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
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@@ -38,12 +38,14 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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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 "RemoveRedundantMaterials" post processing step
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/** @file RemoveRedundantMaterials.cpp
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* @brief Implementation of the "RemoveRedundantMaterials" post processing step
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*/
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// internal headers
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#include "AssimpPCH.h"
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#include "RemoveRedundantMaterials.h"
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#include "ParsingUtils.h"
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using namespace Assimp;
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@@ -68,6 +70,39 @@ bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
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return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import properties
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void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp)
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{
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// Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
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configFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
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}
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// ------------------------------------------------------------------------------------------------
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// Extract single strings from a list of identifiers
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void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
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{
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const char* s = in.c_str();
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while (*s) {
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SkipSpacesAndLineEnd(&s);
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if (*s == '\'') {
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const char* base = ++s;
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while (*s != '\'') {
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++s;
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if (*s == '\0') {
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DefaultLogger::get()->error("RemoveRedundantMaterials: String list is ill-formatted");
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return;
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}
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}
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out.push_back(std::string(base,(size_t)(s-base)));
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++s;
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}
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else {
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out.push_back(GetNextToken(s));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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@@ -77,16 +112,49 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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unsigned int iCnt = 0, unreferenced = 0;
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if (pScene->mNumMaterials)
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{
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// Find out which materials are referenced by meshes
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std::vector<bool> abReferenced(pScene->mNumMaterials,false);
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for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
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abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
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// If a list of materials to be excluded was given, match the list with
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// our imported materials and 'salt' all positive matches to ensure that
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// we get unique hashes later.
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if (configFixedMaterials.length()) {
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std::list<std::string> strings;
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ConvertListToStrings(configFixedMaterials,strings);
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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aiMaterial* mat = pScene->mMaterials[i];
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aiString name;
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mat->Get(AI_MATKEY_NAME,name);
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if (name.length) {
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std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
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if (it != strings.end()) {
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// Our brilliant 'salt': A single material property with ~ as first
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// character to mark it as internal and temporary.
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const int dummy = 1;
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((MaterialHelper*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
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// Keep this material even if no mesh references it
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abReferenced[i] = true;
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DefaultLogger::get()->debug(std::string("Found positive match in exclusion list: \'") + name.data + "\'");
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}
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}
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}
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}
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// TODO: reimplement this algorithm to work in-place
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unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
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unsigned int iNewNum = 0;
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std::vector<bool> abReferenced(pScene->mNumMaterials,false);
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for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
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abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
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// iterate through all materials and calculate a hash for them
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// Iterate through all materials and calculate a hash for them
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// store all hashes in a list and so a quick search whether
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// we do already have a specific hash. This allows us to
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// determine which materials are identical.
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@@ -136,8 +204,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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else ppcMaterials[idx] = pScene->mMaterials[p];
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}
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// update all material indices
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p)
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{
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
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aiMesh* mesh = pScene->mMeshes[p];
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mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
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}
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