Added some more essential includes to AssimpPCH.hAdded support for line and point meshes to most steps - I did nto yet adapt all unit tests, so meshes with mixed primitive types are not absolutely safe at the moment. Added camera and light support to the PretransformVert step. Fixed some small inaccuracies and fixed a bug reported by Mark Sibly causing all transformations to be invalid. However the step is nto yet completely correct, there are still some small artifacts. Updated light and camera data structures, added temporary validation code for the Renamed AI_SCENE_FLAGS_ANIM_SKELETON_ONLY to a more generic AI_SCENE_FLAGS_INCOMPLETE flag. Fixed bug in the OFF loader causing meshes with polygons to crash Added line support to the DXF loader - seems to fail for the moment cause of SortByPType. Added support for lights and cameras to NFF, implemented another NFF format subtype (file starts with 'nff'). Implemented NFF 'tpp' chunk and a corresponding texture extension. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@185 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
398 lines
12 KiB
C++
398 lines
12 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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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 post processing step to remove
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* any parts of the mesh structure from the imported data.
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*/
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#include "AssimpPCH.h"
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#include "RemoveVCProcess.h"
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using namespace Assimp;
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// MSB for type unsigned int
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#define AI_RC_UINT_MSB (1u<<((sizeof(unsigned int)<<3u)-1u))
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#define AI_RC_UINT_MSB_2 (AI_RC_UINT_MSB>>1u)
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// unmask the two upper bits of an unsigned int
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#define AI_RC_UNMASK(p) (p & (~(AI_RC_UINT_MSB|AI_RC_UINT_MSB_2)))
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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RemoveVCProcess::RemoveVCProcess()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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RemoveVCProcess::~RemoveVCProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool RemoveVCProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_RemoveComponent) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Small helper function to delete all elements in a T** aray using delete
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template <typename T>
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inline void ArrayDelete(T**& in, unsigned int num)
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{
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for (unsigned int i = 0; i < num; ++i)
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delete in[i];
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delete[] in;
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in = NULL;
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}
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// ------------------------------------------------------------------------------------------------
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// Small helper function to set a sepcific bit in the aiNode::mNumMeshes member of all nodes
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// that are referenced by the elements of an array (T::mName must be there)
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template <typename T>
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inline void MaskNodes(aiNode* node,T** in, unsigned int num, unsigned int bit)
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{
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if (node->mName.length)
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{
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for (unsigned int i = 0; i < num;++i)
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{
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T* cur = in[i];
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if (cur->mName == node->mName)
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{
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node->mNumMeshes |= bit;
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break;
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}
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}
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}
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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MaskNodes(node->mChildren[i],in,num,bit);
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}
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// ------------------------------------------------------------------------------------------------
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// Updates the node graph - removes all nodes which have the "remove" flag set and the
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// "don't remove" flag not set. Nodes with meshes are never deleted.
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bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
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{
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register bool b = false;
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std::list<aiNode*> mine;
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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{
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if(UpdateNodeGraph(node->mChildren[i],mine,false))
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b = true;
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}
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if (!root && !node->mNumMeshes && AI_RC_UINT_MSB == (node->mNumMeshes & (AI_RC_UINT_MSB | AI_RC_UINT_MSB_2)))
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{
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// this node needs to be removed
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if(node->mNumChildren)
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{
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childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
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// set all children to NULL to make sure they are not deleted when we delete ourself
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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node->mChildren[i] = NULL;
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}
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b = true;
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delete node;
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}
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else
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{
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AI_RC_UNMASK(node->mNumMeshes);
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childsOfParent.push_back(node);
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if (b)
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{
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// reallocate the array of our children here
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node->mNumChildren = (unsigned int)mine.size();
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aiNode** const children = new aiNode*[mine.size()];
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aiNode** ptr = children;
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for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
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it != end; ++it)
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{
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*ptr++ = *it;
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}
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delete[] node->mChildren;
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node->mChildren = children;
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return false;
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}
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}
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return b;
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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 RemoveVCProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("RemoveVCProcess begin");
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bool bHas = false,bMasked = false;
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mScene = pScene;
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// handle animations
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if ( configDeleteFlags & aiComponent_ANIMATIONS)
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{
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bHas = true;
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ArrayDelete(pScene->mAnimations,pScene->mNumAnimations);
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}
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// handle textures
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if ( configDeleteFlags & aiComponent_TEXTURES)
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{
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bHas = true;
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ArrayDelete(pScene->mTextures,pScene->mNumTextures);
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}
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// handle materials
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if ( configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials)
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{
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bHas = true;
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for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
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delete pScene->mMaterials[i];
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MaterialHelper* helper = (MaterialHelper*) pScene->mMaterials[0];
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helper->Clear();
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// gray
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aiColor3D clr(0.6f,0.6f,0.6f);
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helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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// add a small ambient color value
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clr = aiColor3D(0.05f,0.05f,0.05f);
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helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
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aiString s;
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s.Set("Dummy_MaterialsRemoved");
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helper->AddProperty(&s,AI_MATKEY_NAME);
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}
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// handle light sources
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if ( configDeleteFlags & aiComponent_LIGHTS)
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{
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// mask nodes for removal
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MaskNodes(pScene->mRootNode,pScene->mLights,pScene->mNumLights,
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AI_RC_UINT_MSB);
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bHas = bMasked = true;
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ArrayDelete(pScene->mLights,pScene->mNumLights);
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}
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// handle camneras
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if ( configDeleteFlags & aiComponent_CAMERAS)
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{
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// mask nodes for removal
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MaskNodes(pScene->mRootNode,pScene->mLights,pScene->mNumLights,
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AI_RC_UINT_MSB);
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bHas = true;
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ArrayDelete(pScene->mCameras,pScene->mNumCameras);
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}
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// handle meshes
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if (configDeleteFlags & aiComponent_MESHES)
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{
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bHas = true;
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ArrayDelete(pScene->mMeshes,pScene->mNumMeshes);
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}
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else
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{
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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if( this->ProcessMesh( pScene->mMeshes[a]))
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bHas = true;
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}
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if (configDeleteFlags & aiComponent_BONEWEIGHTS && bHas)bMasked = true;
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}
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// now check which scenegraph nodes are unnecessary now
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// we use the upper two bits of aiNode::mNumMeshes as
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// temporary storage.
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// MSB means: REMOVE ME!
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// MSB>>1 means: NO, DON'T REMOVE ME (Veto)
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if (bMasked)
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{
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if (pScene->mNumLights)
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{
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MaskNodes(pScene->mRootNode,pScene->mLights,pScene->mNumLights,
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AI_RC_UINT_MSB_2);
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}
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if (pScene->mNumCameras)
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{
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MaskNodes(pScene->mRootNode,pScene->mCameras,pScene->mNumCameras,
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AI_RC_UINT_MSB_2);
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}
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if (!(configDeleteFlags & aiComponent_BONEWEIGHTS))
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{
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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aiMesh* mesh = pScene->mMeshes[i];
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if (mesh->mNumBones)
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{
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MaskNodes(pScene->mRootNode,mesh->mBones,mesh->mNumBones,
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AI_RC_UINT_MSB_2);
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}
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}
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}
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std::list<aiNode*> dummy;
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UpdateNodeGraph(pScene->mRootNode,dummy, true);
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// the root node will never be deleted
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}
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// now check whether the result is still a full scene
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if (!pScene->mNumMeshes || !pScene->mNumMaterials)
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{
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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DefaultLogger::get()->debug("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
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}
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if (bHas)DefaultLogger::get()->info("RemoveVCProcess finished. Data structure cleanup has been done.");
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else DefaultLogger::get()->debug("RemoveVCProcess finished. Nothing to be done ...");
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the step
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void RemoveVCProcess::SetupProperties(const Importer* pImp)
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{
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configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,0x0);
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if (!configDeleteFlags)
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{
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DefaultLogger::get()->warn("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
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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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bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
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{
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bool ret = false;
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// if all materials have been deleted let the material
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// index of the mesh point to the created default material
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if ( configDeleteFlags & aiComponent_MATERIALS)
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pMesh->mMaterialIndex = 0;
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// handle normals
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if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals)
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{
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delete[] pMesh->mNormals;
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pMesh->mNormals = NULL;
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ret = true;
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}
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// handle tangents and bitangents
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if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents)
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{
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delete[] pMesh->mTangents;
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pMesh->mTangents = NULL;
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delete[] pMesh->mBitangents;
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pMesh->mBitangents = NULL;
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ret = true;
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}
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// handle texture coordinates
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register bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
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{
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if (!pMesh->mTextureCoords[i])break;
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if (configDeleteFlags & aiComponent_TEXCOORDSn(i) || b)
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{
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delete pMesh->mTextureCoords[i];
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pMesh->mTextureCoords[i] = NULL;
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ret = true;
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if (!b)
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{
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// collapse the rest of the array
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unsigned int a;
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for (a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
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{
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pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
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}
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pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
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}
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}
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}
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// handle vertex colors
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b = (0 != (configDeleteFlags & aiComponent_COLORS));
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i)
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{
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if (!pMesh->mColors[i])break;
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if (configDeleteFlags & aiComponent_COLORSn(i) || b)
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{
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delete pMesh->mColors[i];
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pMesh->mColors[i] = NULL;
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ret = true;
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if (!b)
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{
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// collapse the rest of the array
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unsigned int a;
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for (a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
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{
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pMesh->mColors[a-1] = pMesh->mColors[a];
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}
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pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
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}
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}
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}
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// handle bones
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if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones)
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{
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// mask nodes for removal
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MaskNodes(mScene->mRootNode,pMesh->mBones,pMesh->mNumBones,
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AI_RC_UINT_MSB);
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ArrayDelete(pMesh->mBones,pMesh->mNumBones);
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ret = true;
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}
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return ret;
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}
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