793b0de197
From https://github.com/assimp/assimp repo at d2b45377e4b09a1f43be95e45553afcc06b03f4b
227 lines
7.7 KiB
C++
227 lines
7.7 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2019, 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 Implementation of the post processing step "MakeVerboseFormat"
|
|
*/
|
|
|
|
|
|
#include "MakeVerboseFormat.h"
|
|
#include <assimp/scene.h>
|
|
#include <assimp/DefaultLogger.hpp>
|
|
|
|
using namespace Assimp;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
MakeVerboseFormatProcess::MakeVerboseFormatProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
MakeVerboseFormatProcess::~MakeVerboseFormatProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
void MakeVerboseFormatProcess::Execute( aiScene* pScene)
|
|
{
|
|
ai_assert(NULL != pScene);
|
|
ASSIMP_LOG_DEBUG("MakeVerboseFormatProcess begin");
|
|
|
|
bool bHas = false;
|
|
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
|
{
|
|
if( MakeVerboseFormat( pScene->mMeshes[a]))
|
|
bHas = true;
|
|
}
|
|
if (bHas) {
|
|
ASSIMP_LOG_INFO("MakeVerboseFormatProcess finished. There was much work to do ...");
|
|
} else {
|
|
ASSIMP_LOG_DEBUG("MakeVerboseFormatProcess. There was nothing to do.");
|
|
}
|
|
|
|
pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
|
|
{
|
|
ai_assert(NULL != pcMesh);
|
|
|
|
unsigned int iOldNumVertices = pcMesh->mNumVertices;
|
|
const unsigned int iNumVerts = pcMesh->mNumFaces*3;
|
|
|
|
aiVector3D* pvPositions = new aiVector3D[ iNumVerts ];
|
|
|
|
aiVector3D* pvNormals = NULL;
|
|
if (pcMesh->HasNormals())
|
|
{
|
|
pvNormals = new aiVector3D[iNumVerts];
|
|
}
|
|
aiVector3D* pvTangents = NULL, *pvBitangents = NULL;
|
|
if (pcMesh->HasTangentsAndBitangents())
|
|
{
|
|
pvTangents = new aiVector3D[iNumVerts];
|
|
pvBitangents = new aiVector3D[iNumVerts];
|
|
}
|
|
|
|
aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0};
|
|
aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0};
|
|
|
|
unsigned int p = 0;
|
|
while (pcMesh->HasTextureCoords(p))
|
|
apvTextureCoords[p++] = new aiVector3D[iNumVerts];
|
|
|
|
p = 0;
|
|
while (pcMesh->HasVertexColors(p))
|
|
apvColorSets[p++] = new aiColor4D[iNumVerts];
|
|
|
|
// allocate enough memory to hold output bones and vertex weights ...
|
|
std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
|
|
for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
|
|
newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
|
|
}
|
|
|
|
// iterate through all faces and build a clean list
|
|
unsigned int iIndex = 0;
|
|
for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
|
|
{
|
|
aiFace* pcFace = &pcMesh->mFaces[a];
|
|
for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
|
|
{
|
|
// need to build a clean list of bones, too
|
|
for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
|
|
{
|
|
for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
|
|
{
|
|
const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
|
|
if(pcFace->mIndices[q] == w.mVertexId)
|
|
{
|
|
aiVertexWeight wNew;
|
|
wNew.mVertexId = iIndex;
|
|
wNew.mWeight = w.mWeight;
|
|
newWeights[i].push_back(wNew);
|
|
}
|
|
}
|
|
}
|
|
|
|
pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
|
|
|
|
if (pcMesh->HasNormals())
|
|
{
|
|
pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
|
|
}
|
|
if (pcMesh->HasTangentsAndBitangents())
|
|
{
|
|
pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
|
|
pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
|
|
}
|
|
|
|
unsigned int p = 0;
|
|
while (pcMesh->HasTextureCoords(p))
|
|
{
|
|
apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
|
|
++p;
|
|
}
|
|
p = 0;
|
|
while (pcMesh->HasVertexColors(p))
|
|
{
|
|
apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
|
|
++p;
|
|
}
|
|
pcFace->mIndices[q] = iIndex;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// build output vertex weights
|
|
for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
|
|
{
|
|
delete [] pcMesh->mBones[i]->mWeights;
|
|
if (!newWeights[i].empty()) {
|
|
pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
|
|
aiVertexWeight *weightToCopy = &( newWeights[i][0] );
|
|
memcpy(pcMesh->mBones[i]->mWeights, weightToCopy,
|
|
sizeof(aiVertexWeight) * newWeights[i].size());
|
|
} else {
|
|
pcMesh->mBones[i]->mWeights = NULL;
|
|
}
|
|
}
|
|
delete[] newWeights;
|
|
|
|
// delete the old members
|
|
delete[] pcMesh->mVertices;
|
|
pcMesh->mVertices = pvPositions;
|
|
|
|
p = 0;
|
|
while (pcMesh->HasTextureCoords(p))
|
|
{
|
|
delete[] pcMesh->mTextureCoords[p];
|
|
pcMesh->mTextureCoords[p] = apvTextureCoords[p];
|
|
++p;
|
|
}
|
|
p = 0;
|
|
while (pcMesh->HasVertexColors(p))
|
|
{
|
|
delete[] pcMesh->mColors[p];
|
|
pcMesh->mColors[p] = apvColorSets[p];
|
|
++p;
|
|
}
|
|
pcMesh->mNumVertices = iNumVerts;
|
|
|
|
if (pcMesh->HasNormals())
|
|
{
|
|
delete[] pcMesh->mNormals;
|
|
pcMesh->mNormals = pvNormals;
|
|
}
|
|
if (pcMesh->HasTangentsAndBitangents())
|
|
{
|
|
delete[] pcMesh->mTangents;
|
|
pcMesh->mTangents = pvTangents;
|
|
delete[] pcMesh->mBitangents;
|
|
pcMesh->mBitangents = pvBitangents;
|
|
}
|
|
return (pcMesh->mNumVertices != iOldNumVertices);
|
|
}
|