (int)info.mTranslation.y)) {
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float out = 0.0f;
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szTemp[0] = 0;
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if (aiTextureMapMode_Wrap == info.mapV) {
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// Wrap - simple take the fraction of the field
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out = info.mTranslation.y-(float)rounded;
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::ai_snprintf(szTemp,512,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
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}
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else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) {
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// Mirror
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if (rounded % 2)
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rounded--;
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out = info.mTranslation.x-(float)rounded;
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::ai_snprintf(szTemp,512,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
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}
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else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) {
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// Clamp - translations beyond 1,1 are senseless
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::ai_snprintf(szTemp,512,"[c] UV V offset %f canbe clamped to 1.0f",info.mTranslation.y);
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out = 1.f;
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}
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if (szTemp[0]) {
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ASSIMP_LOG_INFO(szTemp);
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info.mTranslation.y = out;
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}
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}
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2020-03-09 09:42:18 +00:00
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return;
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2019-04-03 05:54:58 +00:00
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}
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// ------------------------------------------------------------------------------------------------
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void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n)
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{
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// Don't set if == 0 && wasn't set before
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for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) {
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const TTUpdateInfo& info = *it;
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if (info.directShortcut)
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*info.directShortcut = n;
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else if (!n)
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{
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info.mat->AddProperty<int>((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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inline const char* MappingModeToChar(aiTextureMapMode map)
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{
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if (aiTextureMapMode_Wrap == map)
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return "-w";
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if (aiTextureMapMode_Mirror == map)
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return "-m";
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return "-c";
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransformStep::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("TransformUVCoordsProcess begin");
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/* We build a per-mesh list of texture transformations we'll need
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* to apply. To achieve this, we iterate through all materials,
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* find all textures and get their transformations and UV indices.
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* Then we search for all meshes using this material.
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*/
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typedef std::list<STransformVecInfo> MeshTrafoList;
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std::vector<MeshTrafoList> meshLists(pScene->mNumMeshes);
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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aiMaterial* mat = pScene->mMaterials[i];
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for (unsigned int a = 0; a < mat->mNumProperties;++a) {
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aiMaterialProperty* prop = mat->mProperties[a];
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if (!::strcmp( prop->mKey.data, "$tex.file")) {
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STransformVecInfo info;
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// Setup a shortcut structure to allow for a fast updating
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// of the UV index later
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TTUpdateInfo update;
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update.mat = (aiMaterial*) mat;
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update.semantic = prop->mSemantic;
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update.index = prop->mIndex;
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// Get textured properties and transform
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for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) {
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aiMaterialProperty* prop2 = mat->mProperties[a2];
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if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) {
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continue;
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}
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if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) {
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info.uvIndex = *((int*)prop2->mData);
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// Store a direct pointer for later use
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update.directShortcut = (unsigned int*) prop2->mData;
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}
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else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) {
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info.mapU = *((aiTextureMapMode*)prop2->mData);
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}
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else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) {
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info.mapV = *((aiTextureMapMode*)prop2->mData);
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}
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else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) {
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// ValidateDS should check this
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ai_assert(prop2->mDataLength >= 20);
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::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5);
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// Directly remove this property from the list
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mat->mNumProperties--;
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for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) {
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mat->mProperties[a3] = mat->mProperties[a3+1];
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}
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delete prop2;
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// Warn: could be an underflow, but this does not invoke undefined behaviour
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--a2;
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}
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}
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// Find out which transformations are to be evaluated
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if (!(configFlags & AI_UVTRAFO_ROTATION)) {
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info.mRotation = 0.f;
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}
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if (!(configFlags & AI_UVTRAFO_SCALING)) {
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info.mScaling = aiVector2D(1.f,1.f);
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}
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if (!(configFlags & AI_UVTRAFO_TRANSLATION)) {
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info.mTranslation = aiVector2D(0.f,0.f);
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}
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// Do some preprocessing
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PreProcessUVTransform(info);
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info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u);
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// Find out whether this material is used by more than
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// one mesh. This will make our task much, much more difficult!
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unsigned int cnt = 0;
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for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {
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if (pScene->mMeshes[n]->mMaterialIndex == i)
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++cnt;
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}
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if (!cnt)
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continue;
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else if (1 != cnt) {
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// This material is referenced by more than one mesh!
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// So we need to make sure the UV index for the texture
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// is identical for each of it ...
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info.lockedPos = AI_TT_UV_IDX_LOCK_TBD;
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}
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// Get all corresponding meshes
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for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {
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aiMesh* mesh = pScene->mMeshes[n];
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if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0])
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continue;
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unsigned int uv = info.uvIndex;
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if (!mesh->mTextureCoords[uv]) {
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// If the requested UV index is not available, take the first one instead.
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uv = 0;
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}
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if (mesh->mNumUVComponents[info.uvIndex] >= 3){
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ASSIMP_LOG_WARN("UV transformations on 3D mapping channels are not supported");
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continue;
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}
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MeshTrafoList::iterator it;
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// Check whether we have this transform setup already
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for (it = meshLists[n].begin();it != meshLists[n].end(); ++it) {
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if ((*it) == info && (*it).uvIndex == uv) {
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(*it).updateList.push_back(update);
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break;
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}
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}
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if (it == meshLists[n].end()) {
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meshLists[n].push_back(info);
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meshLists[n].back().uvIndex = uv;
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meshLists[n].back().updateList.push_back(update);
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}
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}
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}
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}
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}
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char buffer[1024]; // should be sufficiently large
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unsigned int outChannels = 0, inChannels = 0, transformedChannels = 0;
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// Now process all meshes. Important: we don't remove unreferenced UV channels.
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// This is a job for the RemoveUnreferencedData-Step.
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for (unsigned int q = 0; q < pScene->mNumMeshes;++q) {
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aiMesh* mesh = pScene->mMeshes[q];
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MeshTrafoList& trafo = meshLists[q];
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inChannels += mesh->GetNumUVChannels();
|
|
|
|
|
|
|
|
if (!mesh->mTextureCoords[0] || trafo.empty() || (trafo.size() == 1 && trafo.begin()->IsUntransformed())) {
|
|
|
|
outChannels += mesh->GetNumUVChannels();
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Move untransformed UV channels to the first position in the list ....
|
|
|
|
// except if we need a new locked index which should be as small as possible
|
|
|
|
bool veto = false, need = false;
|
|
|
|
unsigned int cnt = 0;
|
|
|
|
unsigned int untransformed = 0;
|
|
|
|
|
|
|
|
MeshTrafoList::iterator it,it2;
|
|
|
|
for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {
|
|
|
|
|
|
|
|
if (!(*it).IsUntransformed()) {
|
|
|
|
need = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD) {
|
|
|
|
// Lock this index and make sure it won't be changed
|
|
|
|
(*it).lockedPos = cnt;
|
|
|
|
veto = true;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!veto && it != trafo.begin() && (*it).IsUntransformed()) {
|
|
|
|
for (it2 = trafo.begin();it2 != it; ++it2) {
|
|
|
|
if (!(*it2).IsUntransformed())
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
trafo.insert(it2,*it);
|
|
|
|
trafo.erase(it);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!need)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Find all that are not at their 'locked' position and move them to it.
|
|
|
|
// Conflicts are possible but quite unlikely.
|
|
|
|
cnt = 0;
|
|
|
|
for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {
|
|
|
|
if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) {
|
|
|
|
it2 = trafo.begin();unsigned int t = 0;
|
|
|
|
while (t != (*it).lockedPos)
|
|
|
|
++it2;
|
|
|
|
|
|
|
|
if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) {
|
|
|
|
ASSIMP_LOG_ERROR("Channel mismatch, can't compute all transformations properly [design bug]");
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
std::swap(*it2,*it);
|
|
|
|
if ((*it).lockedPos == untransformed)
|
|
|
|
untransformed = cnt;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ... and add dummies for all unreferenced channels
|
|
|
|
// at the end of the list
|
|
|
|
bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
|
|
|
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
|
2020-03-09 09:42:18 +00:00
|
|
|
ref[n] = (!mesh->mTextureCoords[n] ? true : false);
|
2019-04-03 05:54:58 +00:00
|
|
|
|
|
|
|
for (it = trafo.begin();it != trafo.end(); ++it)
|
|
|
|
ref[(*it).uvIndex] = true;
|
|
|
|
|
|
|
|
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
|
|
|
|
if (ref[n])
|
|
|
|
continue;
|
|
|
|
trafo.push_back(STransformVecInfo());
|
|
|
|
trafo.back().uvIndex = n;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Then check whether this list breaks the channel limit.
|
|
|
|
// The unimportant ones are at the end of the list, so
|
|
|
|
// it shouldn't be too worse if we remove them.
|
|
|
|
unsigned int size = (unsigned int)trafo.size();
|
|
|
|
if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
|
|
|
|
|
|
|
if (!DefaultLogger::isNullLogger()) {
|
|
|
|
ASSIMP_LOG_ERROR_F(static_cast<unsigned int>(trafo.size()), " UV channels required but just ",
|
|
|
|
AI_MAX_NUMBER_OF_TEXTURECOORDS, " available");
|
|
|
|
}
|
|
|
|
size = AI_MAX_NUMBER_OF_TEXTURECOORDS;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
|
|
|
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
|
|
|
|
old[n] = mesh->mTextureCoords[n];
|
|
|
|
|
|
|
|
// Now continue and generate the output channels. Channels
|
|
|
|
// that we're not going to need later can be overridden.
|
|
|
|
it = trafo.begin();
|
|
|
|
for (unsigned int n = 0; n < trafo.size();++n,++it) {
|
|
|
|
|
|
|
|
if (n >= size) {
|
|
|
|
// Try to use an untransformed channel for all channels we threw over board
|
|
|
|
UpdateUVIndex((*it).updateList,untransformed);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
outChannels++;
|
|
|
|
|
|
|
|
// Write to the log
|
|
|
|
if (!DefaultLogger::isNullLogger()) {
|
|
|
|
::ai_snprintf(buffer,1024,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s",
|
|
|
|
q,n,
|
|
|
|
(*it).mTranslation.x,
|
|
|
|
(*it).mTranslation.y,
|
|
|
|
(*it).mScaling.x,
|
|
|
|
(*it).mScaling.y,
|
|
|
|
AI_RAD_TO_DEG( (*it).mRotation),
|
|
|
|
MappingModeToChar ((*it).mapU),
|
|
|
|
MappingModeToChar ((*it).mapV));
|
|
|
|
|
|
|
|
ASSIMP_LOG_INFO(buffer);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check whether we need a new buffer here
|
|
|
|
if (mesh->mTextureCoords[n]) {
|
|
|
|
|
|
|
|
it2 = it;++it2;
|
|
|
|
for (unsigned int m = n+1; m < size;++m, ++it2) {
|
|
|
|
|
|
|
|
if ((*it2).uvIndex == n){
|
|
|
|
it2 = trafo.begin();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (it2 == trafo.begin()){
|
|
|
|
mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
|
|
|
|
|
|
|
|
aiVector3D* src = old[(*it).uvIndex];
|
|
|
|
aiVector3D* dest, *end;
|
|
|
|
dest = mesh->mTextureCoords[n];
|
|
|
|
|
|
|
|
ai_assert(NULL != src);
|
|
|
|
|
|
|
|
// Copy the data to the destination array
|
|
|
|
if (dest != src)
|
|
|
|
::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices);
|
|
|
|
|
|
|
|
end = dest + mesh->mNumVertices;
|
|
|
|
|
|
|
|
// Build a transformation matrix and transform all UV coords with it
|
|
|
|
if (!(*it).IsUntransformed()) {
|
|
|
|
const aiVector2D& trl = (*it).mTranslation;
|
|
|
|
const aiVector2D& scl = (*it).mScaling;
|
|
|
|
|
|
|
|
// fixme: simplify ..
|
|
|
|
++transformedChannels;
|
|
|
|
aiMatrix3x3 matrix;
|
|
|
|
|
|
|
|
aiMatrix3x3 m2,m3,m4,m5;
|
|
|
|
|
|
|
|
m4.a1 = scl.x;
|
|
|
|
m4.b2 = scl.y;
|
|
|
|
|
|
|
|
m2.a3 = m2.b3 = 0.5f;
|
|
|
|
m3.a3 = m3.b3 = -0.5f;
|
|
|
|
|
|
|
|
if ((*it).mRotation > AI_TT_ROTATION_EPSILON )
|
|
|
|
aiMatrix3x3::RotationZ((*it).mRotation,matrix);
|
|
|
|
|
|
|
|
m5.a3 += trl.x; m5.b3 += trl.y;
|
|
|
|
matrix = m2 * m4 * matrix * m3 * m5;
|
|
|
|
|
|
|
|
for (src = dest; src != end; ++src) { /* manual homogenious divide */
|
|
|
|
src->z = 1.f;
|
|
|
|
*src = matrix * *src;
|
|
|
|
src->x /= src->z;
|
|
|
|
src->y /= src->z;
|
|
|
|
src->z = 0.f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update all UV indices
|
|
|
|
UpdateUVIndex((*it).updateList,n);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Print some detailed statistics into the log
|
|
|
|
if (!DefaultLogger::isNullLogger()) {
|
|
|
|
|
|
|
|
if (transformedChannels) {
|
|
|
|
ASSIMP_LOG_INFO_F("TransformUVCoordsProcess end: ", outChannels, " output channels (in: ", inChannels, ", modified: ", transformedChannels,")");
|
|
|
|
} else {
|
|
|
|
ASSIMP_LOG_DEBUG("TransformUVCoordsProcess finished");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|