Refactoring: Reuse code from GeometryUtils

This commit is contained in:
Kim Kulling
2023-05-04 00:00:52 +02:00
parent 5d841ec9a5
commit d58201a579
20 changed files with 526 additions and 535 deletions

View File

@@ -42,30 +42,30 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file GenUVCoords step */
#include "ComputeUVMappingProcess.h"
#include "Geometry/GeometryUtils.h"
#include "ProcessHelper.h"
#include <assimp/Exceptional.h>
#include "Geometry/GeometryUtils.h"
using namespace Assimp;
namespace {
const static aiVector3D base_axis_y(0.0,1.0,0.0);
const static aiVector3D base_axis_x(1.0,0.0,0.0);
const static aiVector3D base_axis_z(0.0,0.0,1.0);
const static ai_real angle_epsilon = ai_real( 0.95 );
}
const static aiVector3D base_axis_y(0.0, 1.0, 0.0);
const static aiVector3D base_axis_x(1.0, 0.0, 0.0);
const static aiVector3D base_axis_z(0.0, 0.0, 1.0);
const static ai_real angle_epsilon = ai_real(0.95);
} // namespace
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const {
return (pFlags & aiProcess_GenUVCoords) != 0;
bool ComputeUVMappingProcess::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_GenUVCoords) != 0;
}
// ------------------------------------------------------------------------------------------------
// Find the first empty UV channel in a mesh
inline unsigned int FindEmptyUVChannel (aiMesh* mesh) {
for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
inline unsigned int FindEmptyUVChannel(aiMesh *mesh) {
for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++m)
if (!mesh->mTextureCoords[m]) {
return m;
}
@@ -76,19 +76,19 @@ inline unsigned int FindEmptyUVChannel (aiMesh* mesh) {
// ------------------------------------------------------------------------------------------------
// Try to remove UV seams
void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) {
void RemoveUVSeams(aiMesh *mesh, aiVector3D *out) {
// TODO: just a very rough algorithm. I think it could be done
// much easier, but I don't know how and am currently too tired to
// to think about a better solution.
const static ai_real LOWER_LIMIT = ai_real( 0.1 );
const static ai_real UPPER_LIMIT = ai_real( 0.9 );
const static ai_real LOWER_LIMIT = ai_real(0.1);
const static ai_real UPPER_LIMIT = ai_real(0.9);
const static ai_real LOWER_EPSILON = ai_real( 10e-3 );
const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 );
const static ai_real LOWER_EPSILON = ai_real(10e-3);
const static ai_real UPPER_EPSILON = ai_real(1.0 - 10e-3);
for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx) {
const aiFace& face = mesh->mFaces[fidx];
for (unsigned int fidx = 0; fidx < mesh->mNumFaces; ++fidx) {
const aiFace &face = mesh->mFaces[fidx];
if (face.mNumIndices < 3) {
continue; // triangles and polygons only, please
}
@@ -100,20 +100,18 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) {
// but the assumption that a face with at least one very small
// on the one side and one very large U coord on the other side
// lies on a UV seam should work for most cases.
for (unsigned int n = 0; n < face.mNumIndices;++n)
{
if (out[face.mIndices[n]].x < LOWER_LIMIT)
{
for (unsigned int n = 0; n < face.mNumIndices; ++n) {
if (out[face.mIndices[n]].x < LOWER_LIMIT) {
smallV = n;
// If we have a U value very close to 0 we can't
// round the others to 0, too.
if (out[face.mIndices[n]].x <= LOWER_EPSILON)
zero = true;
else round_to_zero = true;
else
round_to_zero = true;
}
if (out[face.mIndices[n]].x > UPPER_LIMIT)
{
if (out[face.mIndices[n]].x > UPPER_LIMIT) {
large = n;
// If we have a U value very close to 1 we can't
@@ -122,10 +120,8 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) {
one = true;
}
}
if (smallV != face.mNumIndices && large != face.mNumIndices)
{
for (unsigned int n = 0; n < face.mNumIndices;++n)
{
if (smallV != face.mNumIndices && large != face.mNumIndices) {
for (unsigned int n = 0; n < face.mNumIndices; ++n) {
// If the u value is over the upper limit and no other u
// value of that face is 0, round it to 0
if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
@@ -141,9 +137,8 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) {
// Due to numerical inaccuracies one U coord becomes 0, the
// other 1. But we do still have a third UV coord to determine
// to which side we must round to.
else if (one && zero)
{
if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
else if (one && zero) {
if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
out[face.mIndices[n]].x = 0.0;
else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
out[face.mIndices[n]].x = 1.0;
@@ -154,8 +149,7 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out) {
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh *mesh, const aiVector3D &axis, aiVector3D *out) {
aiVector3D center, min, max;
FindMeshCenter(mesh, center, min, max);
@@ -163,7 +157,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
// currently the mapping axis will always be one of x,y,z, except if the
// PretransformVertices step is used (it transforms the meshes into worldspace,
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
if (axis * base_axis_x >= angle_epsilon) {
// For each point get a normalized projection vector in the sphere,
// get its longitude and latitude and map them to their respective
@@ -177,58 +171,54 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
// Thus we can derive:
// lat = arcsin (z)
// lon = arctan (y/x)
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt] - center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.z, diff.y) + AI_MATH_PI_F) / AI_MATH_TWO_PI_F,
(std::asin(diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
else if (axis * base_axis_y >= angle_epsilon) {
} else if (axis * base_axis_y >= angle_epsilon) {
// ... just the same again
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt] - center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.x, diff.z) + AI_MATH_PI_F) / AI_MATH_TWO_PI_F,
(std::asin(diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
else if (axis * base_axis_z >= angle_epsilon) {
} else if (axis * base_axis_z >= angle_epsilon) {
// ... just the same again
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt] - center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F) / AI_MATH_TWO_PI_F,
(std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes
else {
else {
aiMatrix4x4 mTrafo;
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
aiMatrix4x4::FromToMatrix(axis, base_axis_y, mTrafo);
// again the same, except we're applying a transformation now
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D diff = ((mTrafo * mesh->mVertices[pnt]) - center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F) / AI_MATH_TWO_PI_F,
(std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
// Now find and remove UV seams. A seam occurs if a face has a tcoord
// close to zero on the one side, and a tcoord close to one on the
// other side.
RemoveUVSeams(mesh,out);
RemoveUVSeams(mesh, out);
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh *mesh, const aiVector3D &axis, aiVector3D *out) {
aiVector3D center, min, max;
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
// currently the mapping axis will always be one of x,y,z, except if the
// PretransformVertices step is used (it transforms the meshes into worldspace,
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
if (axis * base_axis_x >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
const ai_real diff = max.x - min.x;
@@ -236,116 +226,110 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector
// directly to the texture V axis. The other axis is derived from
// the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where
// 'c' is the center point of the mesh.
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
aiVector3D& uv = out[pnt];
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D &pos = mesh->mVertices[pnt];
aiVector3D &uv = out[pnt];
uv.y = (pos.x - min.x) / diff;
uv.x = (std::atan2( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
uv.x = (std::atan2(pos.z - center.z, pos.y - center.y) + (ai_real)AI_MATH_PI) / (ai_real)AI_MATH_TWO_PI;
}
}
else if (axis * base_axis_y >= angle_epsilon) {
} else if (axis * base_axis_y >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
const ai_real diff = max.y - min.y;
// just the same ...
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
aiVector3D& uv = out[pnt];
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D &pos = mesh->mVertices[pnt];
aiVector3D &uv = out[pnt];
uv.y = (pos.y - min.y) / diff;
uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
uv.x = (std::atan2(pos.x - center.x, pos.z - center.z) + (ai_real)AI_MATH_PI) / (ai_real)AI_MATH_TWO_PI;
}
}
else if (axis * base_axis_z >= angle_epsilon) {
} else if (axis * base_axis_z >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
const ai_real diff = max.z - min.z;
// just the same ...
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
aiVector3D& uv = out[pnt];
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D &pos = mesh->mVertices[pnt];
aiVector3D &uv = out[pnt];
uv.y = (pos.z - min.z) / diff;
uv.x = (std::atan2( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
uv.x = (std::atan2(pos.y - center.y, pos.x - center.x) + (ai_real)AI_MATH_PI) / (ai_real)AI_MATH_TWO_PI;
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes
else {
aiMatrix4x4 mTrafo;
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
aiMatrix4x4::FromToMatrix(axis, base_axis_y, mTrafo);
FindMeshCenterTransformed(mesh, center, min, max, mTrafo);
const ai_real diff = max.y - min.y;
// again the same, except we're applying a transformation now
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
const aiVector3D pos = mTrafo* mesh->mVertices[pnt];
aiVector3D& uv = out[pnt];
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
aiVector3D &uv = out[pnt];
uv.y = (pos.y - min.y) / diff;
uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
uv.x = (std::atan2(pos.x - center.x, pos.z - center.z) + (ai_real)AI_MATH_PI) / (ai_real)AI_MATH_TWO_PI;
}
}
// Now find and remove UV seams. A seam occurs if a face has a tcoord
// close to zero on the one side, and a tcoord close to one on the
// other side.
RemoveUVSeams(mesh,out);
RemoveUVSeams(mesh, out);
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
ai_real diffu,diffv;
void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh *mesh, const aiVector3D &axis, aiVector3D *out) {
ai_real diffu, diffv;
aiVector3D center, min, max;
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
// currently the mapping axis will always be one of x,y,z, except if the
// PretransformVertices step is used (it transforms the meshes into worldspace,
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
if (axis * base_axis_x >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
diffu = max.z - min.z;
diffv = max.y - min.y;
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0);
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D &pos = mesh->mVertices[pnt];
out[pnt].Set((pos.z - min.z) / diffu, (pos.y - min.y) / diffv, 0.0);
}
}
else if (axis * base_axis_y >= angle_epsilon) {
} else if (axis * base_axis_y >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
diffu = max.x - min.x;
diffv = max.z - min.z;
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D &pos = mesh->mVertices[pnt];
out[pnt].Set((pos.x - min.x) / diffu, (pos.z - min.z) / diffv, 0.0);
}
}
else if (axis * base_axis_z >= angle_epsilon) {
} else if (axis * base_axis_z >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
diffu = max.x - min.x;
diffv = max.y - min.y;
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
out[pnt].Set((pos.x - min.x) / diffu,(pos.y - min.y) / diffv,0.0);
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D &pos = mesh->mVertices[pnt];
out[pnt].Set((pos.x - min.x) / diffu, (pos.y - min.y) / diffv, 0.0);
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes
else
{
else {
aiMatrix4x4 mTrafo;
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
aiMatrix4x4::FromToMatrix(axis, base_axis_y, mTrafo);
FindMeshCenterTransformed(mesh, center, min, max, mTrafo);
diffu = max.x - min.x;
diffv = max.z - min.z;
// again the same, except we're applying a transformation now
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
for (unsigned int pnt = 0; pnt < mesh->mNumVertices; ++pnt) {
const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
out[pnt].Set((pos.x - min.x) / diffu, (pos.z - min.z) / diffv, 0.0);
}
}
@@ -353,14 +337,12 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* )
{
void ComputeUVMappingProcess::ComputeBoxMapping(aiMesh *, aiVector3D *) {
ASSIMP_LOG_ERROR("Mapping type currently not implemented");
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::Execute( aiScene* pScene)
{
void ComputeUVMappingProcess::Execute(aiScene *pScene) {
ASSIMP_LOG_DEBUG("GenUVCoordsProcess begin");
char buffer[1024];
@@ -371,23 +353,18 @@ void ComputeUVMappingProcess::Execute( aiScene* pScene)
/* Iterate through all materials and search for non-UV mapped textures
*/
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
{
for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
mappingStack.clear();
aiMaterial* mat = pScene->mMaterials[i];
for (unsigned int a = 0; a < mat->mNumProperties;++a)
{
aiMaterialProperty* prop = mat->mProperties[a];
if (!::strcmp( prop->mKey.data, "$tex.mapping"))
{
aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData);
if (aiTextureMapping_UV != mapping)
{
if (!DefaultLogger::isNullLogger())
{
aiMaterial *mat = pScene->mMaterials[i];
for (unsigned int a = 0; a < mat->mNumProperties; ++a) {
aiMaterialProperty *prop = mat->mProperties[a];
if (!::strcmp(prop->mKey.data, "$tex.mapping")) {
aiTextureMapping &mapping = *((aiTextureMapping *)prop->mData);
if (aiTextureMapping_UV != mapping) {
if (!DefaultLogger::isNullLogger()) {
ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s",
aiTextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
MappingTypeToString(mapping));
aiTextureTypeToString((aiTextureType)prop->mSemantic), prop->mIndex,
MappingTypeToString(mapping));
ASSIMP_LOG_INFO(buffer);
}
@@ -395,70 +372,62 @@ void ComputeUVMappingProcess::Execute( aiScene* pScene)
if (aiTextureMapping_OTHER == mapping)
continue;
MappingInfo info (mapping);
MappingInfo info(mapping);
// Get further properties - currently only the major axis
for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
{
aiMaterialProperty* prop2 = mat->mProperties[a2];
for (unsigned int a2 = 0; a2 < mat->mNumProperties; ++a2) {
aiMaterialProperty *prop2 = mat->mProperties[a2];
if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
continue;
if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis")) {
info.axis = *((aiVector3D*)prop2->mData);
if (!::strcmp(prop2->mKey.data, "$tex.mapaxis")) {
info.axis = *((aiVector3D *)prop2->mData);
break;
}
}
unsigned int idx( 99999999 );
unsigned int idx(99999999);
// Check whether we have this mapping mode already
std::list<MappingInfo>::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info);
if (mappingStack.end() != it)
{
std::list<MappingInfo>::iterator it = std::find(mappingStack.begin(), mappingStack.end(), info);
if (mappingStack.end() != it) {
idx = (*it).uv;
}
else
{
} else {
/* We have found a non-UV mapped texture. Now
* we need to find all meshes using this material
* that we can compute UV channels for them.
*/
for (unsigned int m = 0; m < pScene->mNumMeshes;++m)
{
aiMesh* mesh = pScene->mMeshes[m];
* we need to find all meshes using this material
* that we can compute UV channels for them.
*/
for (unsigned int m = 0; m < pScene->mNumMeshes; ++m) {
aiMesh *mesh = pScene->mMeshes[m];
unsigned int outIdx = 0;
if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX ||
!mesh->mNumVertices)
{
if (mesh->mMaterialIndex != i || (outIdx = FindEmptyUVChannel(mesh)) == UINT_MAX ||
!mesh->mNumVertices) {
continue;
}
// Allocate output storage
aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];
aiVector3D *p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];
switch (mapping)
{
switch (mapping) {
case aiTextureMapping_SPHERE:
ComputeSphereMapping(mesh,info.axis,p);
ComputeSphereMapping(mesh, info.axis, p);
break;
case aiTextureMapping_CYLINDER:
ComputeCylinderMapping(mesh,info.axis,p);
ComputeCylinderMapping(mesh, info.axis, p);
break;
case aiTextureMapping_PLANE:
ComputePlaneMapping(mesh,info.axis,p);
ComputePlaneMapping(mesh, info.axis, p);
break;
case aiTextureMapping_BOX:
ComputeBoxMapping(mesh,p);
ComputeBoxMapping(mesh, p);
break;
default:
ai_assert(false);
}
if (m && idx != outIdx)
{
if (m && idx != outIdx) {
ASSIMP_LOG_WARN("UV index mismatch. Not all meshes assigned to "
"this material have equal numbers of UV channels. The UV index stored in "
"the material structure does therefore not apply for all meshes. ");
"this material have equal numbers of UV channels. The UV index stored in "
"the material structure does therefore not apply for all meshes. ");
}
idx = outIdx;
}
@@ -468,7 +437,7 @@ void ComputeUVMappingProcess::Execute( aiScene* pScene)
// Update the material property list
mapping = aiTextureMapping_UV;
((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
((aiMaterial *)mat)->AddProperty(&idx, 1, AI_MATKEY_UVWSRC(prop->mSemantic, prop->mIndex));
}
}
}

View File

@@ -42,27 +42,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file Implementation of the post processing step to drop face
* normals for all imported faces.
*/
* normals for all imported faces.
*/
#include "DropFaceNormalsProcess.h"
#include <assimp/Exceptional.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Exceptional.h>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool DropFaceNormalsProcess::IsActive( unsigned int pFlags) const {
return (pFlags & aiProcess_DropNormals) != 0;
bool DropFaceNormalsProcess::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_DropNormals) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void DropFaceNormalsProcess::Execute( aiScene* pScene) {
void DropFaceNormalsProcess::Execute(aiScene *pScene) {
ASSIMP_LOG_DEBUG("DropFaceNormalsProcess begin");
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
@@ -70,21 +69,21 @@ void DropFaceNormalsProcess::Execute( aiScene* pScene) {
}
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
bHas |= this->DropMeshFaceNormals( pScene->mMeshes[a]);
for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {
bHas |= this->DropMeshFaceNormals(pScene->mMeshes[a]);
}
if (bHas) {
if (bHas) {
ASSIMP_LOG_INFO("DropFaceNormalsProcess finished. "
"Face normals have been removed");
"Face normals have been removed");
} else {
ASSIMP_LOG_DEBUG("DropFaceNormalsProcess finished. "
"No normals were present");
"No normals were present");
}
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool DropFaceNormalsProcess::DropMeshFaceNormals (aiMesh* mesh) {
bool DropFaceNormalsProcess::DropMeshFaceNormals(aiMesh *mesh) {
ai_assert(nullptr != mesh);
if (nullptr == mesh->mNormals) {

View File

@@ -41,11 +41,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file FindDegenerates.cpp
* @brief Implementation of the FindDegenerates post-process step.
*/
*/
#include "ProcessHelper.h"
#include "FindDegenerates.h"
#include "Geometry/GeometryUtils.h"
#include "ProcessHelper.h"
#include <assimp/Exceptional.h>
@@ -54,35 +54,35 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
// Correct node indices to meshes and remove references to deleted mesh
static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap);
static void updateSceneGraph(aiNode *pNode, const std::unordered_map<unsigned int, unsigned int> &meshMap);
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
FindDegeneratesProcess::FindDegeneratesProcess() :
mConfigRemoveDegenerates( false ),
mConfigCheckAreaOfTriangle( false ){
mConfigRemoveDegenerates(false),
mConfigCheckAreaOfTriangle(false) {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const {
bool FindDegeneratesProcess::IsActive(unsigned int pFlags) const {
return 0 != (pFlags & aiProcess_FindDegenerates);
}
// ------------------------------------------------------------------------------------------------
// Setup import configuration
void FindDegeneratesProcess::SetupProperties(const Importer* pImp) {
void FindDegeneratesProcess::SetupProperties(const Importer *pImp) {
// Get the current value of AI_CONFIG_PP_FD_REMOVE
mConfigRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE,0));
mConfigCheckAreaOfTriangle = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_CHECKAREA) );
mConfigRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE, 0));
mConfigCheckAreaOfTriangle = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_CHECKAREA));
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FindDegeneratesProcess::Execute( aiScene* pScene) {
void FindDegeneratesProcess::Execute(aiScene *pScene) {
ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin");
if ( nullptr == pScene) {
if (nullptr == pScene) {
return;
}
@@ -112,7 +112,7 @@ void FindDegeneratesProcess::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished");
}
static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap) {
static void updateSceneGraph(aiNode *pNode, const std::unordered_map<unsigned int, unsigned int> &meshMap) {
unsigned int targetIndex = 0;
for (unsigned i = 0; i < pNode->mNumMeshes; ++i) {
const unsigned int sourceMeshIndex = pNode->mMeshes[i];
@@ -123,7 +123,7 @@ static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned in
}
}
pNode->mNumMeshes = targetIndex;
//recurse to all children
// recurse to all children
for (unsigned i = 0; i < pNode->mNumChildren; ++i) {
updateSceneGraph(pNode->mChildren[i], meshMap);
}
@@ -131,17 +131,17 @@ static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned in
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported mesh
bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
bool FindDegeneratesProcess::ExecuteOnMesh(aiMesh *mesh) {
mesh->mPrimitiveTypes = 0;
std::vector<bool> remove_me;
if (mConfigRemoveDegenerates) {
remove_me.resize( mesh->mNumFaces, false );
remove_me.resize(mesh->mNumFaces, false);
}
unsigned int deg = 0, limit;
for ( unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
aiFace& face = mesh->mFaces[a];
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
aiFace &face = mesh->mFaces[a];
bool first = true;
// check whether the face contains degenerated entries
@@ -151,43 +151,43 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
// double points may not come directly after another.
limit = face.mNumIndices;
if (face.mNumIndices > 4) {
limit = std::min( limit, i+2 );
limit = std::min(limit, i + 2);
}
for (unsigned int t = i+1; t < limit; ++t) {
if (mesh->mVertices[face.mIndices[ i ] ] == mesh->mVertices[ face.mIndices[ t ] ]) {
for (unsigned int t = i + 1; t < limit; ++t) {
if (mesh->mVertices[face.mIndices[i]] == mesh->mVertices[face.mIndices[t]]) {
// we have found a matching vertex position
// remove the corresponding index from the array
--face.mNumIndices;
--limit;
for (unsigned int m = t; m < face.mNumIndices; ++m) {
face.mIndices[ m ] = face.mIndices[ m+1 ];
face.mIndices[m] = face.mIndices[m + 1];
}
--t;
// NOTE: we set the removed vertex index to an unique value
// to make sure the developer gets notified when his
// application attempts to access this data.
face.mIndices[ face.mNumIndices ] = 0xdeadbeef;
face.mIndices[face.mNumIndices] = 0xdeadbeef;
if(first) {
if (first) {
++deg;
first = false;
}
if ( mConfigRemoveDegenerates ) {
remove_me[ a ] = true;
if (mConfigRemoveDegenerates) {
remove_me[a] = true;
goto evil_jump_outside; // hrhrhrh ... yeah, this rocks baby!
}
}
}
if ( mConfigCheckAreaOfTriangle ) {
if ( face.mNumIndices == 3 ) {
ai_real area = GeometryUtils::calculateAreaOfTriangle( face, mesh );
if (mConfigCheckAreaOfTriangle) {
if (face.mNumIndices == 3) {
ai_real area = GeometryUtils::calculateAreaOfTriangle(face, mesh);
if (area < ai_epsilon) {
if ( mConfigRemoveDegenerates ) {
remove_me[ a ] = true;
if (mConfigRemoveDegenerates) {
remove_me[a] = true;
++deg;
goto evil_jump_outside;
}
@@ -199,8 +199,7 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
}
// We need to update the primitive flags array of the mesh.
switch (face.mNumIndices)
{
switch (face.mNumIndices) {
case 1u:
mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
@@ -214,22 +213,21 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
break;
};
evil_jump_outside:
evil_jump_outside:
continue;
}
// If AI_CONFIG_PP_FD_REMOVE is true, remove degenerated faces from the import
if (mConfigRemoveDegenerates && deg) {
unsigned int n = 0;
for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
{
aiFace& face_src = mesh->mFaces[a];
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
aiFace &face_src = mesh->mFaces[a];
if (!remove_me[a]) {
aiFace& face_dest = mesh->mFaces[n++];
aiFace &face_dest = mesh->mFaces[n++];
// Do a manual copy, keep the index array
face_dest.mNumIndices = face_src.mNumIndices;
face_dest.mIndices = face_src.mIndices;
face_dest.mIndices = face_src.mIndices;
if (&face_src != &face_dest) {
// clear source
@@ -246,15 +244,15 @@ evil_jump_outside:
// Just leave the rest of the array unreferenced, we don't care for now
mesh->mNumFaces = n;
if (!mesh->mNumFaces) {
//The whole mesh consists of degenerated faces
//signal upward, that this mesh should be deleted.
// The whole mesh consists of degenerated faces
// signal upward, that this mesh should be deleted.
ASSIMP_LOG_VERBOSE_DEBUG("FindDegeneratesProcess removed a mesh full of degenerated primitives");
return true;
}
}
if (deg && !DefaultLogger::isNullLogger()) {
ASSIMP_LOG_WARN( "Found ", deg, " degenerated primitives");
ASSIMP_LOG_WARN("Found ", deg, " degenerated primitives");
}
return false;
}

View File

@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -41,9 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file PretransformVertices.cpp
* @brief Implementation of the "PretransformVertices" post processing step
*/
/// @file PretransformVertices.cpp
/// @brief Implementation of the "PretransformVertices" post processing step
#include "PretransformVertices.h"
#include "ConvertToLHProcess.h"
@@ -57,16 +54,44 @@ using namespace Assimp;
#define AI_PTVS_VERTEX 0x0
#define AI_PTVS_FACE 0x1
namespace {
// Get a bitwise combination identifying the vertex format of a mesh
static unsigned int GetMeshVFormat(aiMesh *pcMesh) {
// the vertex format is stored in aiMesh::mBones for later retrieval.
// there isn't a good reason to compute it a few hundred times
// from scratch. The pointer is unused as animations are lost
// during PretransformVertices.
if (pcMesh->mBones)
return (unsigned int)(uint64_t)pcMesh->mBones;
const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
// store the value for later use
pcMesh->mBones = (aiBone **)(uint64_t)iRet;
return iRet;
}
// Get a list of all vertex formats that occur for a given material index
// The output list contains duplicate elements
static void GetVFormatList(const aiScene *pcScene, unsigned int iMat, std::list<unsigned int> &aiOut) {
for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) {
aiMesh *pcMesh = pcScene->mMeshes[i];
if (iMat == pcMesh->mMaterialIndex) {
aiOut.push_back(GetMeshVFormat(pcMesh));
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
PretransformVertices::PretransformVertices() :
configKeepHierarchy(false),
configNormalize(false),
configTransform(false),
configTransformation(),
mConfigPointCloud(false) {
// empty
}
mConfigKeepHierarchy(false),
mConfigNormalize(false),
mConfigTransform(false),
mConfigTransformation(),
mConfigPointCloud(false) {}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
@@ -79,11 +104,11 @@ bool PretransformVertices::IsActive(unsigned int pFlags) const {
void PretransformVertices::SetupProperties(const Importer *pImp) {
// Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY, AI_CONFIG_PP_PTV_NORMALIZE,
// AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION and AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, 0));
configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE, 0));
configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, 0));
mConfigKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY, 0));
mConfigNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE, 0));
mConfigTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, 0));
configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
mConfigTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
mConfigPointCloud = pImp->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
}
@@ -99,25 +124,7 @@ unsigned int PretransformVertices::CountNodes(const aiNode *pcNode) const {
}
// ------------------------------------------------------------------------------------------------
// Get a bitwise combination identifying the vertex format of a mesh
unsigned int PretransformVertices::GetMeshVFormat(aiMesh *pcMesh) const {
// the vertex format is stored in aiMesh::mBones for later retrieval.
// there isn't a good reason to compute it a few hundred times
// from scratch. The pointer is unused as animations are lost
// during PretransformVertices.
if (pcMesh->mBones)
return (unsigned int)(uint64_t)pcMesh->mBones;
const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
// store the value for later use
pcMesh->mBones = (aiBone **)(uint64_t)iRet;
return iRet;
}
// ------------------------------------------------------------------------------------------------
// Count the number of vertices in the whole scene and a given
// material index
// Count the number of vertices in the whole scene and a given material index
void PretransformVertices::CountVerticesAndFaces(const aiScene *pcScene, const aiNode *pcNode, unsigned int iMat,
unsigned int iVFormat, unsigned int *piFaces, unsigned int *piVertices) const {
for (unsigned int i = 0; i < pcNode->mNumMeshes; ++i) {
@@ -128,8 +135,7 @@ void PretransformVertices::CountVerticesAndFaces(const aiScene *pcScene, const a
}
}
for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) {
CountVerticesAndFaces(pcScene, pcNode->mChildren[i], iMat,
iVFormat, piFaces, piVertices);
CountVerticesAndFaces(pcScene, pcNode->mChildren[i], iMat, iVFormat, piFaces, piVertices);
}
}
@@ -272,19 +278,6 @@ void PretransformVertices::CollectData(const aiScene *pcScene, const aiNode *pcN
}
}
// ------------------------------------------------------------------------------------------------
// Get a list of all vertex formats that occur for a given material index
// The output list contains duplicate elements
void PretransformVertices::GetVFormatList(const aiScene *pcScene, unsigned int iMat,
std::list<unsigned int> &aiOut) const {
for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) {
aiMesh *pcMesh = pcScene->mMeshes[i];
if (iMat == pcMesh->mMaterialIndex) {
aiOut.push_back(GetMeshVFormat(pcMesh));
}
}
}
// ------------------------------------------------------------------------------------------------
// Compute the absolute transformation matrices of each node
void PretransformVertices::ComputeAbsoluteTransform(aiNode *pcNode) {
@@ -297,39 +290,44 @@ void PretransformVertices::ComputeAbsoluteTransform(aiNode *pcNode) {
}
}
static void normalizeVectorArray(aiVector3D *vectorArrayIn, aiVector3D *vectorArrayOut, size_t numVectors) {
for (size_t i=0; i<numVectors; ++i) {
vectorArrayOut[i] = vectorArrayIn[i].Normalize();
}
}
// ------------------------------------------------------------------------------------------------
// Apply the node transformation to a mesh
void PretransformVertices::ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const {
// Check whether we need to transform the coordinates at all
if (!mat.IsIdentity()) {
if (mat.IsIdentity()) {
return;
}
// Check for odd negative scale (mirror)
if (mesh->HasFaces() && mat.Determinant() < 0) {
// Reverse the mesh face winding order
FlipWindingOrderProcess::ProcessMesh(mesh);
// Check for odd negative scale (mirror)
if (mesh->HasFaces() && mat.Determinant() < 0) {
// Reverse the mesh face winding order
FlipWindingOrderProcess::ProcessMesh(mesh);
}
// Update positions
if (mesh->HasPositions()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mVertices[i] = mat * mesh->mVertices[i];
}
}
// Update positions
if (mesh->HasPositions()) {
// Update normals and tangents
if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
const aiMatrix3x3 m = aiMatrix3x3(mat).Inverse().Transpose();
if (mesh->HasNormals()) {
normalizeVectorArray(mesh->mNormals, mesh->mNormals, mesh->mNumVertices);
}
if (mesh->HasTangentsAndBitangents()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mVertices[i] = mat * mesh->mVertices[i];
}
}
// Update normals and tangents
if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
const aiMatrix3x3 m = aiMatrix3x3(mat).Inverse().Transpose();
if (mesh->HasNormals()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
}
}
if (mesh->HasTangentsAndBitangents()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
}
mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
}
}
}
@@ -352,40 +350,41 @@ void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **i
// yes, we can.
mesh->mBones = reinterpret_cast<aiBone **>(&node->mTransformation);
mesh->mNumBones = UINT_MAX;
} else {
continue;
}
// try to find us in the list of newly created meshes
for (unsigned int n = 0; n < out.size(); ++n) {
aiMesh *ctz = out[n];
if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4 *>(ctz->mBones) == node->mTransformation) {
// try to find us in the list of newly created meshes
for (unsigned int n = 0; n < out.size(); ++n) {
aiMesh *ctz = out[n];
if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4 *>(ctz->mBones) == node->mTransformation) {
// ok, use this one. Update node mesh index
node->mMeshes[i] = numIn + n;
}
// ok, use this one. Update node mesh index
node->mMeshes[i] = numIn + n;
}
if (node->mMeshes[i] < numIn) {
// Worst case. Need to operate on a full copy of the mesh
ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms");
aiMesh *ntz;
}
if (node->mMeshes[i] < numIn) {
// Worst case. Need to operate on a full copy of the mesh
ASSIMP_LOG_INFO("PretransformVertices: Copying mesh due to mismatching transforms");
aiMesh *ntz;
const unsigned int tmp = mesh->mNumBones; //
mesh->mNumBones = 0;
SceneCombiner::Copy(&ntz, mesh);
mesh->mNumBones = tmp;
const unsigned int cacheNumBones = mesh->mNumBones; //
mesh->mNumBones = 0;
SceneCombiner::Copy(&ntz, mesh);
mesh->mNumBones = cacheNumBones;
ntz->mNumBones = node->mMeshes[i];
ntz->mBones = reinterpret_cast<aiBone **>(&node->mTransformation);
ntz->mNumBones = node->mMeshes[i];
ntz->mBones = reinterpret_cast<aiBone **>(&node->mTransformation);
out.push_back(ntz);
out.push_back(ntz);
node->mMeshes[i] = static_cast<unsigned int>(numIn + out.size() - 1);
}
node->mMeshes[i] = static_cast<unsigned int>(numIn + out.size() - 1);
}
}
// call children
for (unsigned int i = 0; i < node->mNumChildren; ++i)
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
BuildWCSMeshes(out, in, numIn, node->mChildren[i]);
}
}
// ------------------------------------------------------------------------------------------------
@@ -394,8 +393,9 @@ void PretransformVertices::MakeIdentityTransform(aiNode *nd) const {
nd->mTransformation = aiMatrix4x4();
// call children
for (unsigned int i = 0; i < nd->mNumChildren; ++i)
for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
MakeIdentityTransform(nd->mChildren[i]);
}
}
// ------------------------------------------------------------------------------------------------
@@ -405,8 +405,27 @@ void PretransformVertices::BuildMeshRefCountArray(const aiNode *nd, unsigned int
refs[nd->mMeshes[i]]++;
// call children
for (unsigned int i = 0; i < nd->mNumChildren; ++i)
for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
BuildMeshRefCountArray(nd->mChildren[i], refs);
}
}
// ------------------------------------------------------------------------------------------------
static void appendNewMeshesToScene(aiScene *pScene, std::vector<aiMesh*> &apcOutMeshes) {
ai_assert(pScene != nullptr);
if (apcOutMeshes.empty()) {
return;
}
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 += static_cast<unsigned int>(apcOutMeshes.size());
delete[] pScene->mMeshes;
pScene->mMeshes = npp;
}
// ------------------------------------------------------------------------------------------------
@@ -418,12 +437,12 @@ void PretransformVertices::Execute(aiScene *pScene) {
if (!pScene->mNumMeshes)
return;
const unsigned int iOldMeshes = pScene->mNumMeshes;
const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
const unsigned int oldMeshes = pScene->mNumMeshes;
const unsigned int oldAnimationChannels = pScene->mNumAnimations;
const unsigned int oldNodes = CountNodes(pScene->mRootNode);
if (configTransform) {
pScene->mRootNode->mTransformation = configTransformation * pScene->mRootNode->mTransformation;
if (mConfigTransform) {
pScene->mRootNode->mTransformation = mConfigTransformation * pScene->mRootNode->mTransformation;
}
// first compute absolute transformation matrices for all nodes
@@ -449,22 +468,13 @@ void PretransformVertices::Execute(aiScene *pScene) {
// 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) {
if (mConfigKeepHierarchy) {
// 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 += static_cast<unsigned int>(apcOutMeshes.size());
delete[] pScene->mMeshes;
pScene->mMeshes = npp;
}
appendNewMeshesToScene(pScene, apcOutMeshes);
// now iterate through all meshes and transform them to world-space
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
@@ -488,34 +498,35 @@ void PretransformVertices::Execute(aiScene *pScene) {
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) {
unsigned int numVertices = 0u;
unsigned int numFaces = 0u;
CountVerticesAndFaces(pScene, pScene->mRootNode, i, *j, &numFaces, &numVertices);
if (0 != numFaces && 0 != numVertices) {
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->mNumFaces = numFaces;
pcMesh->mNumVertices = numVertices;
pcMesh->mFaces = new aiFace[numFaces];
pcMesh->mVertices = new aiVector3D[numVertices];
pcMesh->mMaterialIndex = i;
if ((*j) & 0x2) pcMesh->mNormals = new aiVector3D[iVertices];
if ((*j) & 0x2) pcMesh->mNormals = new aiVector3D[numVertices];
if ((*j) & 0x4) {
pcMesh->mTangents = new aiVector3D[iVertices];
pcMesh->mBitangents = new aiVector3D[iVertices];
pcMesh->mTangents = new aiVector3D[numVertices];
pcMesh->mBitangents = new aiVector3D[numVertices];
}
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++;
numFaces = 0;
while ((*j) & (0x100 << numFaces)) {
pcMesh->mTextureCoords[numFaces] = new aiVector3D[numVertices];
if ((*j) & (0x10000 << numFaces)) {
pcMesh->mNumUVComponents[numFaces] = 3;
} else {
pcMesh->mNumUVComponents[numFaces] = 2;
}
++numFaces;
}
iFaces = 0;
while ((*j) & (0x1000000 << iFaces))
pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];
numFaces = 0;
while ((*j) & (0x1000000 << numFaces))
pcMesh->mColors[numFaces++] = new aiColor4D[numVertices];
// fill the mesh ...
unsigned int aiTemp[2] = { 0, 0 };
@@ -593,7 +604,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
l->mUp = aiMatrix3x3(nd->mTransformation) * l->mUp;
}
if (!configKeepHierarchy) {
if (!mConfigKeepHierarchy) {
// now delete all nodes in the scene and build a new
// flat node graph with a root node and some level 1 children
@@ -644,7 +655,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
MakeIdentityTransform(pScene->mRootNode);
}
if (configNormalize) {
if (mConfigNormalize) {
// compute the boundary of all meshes
aiVector3D min, max;
MinMaxChooser<aiVector3D>()(min, max);
@@ -674,9 +685,9 @@ void PretransformVertices::Execute(aiScene *pScene) {
if (!DefaultLogger::isNullLogger()) {
ASSIMP_LOG_DEBUG("PretransformVerticesProcess finished");
ASSIMP_LOG_INFO("Removed ", iOldNodes, " nodes and ", iOldAnimationChannels, " animation channels (",
ASSIMP_LOG_INFO("Removed ", oldNodes, " nodes and ", oldAnimationChannels, " animation channels (",
CountNodes(pScene->mRootNode), " output nodes)");
ASSIMP_LOG_INFO("Kept ", pScene->mNumLights, " lights and ", pScene->mNumCameras, " cameras.");
ASSIMP_LOG_INFO("Moved ", iOldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")");
ASSIMP_LOG_INFO("Moved ", oldMeshes, " meshes to WCS (number of output meshes: ", pScene->mNumMeshes, ")");
}
}

View File

@@ -90,7 +90,7 @@ public:
* @param keep true for keep configuration.
*/
void KeepHierarchy(bool keep) {
configKeepHierarchy = keep;
mConfigKeepHierarchy = keep;
}
// -------------------------------------------------------------------
@@ -98,7 +98,7 @@ public:
* @return ...
*/
bool IsHierarchyKept() const {
return configKeepHierarchy;
return mConfigKeepHierarchy;
}
private:
@@ -108,7 +108,7 @@ private:
// -------------------------------------------------------------------
// Get a bitwise combination identifying the vertex format of a mesh
unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
//unsigned int GetMeshVFormat(aiMesh *pcMesh) const;
// -------------------------------------------------------------------
// Count the number of vertices in the whole scene and a given
@@ -131,8 +131,8 @@ private:
// -------------------------------------------------------------------
// Get a list of all vertex formats that occur for a given material
// The output list contains duplicate elements
void GetVFormatList(const aiScene *pcScene, unsigned int iMat,
std::list<unsigned int> &aiOut) const;
/*void GetVFormatList(const aiScene *pcScene, unsigned int iMat,
std::list<unsigned int> &aiOut) const;*/
// -------------------------------------------------------------------
// Compute the absolute transformation matrices of each node
@@ -156,10 +156,10 @@ private:
void BuildMeshRefCountArray(const aiNode *nd, unsigned int *refs) const;
//! Configuration option: keep scene hierarchy as long as possible
bool configKeepHierarchy;
bool configNormalize;
bool configTransform;
aiMatrix4x4 configTransformation;
bool mConfigKeepHierarchy;
bool mConfigNormalize;
bool mConfigTransform;
aiMatrix4x4 mConfigTransformation;
bool mConfigPointCloud;
};

View File

@@ -175,10 +175,9 @@ unsigned int GetMeshVFormatUnique(const aiMesh *pcMesh) {
// tangents and bitangents
if (pcMesh->HasTangentsAndBitangents()) iRet |= 0x4;
#ifdef BOOST_STATIC_ASSERT
BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
#endif
static_assert(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
static_assert(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
// texture coordinates
unsigned int p = 0;

View File

@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -45,7 +43,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// internal headers
#include "RemoveRedundantMaterials.h"
#include <assimp/ParsingUtils.h>
#include "ProcessHelper.h"
@@ -57,35 +54,28 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
: mConfigFixedMaterials() {
// nothing to do here
}
RemoveRedundantMatsProcess::RemoveRedundantMatsProcess() : mConfigFixedMaterials() {}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
{
bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const {
return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
}
// ------------------------------------------------------------------------------------------------
// Setup import properties
void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp)
{
void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp) {
// Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
mConfigFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
{
void RemoveRedundantMatsProcess::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess begin");
unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
if (pScene->mNumMaterials)
{
if (pScene->mNumMaterials) {
// Find out which materials are referenced by meshes
std::vector<bool> abReferenced(pScene->mNumMaterials,false);
for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
@@ -134,8 +124,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
// we do already have a specific hash. This allows us to
// determine which materials are identical.
uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
{
for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
// No mesh is referencing this material, remove it.
if (!abReferenced[i]) {
++unreferencedRemoved;
@@ -147,8 +136,7 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
// Check all previously mapped materials for a matching hash.
// On a match we can delete this material and just make it ref to the same index.
uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
for (unsigned int a = 0; a < i;++a)
{
for (unsigned int a = 0; a < i;++a) {
if (abReferenced[a] && me == aiHashes[a]) {
++redundantRemoved;
me = 0;
@@ -205,12 +193,9 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
delete[] aiHashes;
delete[] aiMappingTable;
}
if (redundantRemoved == 0 && unreferencedRemoved == 0)
{
if (redundantRemoved == 0 && unreferencedRemoved == 0) {
ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess finished ");
}
else
{
} else {
ASSIMP_LOG_INFO("RemoveRedundantMatsProcess finished. Removed ", redundantRemoved, " redundant and ",
unreferencedRemoved, " unused materials.");
}

View File

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,

View File

@@ -99,8 +99,9 @@ void UpdateNodes(const std::vector<unsigned int> &replaceMeshIndex, aiNode *node
}
// call all subnodes recursively
for (unsigned int m = 0; m < node->mNumChildren; ++m)
for (unsigned int m = 0; m < node->mNumChildren; ++m) {
UpdateNodes(replaceMeshIndex, node->mChildren[m]);
}
}
// ------------------------------------------------------------------------------------------------

View File

@@ -57,9 +57,7 @@ using namespace Assimp::Formatter;
// ------------------------------------------------------------------------------------------------
// Constructor
SplitByBoneCountProcess::SplitByBoneCountProcess() : mMaxBoneCount(AI_SBBC_DEFAULT_MAX_BONES) {
// empty
}
SplitByBoneCountProcess::SplitByBoneCountProcess() : mMaxBoneCount(AI_SBBC_DEFAULT_MAX_BONES) {}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag.

View File

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -40,9 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/**
* @file Implementation of the SplitLargeMeshes postprocessing step
*/
/// @file Implementation of the SplitLargeMeshes postprocessing step
// internal headers of the post-processing framework
#include "SplitLargeMeshes.h"
@@ -75,22 +72,22 @@ void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene) {
this->SplitMesh(a, pScene->mMeshes[a],avList);
}
if (avList.size() != pScene->mNumMeshes) {
// it seems something has been split. rebuild the mesh list
delete[] pScene->mMeshes;
pScene->mNumMeshes = (unsigned int)avList.size();
pScene->mMeshes = new aiMesh*[avList.size()];
for (unsigned int i = 0; i < avList.size();++i) {
pScene->mMeshes[i] = avList[i].first;
}
// now we need to update all nodes
this->UpdateNode(pScene->mRootNode,avList);
ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Triangle finished. Meshes have been split");
} else {
if (avList.size() == pScene->mNumMeshes) {
ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Triangle finished. There was nothing to do");
}
// it seems something has been split. rebuild the mesh list
delete[] pScene->mMeshes;
pScene->mNumMeshes = (unsigned int)avList.size();
pScene->mMeshes = new aiMesh*[avList.size()];
for (unsigned int i = 0; i < avList.size();++i) {
pScene->mMeshes[i] = avList[i].first;
}
// now we need to update all nodes
this->UpdateNode(pScene->mRootNode,avList);
ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Triangle finished. Meshes have been split");
}
// ------------------------------------------------------------------------------------------------
@@ -102,8 +99,7 @@ void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp) {
// ------------------------------------------------------------------------------------------------
// Update a node after some meshes have been split
void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
const std::vector<std::pair<aiMesh*, unsigned int> >& avList) {
void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode, const std::vector<std::pair<aiMesh*, unsigned int> >& avList) {
// for every index in out list build a new entry
std::vector<unsigned int> aiEntries;
aiEntries.reserve(pcNode->mNumMeshes + 1);

View File

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -42,8 +41,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file A helper class that processes texture transformations */
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/DefaultLogger.hpp>
@@ -494,8 +491,9 @@ void TextureTransformStep::Execute( aiScene* pScene) {
ai_assert(nullptr != src);
// Copy the data to the destination array
if (dest != src)
if (dest != src) {
::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices);
}
end = dest + mesh->mNumVertices;

View File

@@ -158,15 +158,13 @@ namespace {
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool TriangulateProcess::IsActive( unsigned int pFlags) const
{
bool TriangulateProcess::IsActive( unsigned int pFlags) const {
return (pFlags & aiProcess_Triangulate) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void TriangulateProcess::Execute( aiScene* pScene)
{
void TriangulateProcess::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("TriangulateProcess begin");
bool bHas = false;
@@ -187,8 +185,7 @@ void TriangulateProcess::Execute( aiScene* pScene)
// ------------------------------------------------------------------------------------------------
// Triangulates the given mesh.
bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
{
bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) {
// Now we have aiMesh::mPrimitiveTypes, so this is only here for test cases
if (!pMesh->mPrimitiveTypes) {
bool bNeed = false;
@@ -218,8 +215,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
if( face.mNumIndices <= 3) {
numOut++;
}
else {
} else {
numOut += face.mNumIndices-2;
max_out = std::max(max_out,face.mNumIndices);
}
@@ -511,22 +507,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
#endif
num = 0;
break;
/*curOut -= (max-num); // undo all previous work
for (tmp = 0; tmp < max-2; ++tmp) {
aiFace& nface = *curOut++;
nface.mNumIndices = 3;
if (!nface.mIndices)
nface.mIndices = new unsigned int[3];
nface.mIndices[0] = 0;
nface.mIndices[1] = tmp+1;
nface.mIndices[2] = tmp+2;
}
num = 0;
break;*/
}
aiFace& nface = *curOut++;
@@ -580,23 +560,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
for(aiFace* f = last_face; f != curOut; ) {
unsigned int* i = f->mIndices;
// drop dumb 0-area triangles - deactivated for now:
//FindDegenerates post processing step can do the same thing
//if (std::fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
// ASSIMP_LOG_VERBOSE_DEBUG("Dropping triangle with area 0");
// --curOut;
// delete[] f->mIndices;
// f->mIndices = nullptr;
// for(aiFace* ff = f; ff != curOut; ++ff) {
// ff->mNumIndices = (ff+1)->mNumIndices;
// ff->mIndices = (ff+1)->mIndices;
// (ff+1)->mIndices = nullptr;
// }
// continue;
//}
i[0] = idx[i[0]];
i[1] = idx[i[1]];
i[2] = idx[i[2]];

View File

@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2022, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@@ -110,18 +108,21 @@ inline int HasNameMatch(const aiString &in, aiNode *node) {
template <typename T>
inline void ValidateDSProcess::DoValidation(T **parray, unsigned int size, const char *firstName, const char *secondName) {
// validate all entries
if (size) {
if (!parray) {
ReportError("aiScene::%s is nullptr (aiScene::%s is %i)",
firstName, secondName, size);
}
for (unsigned int i = 0; i < size; ++i) {
if (!parray[i]) {
ReportError("aiScene::%s[%i] is nullptr (aiScene::%s is %i)",
firstName, i, secondName, size);
}
Validate(parray[i]);
if (size == 0) {
return;
}
if (!parray) {
ReportError("aiScene::%s is nullptr (aiScene::%s is %i)",
firstName, secondName, size);
}
for (unsigned int i = 0; i < size; ++i) {
if (!parray[i]) {
ReportError("aiScene::%s[%i] is nullptr (aiScene::%s is %i)",
firstName, i, secondName, size);
}
Validate(parray[i]);
}
}
@@ -130,25 +131,27 @@ template <typename T>
inline void ValidateDSProcess::DoValidationEx(T **parray, unsigned int size,
const char *firstName, const char *secondName) {
// validate all entries
if (size) {
if (!parray) {
ReportError("aiScene::%s is nullptr (aiScene::%s is %i)",
firstName, secondName, size);
if (size == 0) {
return;
}
if (!parray) {
ReportError("aiScene::%s is nullptr (aiScene::%s is %i)",
firstName, secondName, size);
}
for (unsigned int i = 0; i < size; ++i) {
if (!parray[i]) {
ReportError("aiScene::%s[%u] is nullptr (aiScene::%s is %u)",
firstName, i, secondName, size);
}
for (unsigned int i = 0; i < size; ++i) {
if (!parray[i]) {
ReportError("aiScene::%s[%u] is nullptr (aiScene::%s is %u)",
firstName, i, secondName, size);
}
Validate(parray[i]);
Validate(parray[i]);
// check whether there are duplicate names
for (unsigned int a = i + 1; a < size; ++a) {
if (parray[i]->mName == parray[a]->mName) {
ReportError("aiScene::%s[%u] has the same name as "
"aiScene::%s[%u]",
firstName, i, secondName, a);
}
// check whether there are duplicate names
for (unsigned int a = i + 1; a < size; ++a) {
if (parray[i]->mName == parray[a]->mName) {
ReportError("aiScene::%s[%u] has the same name as "
"aiScene::%s[%u]",
firstName, i, secondName, a);
}
}
}
@@ -229,12 +232,6 @@ void ValidateDSProcess::Execute(aiScene *pScene) {
if (pScene->mNumMaterials) {
DoValidation(pScene->mMaterials, pScene->mNumMaterials, "mMaterials", "mNumMaterials");
}
#if 0
// NOTE: ScenePreprocessor generates a default material if none is there
else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
}
#endif
else if (pScene->mMaterials) {
ReportError("aiScene::mMaterials is non-null although there are no materials");
}
@@ -267,8 +264,7 @@ void ValidateDSProcess::Validate(const aiCamera *pCamera) {
if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear)
ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear");
// FIX: there are many 3ds files with invalid FOVs. No reason to
// reject them at all ... a warning is appropriate.
// There are many 3ds files with invalid FOVs. No reason to reject them at all ... a warning is appropriate.
if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI)
ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV", pCamera->mHorizontalFOV);
}
@@ -362,15 +358,6 @@ void ValidateDSProcess::Validate(const aiMesh *pMesh) {
if (face.mIndices[a] >= pMesh->mNumVertices) {
ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range", i, a);
}
// the MSB flag is temporarily used by the extra verbose
// mode to tell us that the JoinVerticesProcess might have
// been executed already.
/*if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && !(this->mScene->mFlags & AI_SCENE_FLAGS_ALLOW_SHARED) &&
abRefList[face.mIndices[a]])
{
ReportError("aiMesh::mVertices[%i] is referenced twice - second "
"time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
}*/
abRefList[face.mIndices[a]] = true;
}
}
@@ -466,7 +453,7 @@ void ValidateDSProcess::Validate(const aiMesh *pMesh, const aiBone *pBone, float
this->Validate(&pBone->mName);
if (!pBone->mNumWeights) {
//ReportError("aiBone::mNumWeights is zero");
ReportWarning("aiBone::mNumWeights is zero");
}
// check whether all vertices affected by this bone are valid