General
- Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -39,12 +39,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the "PretransformVertices" post processing step
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/** @file PretransformVertices.cpp
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* @brief Implementation of the "PretransformVertices" post processing step
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*/
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#include "AssimpPCH.h"
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#include "PretransformVertices.h"
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#include "ProcessHelper.h"
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#include "SceneCombiner.h"
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using namespace Assimp;
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@@ -55,6 +57,7 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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PretransformVertices::PretransformVertices()
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: configKeepHierarchy (false)
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{
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}
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@@ -72,9 +75,17 @@ bool PretransformVertices::IsActive( unsigned int pFlags) const
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return (pFlags & aiProcess_PreTransformVertices) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import configuration
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void PretransformVertices::SetupProperties(const Importer* pImp)
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{
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// Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY
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configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0));
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}
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// ------------------------------------------------------------------------------------------------
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// Count the number of nodes
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unsigned int CountNodes( aiNode* pcNode )
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unsigned int PretransformVertices::CountNodes( aiNode* pcNode )
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{
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unsigned int iRet = 1;
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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@@ -86,7 +97,7 @@ unsigned int CountNodes( aiNode* pcNode )
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// ------------------------------------------------------------------------------------------------
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// Get a bitwise combination identifying the vertex format of a mesh
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unsigned int GetMeshVFormat(aiMesh* pcMesh)
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unsigned int PretransformVertices::GetMeshVFormat(aiMesh* pcMesh)
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{
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// the vertex format is stored in aiMesh::mBones for later retrieval.
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// there isn't a good reason to compute it a few hundred times
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@@ -106,7 +117,7 @@ unsigned int GetMeshVFormat(aiMesh* pcMesh)
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// ------------------------------------------------------------------------------------------------
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// Count the number of vertices in the whole scene and a given
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// material index
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void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices)
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{
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for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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@@ -127,39 +138,73 @@ void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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// ------------------------------------------------------------------------------------------------
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// Collect vertex/face data
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void CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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unsigned int iVFormat, aiMesh* pcMeshOut,
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unsigned int aiCurrent[2])
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unsigned int aiCurrent[2], unsigned int* num_refs)
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{
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// No need to multiply if there's no transformation
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const bool identity = pcNode->mTransformation.IsIdentity();
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for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
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if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
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{
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// copy positions, transform them to worldspace
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n];
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// Decrement mesh reference counter
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unsigned int& num_ref = num_refs[pcNode->mMeshes[i]];
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ai_assert(0 != num_ref);
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--num_ref;
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aiMatrix4x4 mWorldIT = pcNode->mTransformation;
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mWorldIT.Inverse().Transpose();
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if (identity) {
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// copy positions without modifying them
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::memcpy(pcMeshOut->mVertices + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mVertices,
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pcMesh->mNumVertices * sizeof(aiVector3D));
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// TODO: implement Inverse() for aiMatrix3x3
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aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
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if (iVFormat & 0x2)
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{
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// copy normals, transform them to worldspace
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
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pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] = m * pcMesh->mNormals[n];
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if (iVFormat & 0x2) {
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// copy normals without modifying them
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::memcpy(pcMeshOut->mNormals + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mNormals,
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pcMesh->mNumVertices * sizeof(aiVector3D));
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}
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if (iVFormat & 0x4)
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{
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// copy tangents without modifying them
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::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mTangents,
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pcMesh->mNumVertices * sizeof(aiVector3D));
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// copy bitangents without modifying them
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::memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mBitangents,
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pcMesh->mNumVertices * sizeof(aiVector3D));
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}
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}
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if (iVFormat & 0x4)
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else
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{
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// copy tangents and bitangents, transform them to worldspace
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// copy positions, transform them to worldspace
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
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pcMeshOut->mTangents [aiCurrent[AI_PTVS_VERTEX]+n] = m * pcMesh->mTangents[n];
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pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = m * pcMesh->mBitangents[n];
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pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n];
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}
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aiMatrix4x4 mWorldIT = pcNode->mTransformation;
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mWorldIT.Inverse().Transpose();
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// TODO: implement Inverse() for aiMatrix3x3
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aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
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if (iVFormat & 0x2)
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{
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// copy normals, transform them to worldspace
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
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pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
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m * pcMesh->mNormals[n];
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}
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}
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if (iVFormat & 0x4)
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{
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// copy tangents and bitangents, transform them to worldspace
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
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pcMeshOut->mTangents [aiCurrent[AI_PTVS_VERTEX]+n] = m * pcMesh->mTangents[n];
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pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = m * pcMesh->mBitangents[n];
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}
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}
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}
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unsigned int p = 0;
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@@ -180,26 +225,35 @@ void CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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pcMesh->mNumVertices * sizeof(aiColor4D));
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++p;
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}
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// now we need to copy all faces
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// since we will delete the source mesh afterwards,
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// we don't need to reallocate the array of indices
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for (unsigned int planck = 0;planck<pcMesh->mNumFaces;++planck)
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// now we need to copy all faces. since we will delete the source mesh afterwards,
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// we don't need to reallocate the array of indices except if this mesh is
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// referenced multiple times.
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for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck)
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{
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pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck].mNumIndices =
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pcMesh->mFaces[planck].mNumIndices;
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aiFace& f_src = pcMesh->mFaces[planck];
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aiFace& f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck];
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unsigned int* pi = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck].
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mIndices = pcMesh->mFaces[planck].mIndices;
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const unsigned int num_idx = f_src.mNumIndices;
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// offset all vrtex indices
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for (unsigned int hahn = 0; hahn < pcMesh->mFaces[planck].mNumIndices;++hahn)
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{
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pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
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f_dst.mNumIndices = num_idx;
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unsigned int* pi;
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if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
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pi = f_dst.mIndices = f_src.mIndices;
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// offset all vertex indices
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for (unsigned int hahn = 0; hahn < num_idx;++hahn){
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pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
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}
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}
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else {
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pi = f_dst.mIndices = new unsigned int[num_idx];
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// copy and offset all vertex indices
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for (unsigned int hahn = 0; hahn < num_idx;++hahn){
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pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
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}
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}
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// just make sure the array won't be deleted by the
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// aiFace destructor ...
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pcMesh->mFaces[planck].mIndices = NULL;
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// Update the mPrimitiveTypes member of the mesh
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switch (pcMesh->mFaces[planck].mNumIndices)
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@@ -222,24 +276,24 @@ void CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces;
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}
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}
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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{
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// append all children of us
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
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CollectData(pcScene,pcNode->mChildren[i],iMat,
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iVFormat,pcMeshOut,aiCurrent);
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iVFormat,pcMeshOut,aiCurrent,num_refs);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all vertex formats that occur for a given material index
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// The output list contains duplicate elements
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void GetVFormatList( aiScene* pcScene, unsigned int iMat,
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void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat,
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std::list<unsigned int>& aiOut)
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{
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pcScene->mMeshes[ i ];
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if (iMat == pcMesh->mMaterialIndex)
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{
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if (iMat == pcMesh->mMaterialIndex) {
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aiOut.push_back(GetMeshVFormat(pcMesh));
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}
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}
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@@ -247,7 +301,7 @@ void GetVFormatList( aiScene* pcScene, unsigned int iMat,
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// ------------------------------------------------------------------------------------------------
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// Compute the absolute transformation matrices of each node
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void ComputeAbsoluteTransform( aiNode* pcNode )
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void PretransformVertices::ComputeAbsoluteTransform( aiNode* pcNode )
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{
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if (pcNode->mParent) {
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pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation;
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@@ -258,12 +312,126 @@ void ComputeAbsoluteTransform( aiNode* pcNode )
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Apply the node transformation to a mesh
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void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)
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{
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// Check whether we need to transform the coordinates at all
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if (!mat.IsIdentity()) {
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if (mesh->HasPositions()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mVertices[i] = mat * mesh->mVertices[i];
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}
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}
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if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
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aiMatrix4x4 mWorldIT = mat;
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mWorldIT.Inverse().Transpose();
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// TODO: implement Inverse() for aiMatrix3x3
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aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
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if (mesh->HasNormals()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mNormals[i] = m * mesh->mNormals[i];
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}
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}
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if (mesh->HasTangentsAndBitangents()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mTangents[i] = m * mesh->mTangents[i];
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mesh->mBitangents[i] = m * mesh->mBitangents[i];
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}
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Simple routine to build meshes in worldspace, no further optimization
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void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
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unsigned int numIn, aiNode* node)
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{
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// NOTE:
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// aiMesh::mNumBones store original source mesh, or 0xffffffff if not a copy
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// aiMesh::mBones store reference to abs. transform we multiplied with
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// process meshes
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for (unsigned int i = 0; i < node->mNumMeshes;++i) {
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aiMesh* mesh = in[node->mMeshes[i]];
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// check whether we can operate on this mesh
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if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4*>(mesh->mBones) == node->mTransformation) {
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// yes, we can.
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mesh->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
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mesh->mNumBones = 0xffffffff;
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}
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else {
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// try to find us in the list of newly created meshes
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for (unsigned int n = 0; n < out.size(); ++n) {
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aiMesh* ctz = out[n];
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if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4*>(ctz->mBones) == node->mTransformation) {
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// ok, use this one. Update node mesh index
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node->mMeshes[i] = numIn + n;
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}
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}
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if (node->mMeshes[i] < numIn) {
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// Worst case. Need to operate on a full copy of the mesh
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DefaultLogger::get()->info("PretransformVertices: Copying mesh due to mismatching transforms");
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aiMesh* ntz;
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const unsigned int tmp = mesh->mNumBones; //
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mesh->mNumBones = 0;
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SceneCombiner::Copy(&ntz,mesh);
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mesh->mNumBones = tmp;
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ntz->mNumBones = node->mMeshes[i];
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ntz->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
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out.push_back(ntz);
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}
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}
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}
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// call children
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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BuildWCSMeshes(out,in,numIn,node->mChildren[i]);
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}
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// ------------------------------------------------------------------------------------------------
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// Reset transformation matrices to identity
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void PretransformVertices::MakeIdentityTransform(aiNode* nd)
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{
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nd->mTransformation = aiMatrix4x4();
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// call children
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for (unsigned int i = 0; i < nd->mNumChildren;++i)
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MakeIdentityTransform(nd->mChildren[i]);
|
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}
|
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|
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// ------------------------------------------------------------------------------------------------
|
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// Build reference counters for all meshes
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void PretransformVertices::BuildMeshRefCountArray(aiNode* nd, unsigned int * refs)
|
||||
{
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for (unsigned int i = 0; i< nd->mNumMeshes;++i)
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refs[nd->mMeshes[i]]++;
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||||
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||||
// call children
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||||
for (unsigned int i = 0; i < nd->mNumChildren;++i)
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||||
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);
|
||||
@@ -271,11 +439,10 @@ void PretransformVertices::Execute( aiScene* pScene)
|
||||
// first compute absolute transformation matrices for all nodes
|
||||
ComputeAbsoluteTransform(pScene->mRootNode);
|
||||
|
||||
// delete aiMesh::mBones for all meshes. The bones are
|
||||
// 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)
|
||||
{
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
|
||||
aiMesh* mesh = pScene->mMeshes[i];
|
||||
|
||||
for (unsigned int a = 0; a < mesh->mNumBones;++a)
|
||||
@@ -287,50 +454,123 @@ void PretransformVertices::Execute( aiScene* pScene)
|
||||
|
||||
// now build a list of output meshes
|
||||
std::vector<aiMesh*> apcOutMeshes;
|
||||
apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
|
||||
std::list<unsigned int> aiVFormats;
|
||||
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 (iFaces && 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);
|
||||
// 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 += 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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// If no meshes are referenced in the node graph it is possible that we get no output meshes.
|
||||
if (apcOutMeshes.empty()) {
|
||||
throw new ImportErrorException("No output meshes: all meshes are orphaned and are not referenced by nodes");
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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
|
||||
@@ -341,40 +581,6 @@ void PretransformVertices::Execute( aiScene* pScene)
|
||||
pScene->mAnimations = NULL;
|
||||
pScene->mNumAnimations = 0;
|
||||
|
||||
// now delete all meshes in the scene and build a new mesh list
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
{
|
||||
pScene->mMeshes[i]->mBones = NULL;
|
||||
delete pScene->mMeshes[i];
|
||||
|
||||
// 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 ...
|
||||
pScene->mMeshes[i] = NULL;
|
||||
}
|
||||
|
||||
// If no meshes are referenced in the node graph it is
|
||||
// possible that we get no output meshes. However, this
|
||||
// is OK if we had no input meshes, too
|
||||
if (apcOutMeshes.empty())
|
||||
{
|
||||
if (pScene->mNumMeshes)
|
||||
{
|
||||
throw new ImportErrorException("No output meshes: all meshes are orphaned "
|
||||
"and have no node references");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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];
|
||||
}
|
||||
|
||||
// --- we need to keep all cameras and lights
|
||||
for (unsigned int i = 0; i < pScene->mNumCameras;++i)
|
||||
{
|
||||
@@ -401,51 +607,58 @@ void PretransformVertices::Execute( aiScene* pScene)
|
||||
l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
|
||||
}
|
||||
|
||||
// now delete all nodes in the scene and build a new
|
||||
// flat node graph with a root node and some level 1 children
|
||||
delete pScene->mRootNode;
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("<dummy_root>");
|
||||
if( !configKeepHierarchy ) {
|
||||
|
||||
if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras)
|
||||
{
|
||||
pScene->mRootNode->mNumMeshes = 1;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[1];
|
||||
pScene->mRootNode->mMeshes[0] = 0;
|
||||
// now delete all nodes in the scene and build a new
|
||||
// flat node graph with a root node and some level 1 children
|
||||
delete pScene->mRootNode;
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("<dummy_root>");
|
||||
|
||||
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.length = ::sprintf(pcNode->mName.data,"mesh_%i",i);
|
||||
|
||||
// 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 = ::sprintf(pcNode->mName.data,"light_%i",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 = ::sprintf(pcNode->mName.data,"cam_%i",i);
|
||||
pScene->mCameras[i]->mName = pcNode->mName;
|
||||
}
|
||||
}
|
||||
}
|
||||
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.length = ::sprintf(pcNode->mName.data,"mesh_%i",i);
|
||||
|
||||
// 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 = ::sprintf(pcNode->mName.data,"light_%i",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 = ::sprintf(pcNode->mName.data,"cam_%i",i);
|
||||
pScene->mCameras[i]->mName = pcNode->mName;
|
||||
}
|
||||
else {
|
||||
// ... and finally set the transformation matrix of all nodes to identity
|
||||
MakeIdentityTransform(pScene->mRootNode);
|
||||
}
|
||||
|
||||
// print statistics
|
||||
@@ -467,7 +680,5 @@ void PretransformVertices::Execute( aiScene* pScene)
|
||||
iOldMeshes,pScene->mNumMeshes);
|
||||
DefaultLogger::get()->info(buffer);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user