blob: e4b314e02ebb33de9d756327df9fafceddf131f0 [file] [log] [blame]
/*
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Open Asset Import Library (assimp)
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*/
/** @file Implementation of the DeterminePTypeHelperProcess and
* SortByPTypeProcess post-process steps.
*/
// internal headers
#include "ProcessHelper.h"
#include "SortByPTypeProcess.h"
#include "Exceptional.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
SortByPTypeProcess::SortByPTypeProcess()
{
configRemoveMeshes = 0;
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
SortByPTypeProcess::~SortByPTypeProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SortByPTypeProcess::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_SortByPType) != 0;
}
// ------------------------------------------------------------------------------------------------
void SortByPTypeProcess::SetupProperties(const Importer* pImp)
{
configRemoveMeshes = pImp->GetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,0);
}
// ------------------------------------------------------------------------------------------------
// Update changed meshes in all nodes
void UpdateNodes(const std::vector<unsigned int>& replaceMeshIndex, aiNode* node)
{
// std::vector<unsigned int>::const_iterator it;
if (node->mNumMeshes)
{
unsigned int newSize = 0;
for (unsigned int m = 0; m< node->mNumMeshes; ++m)
{
unsigned int add = node->mMeshes[m]<<2;
for (unsigned int i = 0; i < 4;++i)
{
if (UINT_MAX != replaceMeshIndex[add+i])++newSize;
}
}
if (!newSize)
{
delete[] node->mMeshes;
node->mNumMeshes = 0;
node->mMeshes = NULL;
}
else
{
// Try to reuse the old array if possible
unsigned int* newMeshes = (newSize > node->mNumMeshes
? new unsigned int[newSize] : node->mMeshes);
for (unsigned int m = 0; m< node->mNumMeshes; ++m)
{
unsigned int add = node->mMeshes[m]<<2;
for (unsigned int i = 0; i < 4;++i)
{
if (UINT_MAX != replaceMeshIndex[add+i])
*newMeshes++ = replaceMeshIndex[add+i];
}
}
if (newSize > node->mNumMeshes)
delete[] node->mMeshes;
node->mMeshes = newMeshes-(node->mNumMeshes = newSize);
}
}
// call all subnodes recursively
for (unsigned int m = 0; m < node->mNumChildren; ++m)
UpdateNodes(replaceMeshIndex,node->mChildren[m]);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SortByPTypeProcess::Execute( aiScene* pScene)
{
if (!pScene->mNumMeshes)
{
DefaultLogger::get()->debug("SortByPTypeProcess skipped, there are no meshes");
return;
}
DefaultLogger::get()->debug("SortByPTypeProcess begin");
unsigned int aiNumMeshesPerPType[4] = {0,0,0,0};
std::vector<aiMesh*> outMeshes;
outMeshes.reserve(pScene->mNumMeshes<<1u);
bool bAnyChanges = false;
std::vector<unsigned int> replaceMeshIndex(pScene->mNumMeshes*4,UINT_MAX);
std::vector<unsigned int>::iterator meshIdx = replaceMeshIndex.begin();
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
{
aiMesh* const mesh = pScene->mMeshes[i];
ai_assert(0 != mesh->mPrimitiveTypes);
// if there's just one primitive type in the mesh there's nothing to do for us
unsigned int num = 0;
if (mesh->mPrimitiveTypes & aiPrimitiveType_POINT)
{
++aiNumMeshesPerPType[0];
++num;
}
if (mesh->mPrimitiveTypes & aiPrimitiveType_LINE)
{
++aiNumMeshesPerPType[1];
++num;
}
if (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE)
{
++aiNumMeshesPerPType[2];
++num;
}
if (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)
{
++aiNumMeshesPerPType[3];
++num;
}
if (1 == num)
{
if (!(configRemoveMeshes & mesh->mPrimitiveTypes))
{
*meshIdx = (unsigned int) outMeshes.size();
outMeshes.push_back(mesh);
}
else bAnyChanges = true;
meshIdx += 4;
continue;
}
bAnyChanges = true;
// reuse our current mesh arrays for the submesh
// with the largest numer of primitives
unsigned int aiNumPerPType[4] = {0,0,0,0};
aiFace* pFirstFace = mesh->mFaces;
aiFace* const pLastFace = pFirstFace + mesh->mNumFaces;
unsigned int numPolyVerts = 0;
for (;pFirstFace != pLastFace; ++pFirstFace)
{
if (pFirstFace->mNumIndices <= 3)
++aiNumPerPType[pFirstFace->mNumIndices-1];
else
{
++aiNumPerPType[3];
numPolyVerts += pFirstFace-> mNumIndices;
}
}
VertexWeightTable* avw = ComputeVertexBoneWeightTable(mesh);
for (unsigned int real = 0; real < 4; ++real,++meshIdx)
{
if ( !aiNumPerPType[real] || configRemoveMeshes & (1u << real))
{
continue;
}
*meshIdx = (unsigned int) outMeshes.size();
outMeshes.push_back(new aiMesh());
aiMesh* out = outMeshes.back();
// the name carries the adjacency information between the meshes
out->mName = mesh->mName;
// copy data members
out->mPrimitiveTypes = 1u << real;
out->mMaterialIndex = mesh->mMaterialIndex;
// allocate output storage
out->mNumFaces = aiNumPerPType[real];
aiFace* outFaces = out->mFaces = new aiFace[out->mNumFaces];
out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real+1));
aiVector3D *vert(NULL), *nor(NULL), *tan(NULL), *bit(NULL);
aiVector3D *uv [AI_MAX_NUMBER_OF_TEXTURECOORDS];
aiColor4D *cols [AI_MAX_NUMBER_OF_COLOR_SETS];
if (mesh->mVertices)
vert = out->mVertices = new aiVector3D[out->mNumVertices];
if (mesh->mNormals)
nor = out->mNormals = new aiVector3D[out->mNumVertices];
if (mesh->mTangents)
{
tan = out->mTangents = new aiVector3D[out->mNumVertices];
bit = out->mBitangents = new aiVector3D[out->mNumVertices];
}
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
{
if (mesh->mTextureCoords[i])
uv[i] = out->mTextureCoords[i] = new aiVector3D[out->mNumVertices];
else uv[i] = NULL;
out->mNumUVComponents[i] = mesh->mNumUVComponents[i];
}
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
{
if (mesh->mColors[i])
cols[i] = out->mColors[i] = new aiColor4D[out->mNumVertices];
else cols[i] = NULL;
}
typedef std::vector< aiVertexWeight > TempBoneInfo;
std::vector< TempBoneInfo > tempBones(mesh->mNumBones);
// try to guess how much storage we'll need
for (unsigned int q = 0; q < mesh->mNumBones;++q)
{
tempBones[q].reserve(mesh->mBones[q]->mNumWeights / (num-1));
}
unsigned int outIdx = 0;
for (unsigned int m = 0; m < mesh->mNumFaces; ++m)
{
aiFace& in = mesh->mFaces[m];
if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real+1))
{
continue;
}
outFaces->mNumIndices = in.mNumIndices;
outFaces->mIndices = in.mIndices;
for (unsigned int q = 0; q < in.mNumIndices; ++q)
{
unsigned int idx = in.mIndices[q];
// process all bones of this index
if (avw)
{
VertexWeightTable& tbl = avw[idx];
for (VertexWeightTable::const_iterator it = tbl.begin(), end = tbl.end();
it != end; ++it)
{
tempBones[ (*it).first ].push_back( aiVertexWeight(outIdx, (*it).second) );
}
}
if (vert)
{
*vert++ = mesh->mVertices[idx];
//mesh->mVertices[idx].x = get_qnan();
}
if (nor )*nor++ = mesh->mNormals[idx];
if (tan )
{
*tan++ = mesh->mTangents[idx];
*bit++ = mesh->mBitangents[idx];
}
for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++pp)
{
if (!uv[pp])break;
*uv[pp]++ = mesh->mTextureCoords[pp][idx];
}
for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_COLOR_SETS; ++pp)
{
if (!cols[pp])break;
*cols[pp]++ = mesh->mColors[pp][idx];
}
in.mIndices[q] = outIdx++;
}
in.mIndices = NULL;
++outFaces;
}
ai_assert(outFaces == out->mFaces + out->mNumFaces);
// now generate output bones
for (unsigned int q = 0; q < mesh->mNumBones;++q)
if (!tempBones[q].empty())++out->mNumBones;
if (out->mNumBones)
{
out->mBones = new aiBone*[out->mNumBones];
for (unsigned int q = 0, real = 0; q < mesh->mNumBones;++q)
{
TempBoneInfo& in = tempBones[q];
if (in.empty())continue;
aiBone* srcBone = mesh->mBones[q];
aiBone* bone = out->mBones[real] = new aiBone();
bone->mName = srcBone->mName;
bone->mOffsetMatrix = srcBone->mOffsetMatrix;
bone->mNumWeights = (unsigned int)in.size();
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
::memcpy(bone->mWeights,&in[0],bone->mNumWeights*sizeof(aiVertexWeight));
++real;
}
}
}
// delete the per-vertex bone weights table
delete[] avw;
// delete the input mesh
delete mesh;
// avoid invalid pointer
pScene->mMeshes[i] = NULL;
}
if (outMeshes.empty())
{
// This should not occur
throw DeadlyImportError("No meshes remaining");
}
// If we added at least one mesh process all nodes in the node
// graph and update their respective mesh indices.
if (bAnyChanges)
{
UpdateNodes(replaceMeshIndex,pScene->mRootNode);
}
if (outMeshes.size() != pScene->mNumMeshes)
{
delete[] pScene->mMeshes;
pScene->mNumMeshes = (unsigned int)outMeshes.size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
}
::memcpy(pScene->mMeshes,&outMeshes[0],pScene->mNumMeshes*sizeof(void*));
if (!DefaultLogger::isNullLogger())
{
char buffer[1024];
::ai_snprintf(buffer,1024,"Points: %u%s, Lines: %u%s, Triangles: %u%s, Polygons: %u%s (Meshes, X = removed)",
aiNumMeshesPerPType[0], ((configRemoveMeshes & aiPrimitiveType_POINT) ? "X" : ""),
aiNumMeshesPerPType[1], ((configRemoveMeshes & aiPrimitiveType_LINE) ? "X" : ""),
aiNumMeshesPerPType[2], ((configRemoveMeshes & aiPrimitiveType_TRIANGLE) ? "X" : ""),
aiNumMeshesPerPType[3], ((configRemoveMeshes & aiPrimitiveType_POLYGON) ? "X" : ""));
DefaultLogger::get()->info(buffer);
DefaultLogger::get()->debug("SortByPTypeProcess finished");
}
}