Changed some runtime asserts to boost::static_asserts.

Added FindInstances postprocessing step. Not fully tested yet, but seems to work well. Enabled it for the viewer, too.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@327 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-02-02 20:29:27 +00:00
parent 0c6894f6f9
commit 4b4526953e
14 changed files with 529 additions and 70 deletions

View File

@@ -48,11 +48,27 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
typedef std::pair< unsigned int,float > PerVertexWeight;
typedef std::vector< PerVertexWeight > VertexWeightTable;
// some aliases to make the whole stuff easier to read
typedef std::pair < unsigned int,float > PerVertexWeight;
typedef std::vector < PerVertexWeight > VertexWeightTable;
// ------------------------------------------------------------------------------------------------
// compute a good epsilon value for position comparisons
// -------------------------------------------------------------------------------
/** Little helper function to calculate the quadratic difference
* of two colours.
* @param pColor1 First color
* @param pColor2 second color
* @return Quadratic color difference
*/
inline float GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2)
{
const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g,
pColor1.b - pColor2.b, pColor1.a - pColor2.a);
return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
}
// -------------------------------------------------------------------------------
// Compute a good epsilon value for position comparisons on a mesh
inline float ComputePositionEpsilon(const aiMesh* pMesh)
{
const float epsilon = 1e-5f;
@@ -71,20 +87,54 @@ inline float ComputePositionEpsilon(const aiMesh* pMesh)
return (maxVec - minVec).Length() * epsilon;
}
// ------------------------------------------------------------------------------------------------
// -------------------------------------------------------------------------------
// Compute an unique value for the vertex format of a mesh
inline unsigned int GetMeshVFormatUnique(aiMesh* pcMesh)
{
ai_assert(NULL != pcMesh);
// FIX: the hash may never be 0. Otherwise a comparison against
// nullptr could be successful
unsigned int iRet = 1;
// normals
if (pcMesh->HasNormals())iRet |= 0x2;
// tangents and bitangents
if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
// texture coordinates
unsigned int p = 0;
while (pcMesh->HasTextureCoords(p))
{
iRet |= (0x100 << p);
if (3 == pcMesh->mNumUVComponents[p])
iRet |= (0x10000 << p);
++p;
}
// vertex colors
p = 0;
while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
return iRet;
}
// -------------------------------------------------------------------------------
// Compute a per-vertex bone weight table
// NOTE: delete result with operator delete[] ...
// please .... delete result with operator delete[] ...
inline VertexWeightTable* ComputeVertexBoneWeightTable(aiMesh* pMesh)
{
if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) return NULL;
if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones)
return NULL;
VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
for (unsigned int i = 0; i < pMesh->mNumBones;++i)
{
aiBone* bone = pMesh->mBones[i];
for (unsigned int a = 0; a < bone->mNumWeights;++a)
{
aiVertexWeight& weight = bone->mWeights[a];
for (unsigned int a = 0; a < bone->mNumWeights;++a) {
const aiVertexWeight& weight = bone->mWeights[a];
avPerVertexWeights[weight.mVertexId].push_back(
std::pair<unsigned int,float>(i,weight.mWeight));
}
@@ -93,7 +143,7 @@ inline VertexWeightTable* ComputeVertexBoneWeightTable(aiMesh* pMesh)
}
// ------------------------------------------------------------------------------------------------
// -------------------------------------------------------------------------------
// Get a string for a given aiTextureType
inline const char* TextureTypeToString(aiTextureType in)
{
@@ -120,7 +170,7 @@ inline const char* TextureTypeToString(aiTextureType in)
}
}
// ------------------------------------------------------------------------------------------------
// -------------------------------------------------------------------------------
// Get a string for a given aiTextureMapping
inline const char* MappingTypeToString(aiTextureMapping in)
{
@@ -143,7 +193,9 @@ inline const char* MappingTypeToString(aiTextureMapping in)
}
}
// ------------------------------------------------------------------------------------------------
// -------------------------------------------------------------------------------
// Utility postprocess step to share the spatial sort tree between
// all steps which use it to speedup its computations.
class ComputeSpatialSortProcess : public BaseProcess
{
bool IsActive( unsigned int pFlags) const
@@ -159,8 +211,7 @@ class ComputeSpatialSortProcess : public BaseProcess
std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes);
std::vector<_Type>::iterator it = p->begin();
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it)
{
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) {
aiMesh* mesh = pScene->mMeshes[i];
_Type& blubb = *it;
blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D));
@@ -171,7 +222,8 @@ class ComputeSpatialSortProcess : public BaseProcess
}
};
// ------------------------------------------------------------------------------------------------
// -------------------------------------------------------------------------------
// ... and the same again to cleanup the whole stuff
class DestroySpatialSortProcess : public BaseProcess
{
bool IsActive( unsigned int pFlags) const