793b0de197
From https://github.com/assimp/assimp repo at d2b45377e4b09a1f43be95e45553afcc06b03f4b
262 lines
9.7 KiB
C++
262 lines
9.7 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.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
#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 != NULL);
|
|
|
|
// Process all meshes
|
|
for (unsigned int i = 0; i < scene->mNumMeshes;++i)
|
|
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)
|
|
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) {
|
|
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 NULL
|
|
{
|
|
// 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) {
|
|
channel->mNumRotationKeys = 1;
|
|
channel->mRotationKeys = new aiQuatKey[1];
|
|
aiQuatKey& q = channel->mRotationKeys[0];
|
|
|
|
q.mTime = 0.;
|
|
q.mValue = rotation;
|
|
|
|
ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy rotation track has been generated");
|
|
}
|
|
|
|
// No scaling keys? Generate a dummy track
|
|
if (!channel->mNumScalingKeys) {
|
|
channel->mNumScalingKeys = 1;
|
|
channel->mScalingKeys = new aiVectorKey[1];
|
|
aiVectorKey& q = channel->mScalingKeys[0];
|
|
|
|
q.mTime = 0.;
|
|
q.mValue = scaling;
|
|
|
|
ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy scaling track has been generated");
|
|
}
|
|
|
|
// No position keys? Generate a dummy track
|
|
if (!channel->mNumPositionKeys) {
|
|
channel->mNumPositionKeys = 1;
|
|
channel->mPositionKeys = new aiVectorKey[1];
|
|
aiVectorKey& q = channel->mPositionKeys[0];
|
|
|
|
q.mTime = 0.;
|
|
q.mValue = position;
|
|
|
|
ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy position track has been generated");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (anim->mDuration == -1.) {
|
|
ASSIMP_LOG_DEBUG("ScenePreprocessor: Setting animation duration");
|
|
anim->mDuration = last - std::min( first, 0. );
|
|
}
|
|
}
|