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/*
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/** @file PretransformVertices.cpp
* @brief Implementation of the "PretransformVertices" post processing step
*/
#include "PretransformVertices.h"
#include "ProcessHelper.h"
#include <assimp/SceneCombiner.h>
#include "Exceptional.h"
using namespace Assimp;
// some array offsets
#define AI_PTVS_VERTEX 0x0
#define AI_PTVS_FACE 0x1
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
PretransformVertices::PretransformVertices()
: configKeepHierarchy (false), configNormalize(false), configTransform(false), configTransformation()
{
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
PretransformVertices::~PretransformVertices()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool PretransformVertices::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_PreTransformVertices) != 0;
}
// ------------------------------------------------------------------------------------------------
// Setup import configuration
void PretransformVertices::SetupProperties(const Importer* pImp)
{
// Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY, AI_CONFIG_PP_PTV_NORMALIZE,
// AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION and AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0));
configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE,0));
configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,0));
configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
}
// ------------------------------------------------------------------------------------------------
// Count the number of nodes
unsigned int PretransformVertices::CountNodes( aiNode* pcNode )
{
unsigned int iRet = 1;
for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
{
iRet += CountNodes(pcNode->mChildren[i]);
}
return iRet;
}
// ------------------------------------------------------------------------------------------------
// Get a bitwise combination identifying the vertex format of a mesh
unsigned int PretransformVertices::GetMeshVFormat( aiMesh* pcMesh )
{
// the vertex format is stored in aiMesh::mBones for later retrieval.
// there isn't a good reason to compute it a few hundred times
// from scratch. The pointer is unused as animations are lost
// during PretransformVertices.
if (pcMesh->mBones)
return (unsigned int)(uint64_t)pcMesh->mBones;
const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
// store the value for later use
pcMesh->mBones = (aiBone**)(uint64_t)iRet;
return iRet;
}
// ------------------------------------------------------------------------------------------------
// Count the number of vertices in the whole scene and a given
// material index
void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices)
{
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
{
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
{
*piVertices += pcMesh->mNumVertices;
*piFaces += pcMesh->mNumFaces;
}
}
for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
{
CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat,
iVFormat,piFaces,piVertices);
}
}
// ------------------------------------------------------------------------------------------------
// Collect vertex/face data
void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
unsigned int iVFormat, aiMesh* pcMeshOut,
unsigned int aiCurrent[2], unsigned int* num_refs)
{
// No need to multiply if there's no transformation
const bool identity = pcNode->mTransformation.IsIdentity();
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
{
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
{
// Decrement mesh reference counter
unsigned int& num_ref = num_refs[pcNode->mMeshes[i]];
ai_assert(0 != num_ref);
--num_ref;
// Save the name of the last mesh
if (num_ref==0)
{
pcMeshOut->mName = pcMesh->mName;
}
if (identity) {
// copy positions without modifying them
::memcpy(pcMeshOut->mVertices + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mVertices,
pcMesh->mNumVertices * sizeof(aiVector3D));
if (iVFormat & 0x2) {
// copy normals without modifying them
::memcpy(pcMeshOut->mNormals + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mNormals,
pcMesh->mNumVertices * sizeof(aiVector3D));
}
if (iVFormat & 0x4)
{
// copy tangents without modifying them
::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mTangents,
pcMesh->mNumVertices * sizeof(aiVector3D));
// copy bitangents without modifying them
::memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mBitangents,
pcMesh->mNumVertices * sizeof(aiVector3D));
}
}
else
{
// copy positions, transform them to worldspace
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n];
}
aiMatrix4x4 mWorldIT = pcNode->mTransformation;
mWorldIT.Inverse().Transpose();
// TODO: implement Inverse() for aiMatrix3x3
aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
if (iVFormat & 0x2)
{
// copy normals, transform them to worldspace
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
(m * pcMesh->mNormals[n]).Normalize();
}
}
if (iVFormat & 0x4)
{
// copy tangents and bitangents, transform them to worldspace
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
pcMeshOut->mTangents [aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mTangents[n]).Normalize();
pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mBitangents[n]).Normalize();
}
}
}
unsigned int p = 0;
while (iVFormat & (0x100 << p))
{
// copy texture coordinates
memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mTextureCoords[p],
pcMesh->mNumVertices * sizeof(aiVector3D));
++p;
}
p = 0;
while (iVFormat & (0x1000000 << p))
{
// copy vertex colors
memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mColors[p],
pcMesh->mNumVertices * sizeof(aiColor4D));
++p;
}
// now we need to copy all faces. since we will delete the source mesh afterwards,
// we don't need to reallocate the array of indices except if this mesh is
// referenced multiple times.
for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck)
{
aiFace& f_src = pcMesh->mFaces[planck];
aiFace& f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck];
const unsigned int num_idx = f_src.mNumIndices;
f_dst.mNumIndices = num_idx;
unsigned int* pi;
if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
pi = f_dst.mIndices = f_src.mIndices;
// offset all vertex indices
for (unsigned int hahn = 0; hahn < num_idx;++hahn){
pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
}
}
else {
pi = f_dst.mIndices = new unsigned int[num_idx];
// copy and offset all vertex indices
for (unsigned int hahn = 0; hahn < num_idx;++hahn){
pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
}
}
// Update the mPrimitiveTypes member of the mesh
switch (pcMesh->mFaces[planck].mNumIndices)
{
case 0x1:
pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
case 0x2:
pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_LINE;
break;
case 0x3:
pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
default:
pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
break;
};
}
aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices;
aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces;
}
}
// append all children of us
for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
CollectData(pcScene,pcNode->mChildren[i],iMat,
iVFormat,pcMeshOut,aiCurrent,num_refs);
}
}
// ------------------------------------------------------------------------------------------------
// Get a list of all vertex formats that occur for a given material index
// The output list contains duplicate elements
void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat,
std::list<unsigned int>& aiOut)
{
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
{
aiMesh* pcMesh = pcScene->mMeshes[ i ];
if (iMat == pcMesh->mMaterialIndex) {
aiOut.push_back(GetMeshVFormat(pcMesh));
}
}
}
// ------------------------------------------------------------------------------------------------
// Compute the absolute transformation matrices of each node
void PretransformVertices::ComputeAbsoluteTransform( aiNode* pcNode )
{
if (pcNode->mParent) {
pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation;
}
for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
ComputeAbsoluteTransform(pcNode->mChildren[i]);
}
}
// ------------------------------------------------------------------------------------------------
// Apply the node transformation to a mesh
void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)
{
// Check whether we need to transform the coordinates at all
if (!mat.IsIdentity()) {
if (mesh->HasPositions()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mVertices[i] = mat * mesh->mVertices[i];
}
}
if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
aiMatrix4x4 mWorldIT = mat;
mWorldIT.Inverse().Transpose();
// TODO: implement Inverse() for aiMatrix3x3
aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
if (mesh->HasNormals()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
}
}
if (mesh->HasTangentsAndBitangents()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
}
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Simple routine to build meshes in worldspace, no further optimization
void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
unsigned int numIn, aiNode* node)
{
// NOTE:
// aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy
// aiMesh::mBones store reference to abs. transform we multiplied with
// process meshes
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
aiMesh* mesh = in[node->mMeshes[i]];
// check whether we can operate on this mesh
if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4*>(mesh->mBones) == node->mTransformation) {
// yes, we can.
mesh->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
mesh->mNumBones = UINT_MAX;
}
else {
// try to find us in the list of newly created meshes
for (unsigned int n = 0; n < out.size(); ++n) {
aiMesh* ctz = out[n];
if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4*>(ctz->mBones) == node->mTransformation) {
// ok, use this one. Update node mesh index
node->mMeshes[i] = numIn + n;
}
}
if (node->mMeshes[i] < numIn) {
// Worst case. Need to operate on a full copy of the mesh
DefaultLogger::get()->info("PretransformVertices: Copying mesh due to mismatching transforms");
aiMesh* ntz;
const unsigned int tmp = mesh->mNumBones; //
mesh->mNumBones = 0;
SceneCombiner::Copy(&ntz,mesh);
mesh->mNumBones = tmp;
ntz->mNumBones = node->mMeshes[i];
ntz->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
out.push_back(ntz);
node->mMeshes[i] = static_cast<unsigned int>(numIn + out.size() - 1);
}
}
}
// call children
for (unsigned int i = 0; i < node->mNumChildren;++i)
BuildWCSMeshes(out,in,numIn,node->mChildren[i]);
}
// ------------------------------------------------------------------------------------------------
// Reset transformation matrices to identity
void PretransformVertices::MakeIdentityTransform(aiNode* nd)
{
nd->mTransformation = aiMatrix4x4();
// call children
for (unsigned int i = 0; i < nd->mNumChildren;++i)
MakeIdentityTransform(nd->mChildren[i]);
}
// ------------------------------------------------------------------------------------------------
// Build reference counters for all meshes
void PretransformVertices::BuildMeshRefCountArray(aiNode* nd, unsigned int * refs)
{
for (unsigned int i = 0; i< nd->mNumMeshes;++i)
refs[nd->mMeshes[i]]++;
// call children
for (unsigned int i = 0; i < nd->mNumChildren;++i)
BuildMeshRefCountArray(nd->mChildren[i],refs);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void PretransformVertices::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("PretransformVerticesProcess begin");
// Return immediately if we have no meshes
if (!pScene->mNumMeshes)
return;
const unsigned int iOldMeshes = pScene->mNumMeshes;
const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
if(configTransform) {
pScene->mRootNode->mTransformation = configTransformation;
}
// first compute absolute transformation matrices for all nodes
ComputeAbsoluteTransform(pScene->mRootNode);
// Delete aiMesh::mBones for all meshes. The bones are
// removed during this step and we need the pointer as
// temporary storage
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
aiMesh* mesh = pScene->mMeshes[i];
for (unsigned int a = 0; a < mesh->mNumBones;++a)
delete mesh->mBones[a];
delete[] mesh->mBones;
mesh->mBones = NULL;
}
// now build a list of output meshes
std::vector<aiMesh*> apcOutMeshes;
// Keep scene hierarchy? It's an easy job in this case ...
// we go on and transform all meshes, if one is referenced by nodes
// with different absolute transformations a depth copy of the mesh
// is required.
if( configKeepHierarchy ) {
// Hack: store the matrix we're transforming a mesh with in aiMesh::mBones
BuildWCSMeshes(apcOutMeshes,pScene->mMeshes,pScene->mNumMeshes, pScene->mRootNode);
// ... if new meshes have been generated, append them to the end of the scene
if (apcOutMeshes.size() > 0) {
aiMesh** npp = new aiMesh*[pScene->mNumMeshes + apcOutMeshes.size()];
memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes);
memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size());
pScene->mNumMeshes += static_cast<unsigned int>(apcOutMeshes.size());
delete[] pScene->mMeshes; pScene->mMeshes = npp;
}
// now iterate through all meshes and transform them to worldspace
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
ApplyTransform(pScene->mMeshes[i],*reinterpret_cast<aiMatrix4x4*>( pScene->mMeshes[i]->mBones ));
// prevent improper destruction
pScene->mMeshes[i]->mBones = NULL;
pScene->mMeshes[i]->mNumBones = 0;
}
}
else {
apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
std::list<unsigned int> aiVFormats;
std::vector<unsigned int> s(pScene->mNumMeshes,0);
BuildMeshRefCountArray(pScene->mRootNode,&s[0]);
for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
// get the list of all vertex formats for this material
aiVFormats.clear();
GetVFormatList(pScene,i,aiVFormats);
aiVFormats.sort();
aiVFormats.unique();
for (std::list<unsigned int>::const_iterator j = aiVFormats.begin();j != aiVFormats.end();++j) {
unsigned int iVertices = 0;
unsigned int iFaces = 0;
CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
if (0 != iFaces && 0 != iVertices)
{
apcOutMeshes.push_back(new aiMesh());
aiMesh* pcMesh = apcOutMeshes.back();
pcMesh->mNumFaces = iFaces;
pcMesh->mNumVertices = iVertices;
pcMesh->mFaces = new aiFace[iFaces];
pcMesh->mVertices = new aiVector3D[iVertices];
pcMesh->mMaterialIndex = i;
if ((*j) & 0x2)pcMesh->mNormals = new aiVector3D[iVertices];
if ((*j) & 0x4)
{
pcMesh->mTangents = new aiVector3D[iVertices];
pcMesh->mBitangents = new aiVector3D[iVertices];
}
iFaces = 0;
while ((*j) & (0x100 << iFaces))
{
pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
if ((*j) & (0x10000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3;
else pcMesh->mNumUVComponents[iFaces] = 2;
iFaces++;
}
iFaces = 0;
while ((*j) & (0x1000000 << iFaces))
pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];
// fill the mesh ...
unsigned int aiTemp[2] = {0,0};
CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp,&s[0]);
}
}
}
// If no meshes are referenced in the node graph it is possible that we get no output meshes.
if (apcOutMeshes.empty()) {
throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes");
}
else
{
// now delete all meshes in the scene and build a new mesh list
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
{
aiMesh* mesh = pScene->mMeshes[i];
mesh->mNumBones = 0;
mesh->mBones = NULL;
// we're reusing the face index arrays. avoid destruction
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
mesh->mFaces[a].mNumIndices = 0;
mesh->mFaces[a].mIndices = NULL;
}
delete mesh;
// Invalidate the contents of the old mesh array. We will most
// likely have less output meshes now, so the last entries of
// the mesh array are not overridden. We set them to NULL to
// make sure the developer gets notified when his application
// attempts to access these fields ...
mesh = NULL;
}
// It is impossible that we have more output meshes than
// input meshes, so we can easily reuse the old mesh array
pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
pScene->mMeshes[i] = apcOutMeshes[i];
}
}
}
// remove all animations from the scene
for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
delete pScene->mAnimations[i];
delete[] pScene->mAnimations;
pScene->mAnimations = NULL;
pScene->mNumAnimations = 0;
// --- we need to keep all cameras and lights
for (unsigned int i = 0; i < pScene->mNumCameras;++i)
{
aiCamera* cam = pScene->mCameras[i];
const aiNode* nd = pScene->mRootNode->FindNode(cam->mName);
ai_assert(NULL != nd);
// multiply all properties of the camera with the absolute
// transformation of the corresponding node
cam->mPosition = nd->mTransformation * cam->mPosition;
cam->mLookAt = aiMatrix3x3( nd->mTransformation ) * cam->mLookAt;
cam->mUp = aiMatrix3x3( nd->mTransformation ) * cam->mUp;
}
for (unsigned int i = 0; i < pScene->mNumLights;++i)
{
aiLight* l = pScene->mLights[i];
const aiNode* nd = pScene->mRootNode->FindNode(l->mName);
ai_assert(NULL != nd);
// multiply all properties of the camera with the absolute
// transformation of the corresponding node
l->mPosition = nd->mTransformation * l->mPosition;
l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
l->mUp = aiMatrix3x3( nd->mTransformation ) * l->mUp;
}
if( !configKeepHierarchy ) {
// now delete all nodes in the scene and build a new
// flat node graph with a root node and some level 1 children
aiNode* newRoot = new aiNode();
newRoot->mName = pScene->mRootNode->mName;
delete pScene->mRootNode;
pScene->mRootNode = newRoot;
if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras)
{
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
}
else
{
pScene->mRootNode->mNumChildren = pScene->mNumMeshes+pScene->mNumLights+pScene->mNumCameras;
aiNode** nodes = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
// generate mesh nodes
for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes)
{
aiNode* pcNode = *nodes = new aiNode();
pcNode->mParent = pScene->mRootNode;
pcNode->mName = pScene->mMeshes[i]->mName;
// setup mesh indices
pcNode->mNumMeshes = 1;
pcNode->mMeshes = new unsigned int[1];
pcNode->mMeshes[0] = i;
}
// generate light nodes
for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes)
{
aiNode* pcNode = *nodes = new aiNode();
pcNode->mParent = pScene->mRootNode;
pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "light_%u",i);
pScene->mLights[i]->mName = pcNode->mName;
}
// generate camera nodes
for (unsigned int i = 0; i < pScene->mNumCameras;++i,++nodes)
{
aiNode* pcNode = *nodes = new aiNode();
pcNode->mParent = pScene->mRootNode;
pcNode->mName.length = ::ai_snprintf(pcNode->mName.data,MAXLEN,"cam_%u",i);
pScene->mCameras[i]->mName = pcNode->mName;
}
}
}
else {
// ... and finally set the transformation matrix of all nodes to identity
MakeIdentityTransform(pScene->mRootNode);
}
if (configNormalize) {
// compute the boundary of all meshes
aiVector3D min,max;
MinMaxChooser<aiVector3D> ()(min,max);
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
aiMesh* m = pScene->mMeshes[a];
for (unsigned int i = 0; i < m->mNumVertices;++i) {
min = std::min(m->mVertices[i],min);
max = std::max(m->mVertices[i],max);
}
}
// find the dominant axis
aiVector3D d = max-min;
const ai_real div = std::max(d.x,std::max(d.y,d.z))*ai_real( 0.5);
d = min + d * (ai_real)0.5;
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
aiMesh* m = pScene->mMeshes[a];
for (unsigned int i = 0; i < m->mNumVertices;++i) {
m->mVertices[i] = (m->mVertices[i]-d)/div;
}
}
}
// print statistics
if (!DefaultLogger::isNullLogger())
{
char buffer[4096];
DefaultLogger::get()->debug("PretransformVerticesProcess finished");
::ai_snprintf(buffer,4096,"Removed %u nodes and %u animation channels (%u output nodes)",
iOldNodes,iOldAnimationChannels,CountNodes(pScene->mRootNode));
DefaultLogger::get()->info(buffer);
ai_snprintf(buffer, 4096,"Kept %u lights and %u cameras",
pScene->mNumLights,pScene->mNumCameras);
DefaultLogger::get()->info(buffer);
ai_snprintf(buffer, 4096,"Moved %u meshes to WCS (number of output meshes: %u)",
iOldMeshes,pScene->mNumMeshes);
DefaultLogger::get()->info(buffer);
}
}