da1f80c1f2
This reverts commit 78b22393a8
.
It caused a regression in FBX import leading to crashes.
Fixes #36908.
338 lines
11 KiB
C++
338 lines
11 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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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 following
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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 Implementation of the post processing step to remove
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* any parts of the mesh structure from the imported data.
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*/
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#include "RemoveVCProcess.h"
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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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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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RemoveVCProcess::RemoveVCProcess() :
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configDeleteFlags()
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, mScene()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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RemoveVCProcess::~RemoveVCProcess()
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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 RemoveVCProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_RemoveComponent) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Small helper function to delete all elements in a T** aray using delete
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template <typename T>
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inline void ArrayDelete(T**& in, unsigned int& num)
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{
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for (unsigned int i = 0; i < num; ++i)
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delete in[i];
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delete[] in;
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in = NULL;
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num = 0;
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}
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#if 0
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// ------------------------------------------------------------------------------------------------
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// Updates the node graph - removes all nodes which have the "remove" flag set and the
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// "don't remove" flag not set. Nodes with meshes are never deleted.
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bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
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{
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bool b = false;
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std::list<aiNode*> mine;
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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{
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if(UpdateNodeGraph(node->mChildren[i],mine,false))
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b = true;
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}
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// somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
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// so we can do a simple comparison against MSB here
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if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
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{
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// this node needs to be removed
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if(node->mNumChildren)
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{
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childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
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// set all children to NULL to make sure they are not deleted when we delete ourself
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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node->mChildren[i] = NULL;
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}
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b = true;
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delete node;
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}
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else
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{
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AI_RC_UNMASK(node->mNumMeshes);
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childsOfParent.push_back(node);
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if (b)
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{
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// reallocate the array of our children here
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node->mNumChildren = (unsigned int)mine.size();
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aiNode** const children = new aiNode*[mine.size()];
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aiNode** ptr = children;
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for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
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it != end; ++it)
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{
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*ptr++ = *it;
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}
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delete[] node->mChildren;
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node->mChildren = children;
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return false;
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}
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}
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return b;
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}
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#endif
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void RemoveVCProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("RemoveVCProcess begin");
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bool bHas = false; //,bMasked = false;
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mScene = pScene;
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// handle animations
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if ( configDeleteFlags & aiComponent_ANIMATIONS)
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{
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bHas = true;
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ArrayDelete(pScene->mAnimations,pScene->mNumAnimations);
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}
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// handle textures
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if ( configDeleteFlags & aiComponent_TEXTURES)
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{
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bHas = true;
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ArrayDelete(pScene->mTextures,pScene->mNumTextures);
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}
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// handle materials
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if ( configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials)
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{
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bHas = true;
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for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
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delete pScene->mMaterials[i];
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pScene->mNumMaterials = 1;
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aiMaterial* helper = (aiMaterial*) pScene->mMaterials[0];
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ai_assert(NULL != helper);
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helper->Clear();
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// gray
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aiColor3D clr(0.6f,0.6f,0.6f);
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helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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// add a small ambient color value
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clr = aiColor3D(0.05f,0.05f,0.05f);
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helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
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aiString s;
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s.Set("Dummy_MaterialsRemoved");
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helper->AddProperty(&s,AI_MATKEY_NAME);
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}
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// handle light sources
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if ( configDeleteFlags & aiComponent_LIGHTS)
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{
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bHas = true;
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ArrayDelete(pScene->mLights,pScene->mNumLights);
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}
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// handle camneras
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if ( configDeleteFlags & aiComponent_CAMERAS)
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{
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bHas = true;
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ArrayDelete(pScene->mCameras,pScene->mNumCameras);
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}
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// handle meshes
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if (configDeleteFlags & aiComponent_MESHES)
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{
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bHas = true;
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ArrayDelete(pScene->mMeshes,pScene->mNumMeshes);
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}
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else
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{
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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if( ProcessMesh( pScene->mMeshes[a]))
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bHas = true;
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}
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}
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// now check whether the result is still a full scene
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if (!pScene->mNumMeshes || !pScene->mNumMaterials)
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{
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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ASSIMP_LOG_DEBUG("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
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// If we have no meshes anymore we should also clear another flag ...
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if (!pScene->mNumMeshes)
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pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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}
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if (bHas) {
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ASSIMP_LOG_INFO("RemoveVCProcess finished. Data structure cleanup has been done.");
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} else {
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ASSIMP_LOG_DEBUG("RemoveVCProcess finished. Nothing to be done ...");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the step
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void RemoveVCProcess::SetupProperties(const Importer* pImp)
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{
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configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,0x0);
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if (!configDeleteFlags)
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{
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ASSIMP_LOG_WARN("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
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{
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bool ret = false;
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// if all materials have been deleted let the material
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// index of the mesh point to the created default material
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if ( configDeleteFlags & aiComponent_MATERIALS)
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pMesh->mMaterialIndex = 0;
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// handle normals
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if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals)
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{
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delete[] pMesh->mNormals;
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pMesh->mNormals = NULL;
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ret = true;
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}
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// handle tangents and bitangents
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if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents)
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{
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delete[] pMesh->mTangents;
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pMesh->mTangents = NULL;
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delete[] pMesh->mBitangents;
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pMesh->mBitangents = NULL;
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ret = true;
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}
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// handle texture coordinates
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bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
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for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real)
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{
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if (!pMesh->mTextureCoords[i])break;
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if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b)
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{
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delete [] pMesh->mTextureCoords[i];
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pMesh->mTextureCoords[i] = NULL;
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ret = true;
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if (!b)
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{
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// collapse the rest of the array
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
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pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
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continue;
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}
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}
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++i;
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}
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// handle vertex colors
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b = (0 != (configDeleteFlags & aiComponent_COLORS));
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for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real)
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{
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if (!pMesh->mColors[i])break;
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if (configDeleteFlags & aiComponent_COLORSn(i) || b)
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{
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delete [] pMesh->mColors[i];
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pMesh->mColors[i] = NULL;
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ret = true;
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if (!b)
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{
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// collapse the rest of the array
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
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pMesh->mColors[a-1] = pMesh->mColors[a];
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pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
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continue;
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}
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}
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++i;
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}
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// handle bones
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if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones)
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{
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ArrayDelete(pMesh->mBones,pMesh->mNumBones);
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ret = true;
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}
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return ret;
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}
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