blob: 4b77bb2db450f946672f459dd916ed036020500d [file] [log] [blame]
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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All rights reserved.
Redistribution and use of this software in source and binary forms,
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* Redistributions in binary form must reproduce the above
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/
// TODO: refactor entire file to get rid of the "flat-copy" first approach
// to copying structures. This easily breaks in the most unintuitive way
// possible as new fields are added to assimp structures.
// ----------------------------------------------------------------------------
/**
* @file Implements Assimp::SceneCombiner. This is a smart utility
* class that combines multiple scenes, meshes, ... into one. Currently
* these utilities are used by the IRR and LWS loaders and the
* OptimizeGraph step.
*/
// ----------------------------------------------------------------------------
#include <assimp/SceneCombiner.h>
#include "StringUtils.h"
#include "fast_atof.h"
#include "Hash.h"
#include "time.h"
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/mesh.h>
#include <stdio.h>
#include "ScenePrivate.h"
namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Add a prefix to a string
inline
void PrefixString(aiString& string,const char* prefix, unsigned int len) {
// If the string is already prefixed, we won't prefix it a second time
if (string.length >= 1 && string.data[0] == '$')
return;
if (len+string.length>=MAXLEN-1) {
DefaultLogger::get()->debug("Can't add an unique prefix because the string is too long");
ai_assert(false);
return;
}
// Add the prefix
::memmove(string.data+len,string.data,string.length+1);
::memcpy (string.data, prefix, len);
// And update the string's length
string.length += len;
}
// ------------------------------------------------------------------------------------------------
// Add node identifiers to a hashing set
void SceneCombiner::AddNodeHashes(aiNode* node, std::set<unsigned int>& hashes) {
// Add node name to hashing set if it is non-empty - empty nodes are allowed
// and they can't have any anims assigned so its absolutely safe to duplicate them.
if (node->mName.length) {
hashes.insert( SuperFastHash(node->mName.data, static_cast<uint32_t>(node->mName.length)) );
}
// Process all children recursively
for (unsigned int i = 0; i < node->mNumChildren;++i)
AddNodeHashes(node->mChildren[i],hashes);
}
// ------------------------------------------------------------------------------------------------
// Add a name prefix to all nodes in a hierarchy
void SceneCombiner::AddNodePrefixes(aiNode* node, const char* prefix, unsigned int len) {
ai_assert(NULL != prefix);
PrefixString(node->mName,prefix,len);
// Process all children recursively
for ( unsigned int i = 0; i < node->mNumChildren; ++i ) {
AddNodePrefixes( node->mChildren[ i ], prefix, len );
}
}
// ------------------------------------------------------------------------------------------------
// Search for matching names
bool SceneCombiner::FindNameMatch(const aiString& name, std::vector<SceneHelper>& input, unsigned int cur) {
const unsigned int hash = SuperFastHash(name.data, static_cast<uint32_t>(name.length));
// Check whether we find a positive match in one of the given sets
for (unsigned int i = 0; i < input.size(); ++i) {
if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
return true;
}
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Add a name prefix to all nodes in a hierarchy if a hash match is found
void SceneCombiner::AddNodePrefixesChecked(aiNode* node, const char* prefix, unsigned int len,
std::vector<SceneHelper>& input, unsigned int cur) {
ai_assert(NULL != prefix);
const unsigned int hash = SuperFastHash(node->mName.data, static_cast<uint32_t>(node->mName.length));
// Check whether we find a positive match in one of the given sets
for (unsigned int i = 0; i < input.size(); ++i) {
if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
PrefixString(node->mName,prefix,len);
break;
}
}
// Process all children recursively
for (unsigned int i = 0; i < node->mNumChildren;++i)
AddNodePrefixesChecked(node->mChildren[i],prefix,len,input,cur);
}
// ------------------------------------------------------------------------------------------------
// Add an offset to all mesh indices in a node graph
void SceneCombiner::OffsetNodeMeshIndices (aiNode* node, unsigned int offset) {
for (unsigned int i = 0; i < node->mNumMeshes;++i)
node->mMeshes[i] += offset;
for ( unsigned int i = 0; i < node->mNumChildren; ++i ) {
OffsetNodeMeshIndices( node->mChildren[ i ], offset );
}
}
// ------------------------------------------------------------------------------------------------
// Merges two scenes. Currently only used by the LWS loader.
void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src, unsigned int flags) {
if ( nullptr == _dest ) {
return;
}
// if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
if (src.empty()) {
if (*_dest) {
(*_dest)->~aiScene();
SceneCombiner::CopySceneFlat(_dest,src[0]);
}
else *_dest = src[0];
return;
}
if (*_dest)(*_dest)->~aiScene();
else *_dest = new aiScene();
// Create a dummy scene to serve as master for the others
aiScene* master = new aiScene();
master->mRootNode = new aiNode();
master->mRootNode->mName.Set("<MergeRoot>");
std::vector<AttachmentInfo> srcList (src.size());
for (unsigned int i = 0; i < srcList.size();++i) {
srcList[i] = AttachmentInfo(src[i],master->mRootNode);
}
// 'master' will be deleted afterwards
MergeScenes (_dest, master, srcList, flags);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInfo>& srcList) {
unsigned int cnt;
for ( cnt = 0; cnt < attach->mNumChildren; ++cnt ) {
AttachToGraph( attach->mChildren[ cnt ], srcList );
}
cnt = 0;
for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
it != srcList.end(); ++it)
{
if ((*it).attachToNode == attach && !(*it).resolved)
++cnt;
}
if (cnt) {
aiNode** n = new aiNode*[cnt+attach->mNumChildren];
if (attach->mNumChildren) {
::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren);
delete[] attach->mChildren;
}
attach->mChildren = n;
n += attach->mNumChildren;
attach->mNumChildren += cnt;
for (unsigned int i = 0; i < srcList.size();++i) {
NodeAttachmentInfo& att = srcList[i];
if (att.attachToNode == attach && !att.resolved) {
*n = att.node;
(**n).mParent = attach;
++n;
// mark this attachment as resolved
att.resolved = true;
}
}
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::AttachToGraph ( aiScene* master, std::vector<NodeAttachmentInfo>& src) {
ai_assert(NULL != master);
AttachToGraph(master->mRootNode,src);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master, std::vector<AttachmentInfo>& srcList, unsigned int flags) {
if ( nullptr == _dest ) {
return;
}
// if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
if (srcList.empty()) {
if (*_dest) {
SceneCombiner::CopySceneFlat(_dest,master);
}
else *_dest = master;
return;
}
if (*_dest) {
(*_dest)->~aiScene();
new (*_dest) aiScene();
}
else *_dest = new aiScene();
aiScene* dest = *_dest;
std::vector<SceneHelper> src (srcList.size()+1);
src[0].scene = master;
for (unsigned int i = 0; i < srcList.size();++i) {
src[i+1] = SceneHelper( srcList[i].scene );
}
// this helper array specifies which scenes are duplicates of others
std::vector<unsigned int> duplicates(src.size(),UINT_MAX);
// this helper array is used as lookup table several times
std::vector<unsigned int> offset(src.size());
// Find duplicate scenes
for (unsigned int i = 0; i < src.size();++i) {
if (duplicates[i] != i && duplicates[i] != UINT_MAX) {
continue;
}
duplicates[i] = i;
for ( unsigned int a = i+1; a < src.size(); ++a) {
if (src[i].scene == src[a].scene) {
duplicates[a] = i;
}
}
}
// Generate unique names for all named stuff?
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES)
{
#if 0
// Construct a proper random number generator
boost::mt19937 rng( );
boost::uniform_int<> dist(1u,1 << 24u);
boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
#endif
for (unsigned int i = 1; i < src.size();++i)
{
//if (i != duplicates[i])
//{
// // duplicate scenes share the same UID
// ::strcpy( src[i].id, src[duplicates[i]].id );
// src[i].idlen = src[duplicates[i]].idlen;
// continue;
//}
src[i].idlen = ai_snprintf(src[i].id, 32, "$%.6X$_",i);
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
// Compute hashes for all identifiers in this scene and store them
// in a sorted table (for convenience I'm using std::set). We hash
// just the node and animation channel names, all identifiers except
// the material names should be caught by doing this.
AddNodeHashes(src[i]->mRootNode,src[i].hashes);
for (unsigned int a = 0; a < src[i]->mNumAnimations;++a) {
aiAnimation* anim = src[i]->mAnimations[a];
src[i].hashes.insert(SuperFastHash(anim->mName.data,static_cast<uint32_t>(anim->mName.length)));
}
}
}
}
unsigned int cnt;
// First find out how large the respective output arrays must be
for ( unsigned int n = 0; n < src.size();++n )
{
SceneHelper* cur = &src[n];
if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
dest->mNumTextures += (*cur)->mNumTextures;
dest->mNumMaterials += (*cur)->mNumMaterials;
dest->mNumMeshes += (*cur)->mNumMeshes;
}
dest->mNumLights += (*cur)->mNumLights;
dest->mNumCameras += (*cur)->mNumCameras;
dest->mNumAnimations += (*cur)->mNumAnimations;
// Combine the flags of all scenes
// We need to process them flag-by-flag here to get correct results
// dest->mFlags ; //|= (*cur)->mFlags;
if ((*cur)->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
dest->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
}
}
// generate the output texture list + an offset table for all texture indices
if (dest->mNumTextures)
{
aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials];
cnt = 0;
for ( unsigned int n = 0; n < src.size();++n )
{
SceneHelper* cur = &src[n];
for (unsigned int i = 0; i < (*cur)->mNumTextures;++i)
{
if (n != duplicates[n])
{
if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
Copy(pip,(*cur)->mTextures[i]);
else continue;
}
else *pip = (*cur)->mTextures[i];
++pip;
}
offset[n] = cnt;
cnt = (unsigned int)(pip - dest->mTextures);
}
}
// generate the output material list + an offset table for all material indices
if (dest->mNumMaterials)
{
aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
cnt = 0;
for ( unsigned int n = 0; n < src.size();++n ) {
SceneHelper* cur = &src[n];
for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i)
{
if (n != duplicates[n])
{
if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
Copy(pip,(*cur)->mMaterials[i]);
else continue;
}
else *pip = (*cur)->mMaterials[i];
if ((*cur)->mNumTextures != dest->mNumTextures) {
// We need to update all texture indices of the mesh. So we need to search for
// a material property called '$tex.file'
for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
{
aiMaterialProperty* prop = (*pip)->mProperties[a];
if (!strncmp(prop->mKey.data,"$tex.file",9))
{
// Check whether this texture is an embedded texture.
// In this case the property looks like this: *<n>,
// where n is the index of the texture.
aiString& s = *((aiString*)prop->mData);
if ('*' == s.data[0]) {
// Offset the index and write it back ..
const unsigned int idx = strtoul10(&s.data[1]) + offset[n];
ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx);
}
}
// Need to generate new, unique material names?
else if (!::strcmp( prop->mKey.data,"$mat.name" ) && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES)
{
aiString* pcSrc = (aiString*) prop->mData;
PrefixString(*pcSrc, (*cur).id, (*cur).idlen);
}
}
}
++pip;
}
offset[n] = cnt;
cnt = (unsigned int)(pip - dest->mMaterials);
}
}
// generate the output mesh list + again an offset table for all mesh indices
if (dest->mNumMeshes)
{
aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes];
cnt = 0;
for ( unsigned int n = 0; n < src.size();++n )
{
SceneHelper* cur = &src[n];
for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i)
{
if (n != duplicates[n]) {
if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
Copy(pip, (*cur)->mMeshes[i]);
else continue;
}
else *pip = (*cur)->mMeshes[i];
// update the material index of the mesh
(*pip)->mMaterialIndex += offset[n];
++pip;
}
// reuse the offset array - store now the mesh offset in it
offset[n] = cnt;
cnt = (unsigned int)(pip - dest->mMeshes);
}
}
std::vector <NodeAttachmentInfo> nodes;
nodes.reserve(srcList.size());
// ----------------------------------------------------------------------------
// Now generate the output node graph. We need to make those
// names in the graph that are referenced by anims or lights
// or cameras unique. So we add a prefix to them ... $<rand>_
// We could also use a counter, but using a random value allows us to
// use just one prefix if we are joining multiple scene hierarchies recursively.
// Chances are quite good we don't collide, so we try that ...
// ----------------------------------------------------------------------------
// Allocate space for light sources, cameras and animations
aiLight** ppLights = dest->mLights = (dest->mNumLights
? new aiLight*[dest->mNumLights] : NULL);
aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras
? new aiCamera*[dest->mNumCameras] : NULL);
aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
? new aiAnimation*[dest->mNumAnimations] : NULL);
for ( int n = static_cast<int>(src.size()-1); n >= 0 ;--n ) /* !!! important !!! */
{
SceneHelper* cur = &src[n];
aiNode* node;
// To offset or not to offset, this is the question
if (n != (int)duplicates[n])
{
// Get full scene-graph copy
Copy( &node, (*cur)->mRootNode );
OffsetNodeMeshIndices(node,offset[duplicates[n]]);
if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
// (note:) they are already 'offseted' by offset[duplicates[n]]
OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
}
}
else // if (n == duplicates[n])
{
node = (*cur)->mRootNode;
OffsetNodeMeshIndices(node,offset[n]);
}
if (n) // src[0] is the master node
nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode,n ));
// add name prefixes?
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
// or the whole scenegraph
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
AddNodePrefixesChecked(node,(*cur).id,(*cur).idlen,src,n);
}
else AddNodePrefixes(node,(*cur).id,(*cur).idlen);
// meshes
for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i) {
aiMesh* mesh = (*cur)->mMeshes[i];
// rename all bones
for (unsigned int a = 0; a < mesh->mNumBones;++a) {
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
if (!FindNameMatch(mesh->mBones[a]->mName,src,n))
continue;
}
PrefixString(mesh->mBones[a]->mName,(*cur).id,(*cur).idlen);
}
}
}
// --------------------------------------------------------------------
// Copy light sources
for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights)
{
if (n != (int)duplicates[n]) // duplicate scene?
{
Copy(ppLights, (*cur)->mLights[i]);
}
else *ppLights = (*cur)->mLights[i];
// Add name prefixes?
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
if (!FindNameMatch((*ppLights)->mName,src,n))
continue;
}
PrefixString((*ppLights)->mName,(*cur).id,(*cur).idlen);
}
}
// --------------------------------------------------------------------
// Copy cameras
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) {
if (n != (int)duplicates[n]) // duplicate scene?
{
Copy(ppCameras, (*cur)->mCameras[i]);
}
else *ppCameras = (*cur)->mCameras[i];
// Add name prefixes?
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
if (!FindNameMatch((*ppCameras)->mName,src,n))
continue;
}
PrefixString((*ppCameras)->mName,(*cur).id,(*cur).idlen);
}
}
// --------------------------------------------------------------------
// Copy animations
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) {
if (n != (int)duplicates[n]) // duplicate scene?
{
Copy(ppAnims, (*cur)->mAnimations[i]);
}
else *ppAnims = (*cur)->mAnimations[i];
// Add name prefixes?
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
if (!FindNameMatch((*ppAnims)->mName,src,n))
continue;
}
PrefixString((*ppAnims)->mName,(*cur).id,(*cur).idlen);
// don't forget to update all node animation channels
for (unsigned int a = 0; a < (*ppAnims)->mNumChannels;++a) {
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
if (!FindNameMatch((*ppAnims)->mChannels[a]->mNodeName,src,n))
continue;
}
PrefixString((*ppAnims)->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen);
}
}
}
}
// Now build the output graph
AttachToGraph ( master, nodes);
dest->mRootNode = master->mRootNode;
// Check whether we succeeded at building the output graph
for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
it != nodes.end(); ++it)
{
if (!(*it).resolved) {
if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
// search for this attachment point in all other imported scenes, too.
for ( unsigned int n = 0; n < src.size();++n ) {
if (n != (*it).src_idx) {
AttachToGraph(src[n].scene,nodes);
if ((*it).resolved)
break;
}
}
}
if (!(*it).resolved) {
DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
+ (*it).node->mName.data + " " + (*it).attachToNode->mName.data);
}
}
}
// now delete all input scenes. Make sure duplicate scenes aren't
// deleted more than one time
for ( unsigned int n = 0; n < src.size();++n ) {
if (n != duplicates[n]) // duplicate scene?
continue;
aiScene* deleteMe = src[n].scene;
// We need to delete the arrays before the destructor is called -
// we are reusing the array members
delete[] deleteMe->mMeshes; deleteMe->mMeshes = NULL;
delete[] deleteMe->mCameras; deleteMe->mCameras = NULL;
delete[] deleteMe->mLights; deleteMe->mLights = NULL;
delete[] deleteMe->mMaterials; deleteMe->mMaterials = NULL;
delete[] deleteMe->mAnimations; deleteMe->mAnimations = NULL;
deleteMe->mRootNode = NULL;
// Now we can safely delete the scene
delete deleteMe;
}
// Check flags
if (!dest->mNumMeshes || !dest->mNumMaterials) {
dest->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
// We're finished
}
// ------------------------------------------------------------------------------------------------
// Build a list of unique bones
void SceneCombiner::BuildUniqueBoneList(std::list<BoneWithHash>& asBones,
std::vector<aiMesh*>::const_iterator it,
std::vector<aiMesh*>::const_iterator end)
{
unsigned int iOffset = 0;
for (; it != end;++it) {
for (unsigned int l = 0; l < (*it)->mNumBones;++l) {
aiBone* p = (*it)->mBones[l];
uint32_t itml = SuperFastHash(p->mName.data,(unsigned int)p->mName.length);
std::list<BoneWithHash>::iterator it2 = asBones.begin();
std::list<BoneWithHash>::iterator end2 = asBones.end();
for (;it2 != end2;++it2) {
if ((*it2).first == itml) {
(*it2).pSrcBones.push_back(BoneSrcIndex(p,iOffset));
break;
}
}
if (end2 == it2) {
// need to begin a new bone entry
asBones.push_back(BoneWithHash());
BoneWithHash& btz = asBones.back();
// setup members
btz.first = itml;
btz.second = &p->mName;
btz.pSrcBones.push_back(BoneSrcIndex(p,iOffset));
}
}
iOffset += (*it)->mNumVertices;
}
}
// ------------------------------------------------------------------------------------------------
// Merge a list of bones
void SceneCombiner::MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator it,
std::vector<aiMesh*>::const_iterator end)
{
if ( nullptr == out || out->mNumBones == 0 ) {
return;
}
// find we need to build an unique list of all bones.
// we work with hashes to make the comparisons MUCH faster,
// at least if we have many bones.
std::list<BoneWithHash> asBones;
BuildUniqueBoneList(asBones, it,end);
// now create the output bones
out->mNumBones = 0;
out->mBones = new aiBone*[asBones.size()];
for (std::list<BoneWithHash>::const_iterator it = asBones.begin(),end = asBones.end(); it != end;++it) {
// Allocate a bone and setup it's name
aiBone* pc = out->mBones[out->mNumBones++] = new aiBone();
pc->mName = aiString( *((*it).second ));
std::vector< BoneSrcIndex >::const_iterator wend = (*it).pSrcBones.end();
// Loop through all bones to be joined for this bone
for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
pc->mNumWeights += (*wmit).first->mNumWeights;
// NOTE: different offset matrices for bones with equal names
// are - at the moment - not handled correctly.
if (wmit != (*it).pSrcBones.begin() && pc->mOffsetMatrix != (*wmit).first->mOffsetMatrix) {
DefaultLogger::get()->warn("Bones with equal names but different offset matrices can't be joined at the moment");
continue;
}
pc->mOffsetMatrix = (*wmit).first->mOffsetMatrix;
}
// Allocate the vertex weight array
aiVertexWeight* avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];
// And copy the final weights - adjust the vertex IDs by the
// face index offset of the corresponding mesh.
for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
aiBone* pip = (*wmit).first;
for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw) {
const aiVertexWeight& vfi = pip->mWeights[mp];
avw->mWeight = vfi.mWeight;
avw->mVertexId = vfi.mVertexId + (*wmit).second;
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Merge a list of meshes
void SceneCombiner::MergeMeshes(aiMesh** _out, unsigned int /*flags*/,
std::vector<aiMesh*>::const_iterator begin,
std::vector<aiMesh*>::const_iterator end)
{
if ( nullptr == _out ) {
return;
}
if (begin == end) {
*_out = NULL; // no meshes ...
return;
}
// Allocate the output mesh
aiMesh* out = *_out = new aiMesh();
out->mMaterialIndex = (*begin)->mMaterialIndex;
std::string name;
// Find out how much output storage we'll need
for (std::vector<aiMesh*>::const_iterator it = begin; it != end; ++it) {
const char *meshName( (*it)->mName.C_Str() );
name += std::string( meshName );
if ( it != end - 1 ) {
name += ".";
}
out->mNumVertices += (*it)->mNumVertices;
out->mNumFaces += (*it)->mNumFaces;
out->mNumBones += (*it)->mNumBones;
// combine primitive type flags
out->mPrimitiveTypes |= (*it)->mPrimitiveTypes;
}
out->mName.Set( name.c_str() );
if (out->mNumVertices) {
aiVector3D* pv2;
// copy vertex positions
if ((**begin).HasPositions()) {
pv2 = out->mVertices = new aiVector3D[out->mNumVertices];
for (std::vector<aiMesh*>::const_iterator it = begin; it != end; ++it) {
if ((*it)->mVertices) {
::memcpy(pv2,(*it)->mVertices,(*it)->mNumVertices*sizeof(aiVector3D));
}
else DefaultLogger::get()->warn("JoinMeshes: Positions expected but input mesh contains no positions");
pv2 += (*it)->mNumVertices;
}
}
// copy normals
if ((**begin).HasNormals()) {
pv2 = out->mNormals = new aiVector3D[out->mNumVertices];
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
if ((*it)->mNormals) {
::memcpy(pv2,(*it)->mNormals,(*it)->mNumVertices*sizeof(aiVector3D));
}
else DefaultLogger::get()->warn("JoinMeshes: Normals expected but input mesh contains no normals");
pv2 += (*it)->mNumVertices;
}
}
// copy tangents and bi-tangents
if ((**begin).HasTangentsAndBitangents()) {
pv2 = out->mTangents = new aiVector3D[out->mNumVertices];
aiVector3D* pv2b = out->mBitangents = new aiVector3D[out->mNumVertices];
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
if ((*it)->mTangents) {
::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices*sizeof(aiVector3D));
::memcpy(pv2b,(*it)->mBitangents,(*it)->mNumVertices*sizeof(aiVector3D));
}
else DefaultLogger::get()->warn("JoinMeshes: Tangents expected but input mesh contains no tangents");
pv2 += (*it)->mNumVertices;
pv2b += (*it)->mNumVertices;
}
}
// copy texture coordinates
unsigned int n = 0;
while ((**begin).HasTextureCoords(n)) {
out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n];
pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices];
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
if ((*it)->mTextureCoords[n]) {
::memcpy(pv2,(*it)->mTextureCoords[n],(*it)->mNumVertices*sizeof(aiVector3D));
}
else DefaultLogger::get()->warn("JoinMeshes: UVs expected but input mesh contains no UVs");
pv2 += (*it)->mNumVertices;
}
++n;
}
// copy vertex colors
n = 0;
while ((**begin).HasVertexColors(n)) {
aiColor4D* pv2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
if ((*it)->mColors[n]) {
::memcpy(pv2,(*it)->mColors[n],(*it)->mNumVertices*sizeof(aiColor4D));
}
else DefaultLogger::get()->warn("JoinMeshes: VCs expected but input mesh contains no VCs");
pv2 += (*it)->mNumVertices;
}
++n;
}
}
if (out->mNumFaces) // just for safety
{
// copy faces
out->mFaces = new aiFace[out->mNumFaces];
aiFace* pf2 = out->mFaces;
unsigned int ofs = 0;
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
for (unsigned int m = 0; m < (*it)->mNumFaces;++m,++pf2) {
aiFace& face = (*it)->mFaces[m];
pf2->mNumIndices = face.mNumIndices;
pf2->mIndices = face.mIndices;
if (ofs) {
// add the offset to the vertex
for (unsigned int q = 0; q < face.mNumIndices; ++q)
face.mIndices[q] += ofs;
}
face.mIndices = NULL;
}
ofs += (*it)->mNumVertices;
}
}
// bones - as this is quite lengthy, I moved the code to a separate function
if (out->mNumBones)
MergeBones(out,begin,end);
// delete all source meshes
for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
delete *it;
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::MergeMaterials(aiMaterial** dest,
std::vector<aiMaterial*>::const_iterator begin,
std::vector<aiMaterial*>::const_iterator end)
{
if ( nullptr == dest ) {
return;
}
if (begin == end) {
*dest = NULL; // no materials ...
return;
}
// Allocate the output material
aiMaterial* out = *dest = new aiMaterial();
// Get the maximal number of properties
unsigned int size = 0;
for (std::vector<aiMaterial*>::const_iterator it = begin; it != end; ++it) {
size += (*it)->mNumProperties;
}
out->Clear();
delete[] out->mProperties;
out->mNumAllocated = size;
out->mNumProperties = 0;
out->mProperties = new aiMaterialProperty*[out->mNumAllocated];
for (std::vector<aiMaterial*>::const_iterator it = begin; it != end; ++it) {
for(unsigned int i = 0; i < (*it)->mNumProperties; ++i) {
aiMaterialProperty* sprop = (*it)->mProperties[i];
// Test if we already have a matching property
const aiMaterialProperty* prop_exist;
if(aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mSemantic, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
// If not, we add it to the new material
aiMaterialProperty* prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty();
prop->mDataLength = sprop->mDataLength;
prop->mData = new char[prop->mDataLength];
::memcpy(prop->mData, sprop->mData, prop->mDataLength);
prop->mIndex = sprop->mIndex;
prop->mSemantic = sprop->mSemantic;
prop->mKey = sprop->mKey;
prop->mType = sprop->mType;
out->mNumProperties++;
}
}
}
}
// ------------------------------------------------------------------------------------------------
template <typename Type>
inline
void CopyPtrArray (Type**& dest, const Type* const * src, ai_uint num) {
if (!num) {
dest = NULL;
return;
}
dest = new Type*[num];
for (ai_uint i = 0; i < num;++i) {
SceneCombiner::Copy(&dest[i],src[i]);
}
}
// ------------------------------------------------------------------------------------------------
template <typename Type>
inline
void GetArrayCopy(Type*& dest, ai_uint num ) {
if ( !dest ) {
return;
}
Type* old = dest;
dest = new Type[num];
::memcpy(dest, old, sizeof(Type) * num);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
// reuse the old scene or allocate a new?
if (*_dest) {
(*_dest)->~aiScene();
new (*_dest) aiScene();
} else {
*_dest = new aiScene();
}
::memcpy(*_dest,src,sizeof(aiScene));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::CopyScene(aiScene** _dest,const aiScene* src,bool allocate) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
if (allocate) {
*_dest = new aiScene();
}
aiScene* dest = *_dest;
ai_assert(dest);
// copy animations
dest->mNumAnimations = src->mNumAnimations;
CopyPtrArray(dest->mAnimations,src->mAnimations,
dest->mNumAnimations);
// copy textures
dest->mNumTextures = src->mNumTextures;
CopyPtrArray(dest->mTextures,src->mTextures,
dest->mNumTextures);
// copy materials
dest->mNumMaterials = src->mNumMaterials;
CopyPtrArray(dest->mMaterials,src->mMaterials,
dest->mNumMaterials);
// copy lights
dest->mNumLights = src->mNumLights;
CopyPtrArray(dest->mLights,src->mLights,
dest->mNumLights);
// copy cameras
dest->mNumCameras = src->mNumCameras;
CopyPtrArray(dest->mCameras,src->mCameras,
dest->mNumCameras);
// copy meshes
dest->mNumMeshes = src->mNumMeshes;
CopyPtrArray(dest->mMeshes,src->mMeshes,
dest->mNumMeshes);
// now - copy the root node of the scene (deep copy, too)
Copy( &dest->mRootNode, src->mRootNode);
// and keep the flags ...
dest->mFlags = src->mFlags;
// source private data might be NULL if the scene is user-allocated (i.e. for use with the export API)
if (dest->mPrivate != NULL) {
ScenePriv(dest)->mPPStepsApplied = ScenePriv(src) ? ScenePriv(src)->mPPStepsApplied : 0;
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy( aiMesh** _dest, const aiMesh* src ) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiMesh* dest = *_dest = new aiMesh();
// get a flat copy
::memcpy(dest,src,sizeof(aiMesh));
// and reallocate all arrays
GetArrayCopy( dest->mVertices, dest->mNumVertices );
GetArrayCopy( dest->mNormals , dest->mNumVertices );
GetArrayCopy( dest->mTangents, dest->mNumVertices );
GetArrayCopy( dest->mBitangents, dest->mNumVertices );
unsigned int n = 0;
while (dest->HasTextureCoords(n))
GetArrayCopy( dest->mTextureCoords[n++], dest->mNumVertices );
n = 0;
while (dest->HasVertexColors(n))
GetArrayCopy( dest->mColors[n++], dest->mNumVertices );
// make a deep copy of all bones
CopyPtrArray(dest->mBones,dest->mBones,dest->mNumBones);
// make a deep copy of all faces
GetArrayCopy(dest->mFaces,dest->mNumFaces);
for (unsigned int i = 0; i < dest->mNumFaces;++i) {
aiFace& f = dest->mFaces[i];
GetArrayCopy(f.mIndices,f.mNumIndices);
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiMaterial** _dest, const aiMaterial* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiMaterial* dest = (aiMaterial*) ( *_dest = new aiMaterial() );
dest->Clear();
delete[] dest->mProperties;
dest->mNumAllocated = src->mNumAllocated;
dest->mNumProperties = src->mNumProperties;
dest->mProperties = new aiMaterialProperty* [dest->mNumAllocated];
for (unsigned int i = 0; i < dest->mNumProperties;++i)
{
aiMaterialProperty* prop = dest->mProperties[i] = new aiMaterialProperty();
aiMaterialProperty* sprop = src->mProperties[i];
prop->mDataLength = sprop->mDataLength;
prop->mData = new char[prop->mDataLength];
::memcpy(prop->mData,sprop->mData,prop->mDataLength);
prop->mIndex = sprop->mIndex;
prop->mSemantic = sprop->mSemantic;
prop->mKey = sprop->mKey;
prop->mType = sprop->mType;
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiTexture** _dest, const aiTexture* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiTexture* dest = *_dest = new aiTexture();
// get a flat copy
::memcpy(dest,src,sizeof(aiTexture));
// and reallocate all arrays. We must do it manually here
const char* old = (const char*)dest->pcData;
if (old)
{
unsigned int cpy;
if (!dest->mHeight)cpy = dest->mWidth;
else cpy = dest->mHeight * dest->mWidth * sizeof(aiTexel);
if (!cpy)
{
dest->pcData = NULL;
return;
}
// the cast is legal, the aiTexel c'tor does nothing important
dest->pcData = (aiTexel*) new char[cpy];
::memcpy(dest->pcData, old, cpy);
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy( aiAnimation** _dest, const aiAnimation* src ) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiAnimation* dest = *_dest = new aiAnimation();
// get a flat copy
::memcpy(dest,src,sizeof(aiAnimation));
// and reallocate all arrays
CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiNodeAnim** _dest, const aiNodeAnim* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiNodeAnim* dest = *_dest = new aiNodeAnim();
// get a flat copy
::memcpy(dest,src,sizeof(aiNodeAnim));
// and reallocate all arrays
GetArrayCopy( dest->mPositionKeys, dest->mNumPositionKeys );
GetArrayCopy( dest->mScalingKeys, dest->mNumScalingKeys );
GetArrayCopy( dest->mRotationKeys, dest->mNumRotationKeys );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy( aiCamera** _dest,const aiCamera* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiCamera* dest = *_dest = new aiCamera();
// get a flat copy, that's already OK
::memcpy(dest,src,sizeof(aiCamera));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiLight** _dest, const aiLight* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiLight* dest = *_dest = new aiLight();
// get a flat copy, that's already OK
::memcpy(dest,src,sizeof(aiLight));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiBone** _dest, const aiBone* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiBone* dest = *_dest = new aiBone();
// get a flat copy
::memcpy(dest,src,sizeof(aiBone));
// and reallocate all arrays
GetArrayCopy( dest->mWeights, dest->mNumWeights );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiNode** _dest, const aiNode* src)
{
ai_assert(NULL != _dest && NULL != src);
aiNode* dest = *_dest = new aiNode();
// get a flat copy
::memcpy(dest,src,sizeof(aiNode));
if (src->mMetaData) {
Copy(&dest->mMetaData, src->mMetaData);
}
// and reallocate all arrays
GetArrayCopy( dest->mMeshes, dest->mNumMeshes );
CopyPtrArray( dest->mChildren, src->mChildren,dest->mNumChildren);
// need to set the mParent fields to the created aiNode.
for( unsigned int i = 0; i < dest->mNumChildren; i ++ ) {
dest->mChildren[i]->mParent = dest;
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiMetadata** _dest, const aiMetadata* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
if ( 0 == src->mNumProperties ) {
return;
}
aiMetadata* dest = *_dest = aiMetadata::Alloc( src->mNumProperties );
std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys);
dest->mValues = new aiMetadataEntry[src->mNumProperties];
for (unsigned int i = 0; i < src->mNumProperties; ++i) {
aiMetadataEntry& in = src->mValues[i];
aiMetadataEntry& out = dest->mValues[i];
out.mType = in.mType;
switch (dest->mValues[i].mType) {
case AI_BOOL:
out.mData = new bool(*static_cast<bool*>(in.mData));
break;
case AI_INT32:
out.mData = new int32_t(*static_cast<int32_t*>(in.mData));
break;
case AI_UINT64:
out.mData = new uint64_t(*static_cast<uint64_t*>(in.mData));
break;
case AI_FLOAT:
out.mData = new float(*static_cast<float*>(in.mData));
break;
case AI_DOUBLE:
out.mData = new double(*static_cast<double*>(in.mData));
break;
case AI_AISTRING:
out.mData = new aiString(*static_cast<aiString*>(in.mData));
break;
case AI_AIVECTOR3D:
out.mData = new aiVector3D(*static_cast<aiVector3D*>(in.mData));
break;
default:
ai_assert(false);
}
}
}
} // Namespace Assimp