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