Fixed a bug that caused the viewer to render "random" polygons in some special cases.
ASE: Added parsing support for *GROUP nodes. Improved light & camera handling (still WIP). Fixed a bug that was caused by a recent change. Improved logging.
Updated PretransformVertices. The step works now (and supports line and point meshes). Important: The position of the step in the pipeline has changed. No unit test yet.
Minor fixes to SortByPType. Added a config option that allows users to specify which primitive types they don't need.
Added WIP version of an Irrlicht Scene Loader (.irr).
Added a small helper class ("BatchLoader") to make it easy for loaders to load subsequent meshes from external files (needed for irr and lws).
Added test models for IRR. Added dwarf.x from the Irrlicht repository (readme included) to the test X files.
[Current TODO: Fix bugs in: AC, 3DS, LWO. Finish MDR and OG. Implement: IRR, LWS. Write some more ut's ... ]
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@197 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
510 lines
17 KiB
C++
510 lines
17 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 "PretransformVertices" post processing step
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*/
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#include "AssimpPCH.h"
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#include "PretransformVertices.h"
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using namespace Assimp;
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// some array offsets
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#define AI_PTVS_VERTEX 0x0
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#define AI_PTVS_FACE 0x1
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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PretransformVertices::PretransformVertices()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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PretransformVertices::~PretransformVertices()
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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 PretransformVertices::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_PreTransformVertices) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Count the number of nodes
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unsigned int CountNodes( aiNode* pcNode )
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{
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unsigned int iRet = 1;
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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{
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iRet += CountNodes(pcNode->mChildren[i]);
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}
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return iRet;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a bitwise combination identifying the vertex format of a mesh
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unsigned int GetMeshVFormat(aiMesh* pcMesh)
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{
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// the vertex format is stored in aiMesh::mBones for later retrieval.
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// there isn't a good reason to compute it a few hundred times
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// from scratch. The pointer is unused as animations are lost
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// during PretransformVertices.
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if (pcMesh->mBones)
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return (unsigned int)(unsigned long)pcMesh->mBones;
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ai_assert(NULL != pcMesh->mVertices);
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// FIX: the hash may never be 0. Otherwise a comparison against
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// nullptr could be successful
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unsigned int iRet = 1;
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// normals
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if (pcMesh->HasNormals())iRet |= 0x2;
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// tangents and bitangents
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if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
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// texture coordinates
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unsigned int p = 0;
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ai_assert(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
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while (pcMesh->HasTextureCoords(p))
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{
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iRet |= (0x100 << p);
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if (3 == pcMesh->mNumUVComponents[p])
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iRet |= (0x10000 << p);
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++p;
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}
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// vertex colors
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p = 0;
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ai_assert(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
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while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
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// store the value for later use
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pcMesh->mBones = (aiBone**)(unsigned long)iRet;
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return iRet;
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}
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// ------------------------------------------------------------------------------------------------
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// Count the number of vertices in the whole scene and a given
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// material index
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void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices)
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{
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for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
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if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
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{
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*piVertices += pcMesh->mNumVertices;
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*piFaces += pcMesh->mNumFaces;
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}
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}
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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{
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CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat,
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iVFormat,piFaces,piVertices);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Collect vertex/face data
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void CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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unsigned int iVFormat, aiMesh* pcMeshOut,
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unsigned int aiCurrent[2])
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{
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for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
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if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
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{
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// copy positions, transform them to worldspace
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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{
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pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] =
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pcNode->mTransformation * pcMesh->mVertices[n];
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}
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if (iVFormat & 0x2)
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{
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aiMatrix4x4 mWorldIT = pcNode->mTransformation;
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mWorldIT.Inverse().Transpose();
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// TODO: implement Inverse() for aiMatrix3x3
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aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
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// copy normals, transform them to worldspace
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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{
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pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
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m * pcMesh->mNormals[n];
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}
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}
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if (iVFormat & 0x4)
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{
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// copy tangents
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memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mTangents,
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pcMesh->mNumVertices * sizeof(aiVector3D));
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// copy bitangents
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memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mBitangents,
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pcMesh->mNumVertices * sizeof(aiVector3D));
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}
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unsigned int p = 0;
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while (iVFormat & (0x100 << p))
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{
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// copy texture coordinates
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memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mTextureCoords[p],
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pcMesh->mNumVertices * sizeof(aiVector3D));
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++p;
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}
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p = 0;
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while (iVFormat & (0x1000000 << p))
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{
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// copy vertex colors
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memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
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pcMesh->mColors[p],
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pcMesh->mNumVertices * sizeof(aiColor4D));
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++p;
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}
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// now we need to copy all faces
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// since we will delete the source mesh afterwards,
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// we don't need to reallocate the array of indices
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for (unsigned int planck = 0;planck<pcMesh->mNumFaces;++planck)
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{
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pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck].mNumIndices =
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pcMesh->mFaces[planck].mNumIndices;
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unsigned int* pi = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck].
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mIndices = pcMesh->mFaces[planck].mIndices;
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// offset all vrtex indices
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for (unsigned int hahn = 0; hahn < pcMesh->mFaces[planck].mNumIndices;++hahn)
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{
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pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
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}
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// just make sure the array won't be deleted by the
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// aiFace destructor ...
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pcMesh->mFaces[planck].mIndices = NULL;
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// FIX: update the mPrimitiveTypes member of the mesh
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switch (pcMesh->mFaces[planck].mNumIndices)
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{
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case 0x1:
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pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case 0x2:
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pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case 0x3:
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pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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default:
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pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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break;
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};
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}
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aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices;
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aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces;
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}
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}
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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{
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CollectData(pcScene,pcNode->mChildren[i],iMat,
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iVFormat,pcMeshOut,aiCurrent);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all vertex formats that occur for a given material index
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// The output list contains duplicate elements
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void GetVFormatList( aiScene* pcScene, unsigned int iMat,
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std::list<unsigned int>& aiOut)
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{
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pcScene->mMeshes[ i ];
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if (iMat == pcMesh->mMaterialIndex)
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{
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aiOut.push_back(GetMeshVFormat(pcMesh));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Compute the absolute transformation matrices of each node
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void ComputeAbsoluteTransform( aiNode* pcNode )
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{
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if (pcNode->mParent)
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{
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pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation;
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}
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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{
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ComputeAbsoluteTransform(pcNode->mChildren[i]);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void PretransformVertices::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("PretransformVerticesProcess begin");
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const unsigned int iOldMeshes = pScene->mNumMeshes;
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const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
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const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
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// first compute absolute transformation matrices for all nodes
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ComputeAbsoluteTransform(pScene->mRootNode);
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// delete aiMesh::mBones for all meshes. The bones are
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// removed during this step and we need the pointer as
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// temporary storage
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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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for (unsigned int a = 0; a < mesh->mNumBones;++a)
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delete mesh->mBones[a];
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delete[] mesh->mBones;
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mesh->mBones = NULL;
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}
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// now build a list of output meshes
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std::vector<aiMesh*> apcOutMeshes;
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apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
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std::list<unsigned int> aiVFormats;
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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{
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// get the list of all vertex formats for this material
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aiVFormats.clear();
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GetVFormatList(pScene,i,aiVFormats);
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aiVFormats.sort();
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aiVFormats.unique();
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for (std::list<unsigned int>::const_iterator
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j = aiVFormats.begin();
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j != aiVFormats.end();++j)
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{
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unsigned int iVertices = 0;
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unsigned int iFaces = 0;
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CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
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if (iFaces && iVertices)
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{
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apcOutMeshes.push_back(new aiMesh());
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aiMesh* pcMesh = apcOutMeshes.back();
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pcMesh->mNumFaces = iFaces;
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pcMesh->mNumVertices = iVertices;
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pcMesh->mFaces = new aiFace[iFaces];
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pcMesh->mVertices = new aiVector3D[iVertices];
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pcMesh->mMaterialIndex = i;
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if ((*j) & 0x2)pcMesh->mNormals = new aiVector3D[iVertices];
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if ((*j) & 0x4)
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{
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pcMesh->mTangents = new aiVector3D[iVertices];
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pcMesh->mBitangents = new aiVector3D[iVertices];
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}
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iFaces = 0;
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while ((*j) & (0x100 << iFaces))
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{
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pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
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if ((*j) & (0x10000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3;
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else pcMesh->mNumUVComponents[iFaces] = 2;
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iFaces++;
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}
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iFaces = 0;
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while ((*j) & (0x1000000 << iFaces))
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pcMesh->mColors[iFaces] = new aiColor4D[iVertices];
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// fill the mesh ...
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unsigned int aiTemp[2] = {0,0};
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CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp);
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}
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}
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}
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// remove all animations from the scene
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for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
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delete pScene->mAnimations[i];
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delete[] pScene->mAnimations;
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pScene->mAnimations = NULL;
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pScene->mNumAnimations = 0;
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// now delete all meshes in the scene and build a new mesh list
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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pScene->mMeshes[i]->mBones = NULL;
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delete pScene->mMeshes[i];
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// invalidate the contents of the old mesh array. We will most
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// likely have less output meshes now, so the last entries of
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// the mesh array are not overridden. We set them to NULL to
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// make sure the developer gets notified when his application
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// attempts to access these fields ...
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pScene->mMeshes[i] = NULL;
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}
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// If no meshes are referenced in the node graph it is
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// possible that we get no output meshes. However, this
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// is OK if we had no input meshes, too
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if (apcOutMeshes.empty())
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{
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if (pScene->mNumMeshes)
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{
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throw new ImportErrorException("No output meshes: all meshes are orphaned "
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"and have no node references");
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}
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}
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else
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{
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// It is impossible that we have more output meshes than
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// input meshes, so we can easily reuse the old mesh array
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pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pScene->mMeshes[i] = apcOutMeshes[i];
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}
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// --- we need to keep all cameras and lights
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for (unsigned int i = 0; i < pScene->mNumCameras;++i)
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{
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aiCamera* cam = pScene->mCameras[i];
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const aiNode* nd = pScene->mRootNode->FindNode(cam->mName);
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ai_assert(NULL != nd);
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// multiply all properties of the camera with the absolute
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// transformation of the corresponding node
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cam->mPosition = nd->mTransformation * cam->mPosition;
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cam->mLookAt = aiMatrix3x3( nd->mTransformation ) * cam->mLookAt;
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cam->mUp = aiMatrix3x3( nd->mTransformation ) * cam->mUp;
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}
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for (unsigned int i = 0; i < pScene->mNumLights;++i)
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{
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aiLight* l = pScene->mLights[i];
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const aiNode* nd = pScene->mRootNode->FindNode(l->mName);
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ai_assert(NULL != nd);
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// multiply all properties of the camera with the absolute
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// transformation of the corresponding node
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l->mPosition = nd->mTransformation * l->mPosition;
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l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
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}
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// now delete all nodes in the scene and build a new
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// flat node graph with a root node and some level 1 children
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delete pScene->mRootNode;
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<dummy_root>");
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if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras)
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{
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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}
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else
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{
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pScene->mRootNode->mNumChildren = pScene->mNumMeshes+pScene->mNumLights+pScene->mNumCameras;
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aiNode** nodes = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
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// generate mesh nodes
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes)
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{
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aiNode* pcNode = *nodes = new aiNode();
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pcNode->mParent = pScene->mRootNode;
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pcNode->mName.length = ::sprintf(pcNode->mName.data,"mesh_%i",i);
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// setup mesh indices
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pcNode->mNumMeshes = 1;
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pcNode->mMeshes = new unsigned int[1];
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pcNode->mMeshes[0] = i;
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}
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// generate light nodes
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for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes)
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{
|
|
aiNode* pcNode = *nodes = new aiNode();
|
|
pcNode->mParent = pScene->mRootNode;
|
|
pcNode->mName.length = ::sprintf(pcNode->mName.data,"light_%i",i);
|
|
pScene->mLights[i]->mName = pcNode->mName;
|
|
}
|
|
// generate camera nodes
|
|
for (unsigned int i = 0; i < pScene->mNumCameras;++i,++nodes)
|
|
{
|
|
aiNode* pcNode = *nodes = new aiNode();
|
|
pcNode->mParent = pScene->mRootNode;
|
|
pcNode->mName.length = ::sprintf(pcNode->mName.data,"cam_%i",i);
|
|
pScene->mCameras[i]->mName = pcNode->mName;
|
|
}
|
|
}
|
|
|
|
// print statistics
|
|
if (!DefaultLogger::isNullLogger())
|
|
{
|
|
char buffer[4096];
|
|
|
|
DefaultLogger::get()->debug("PretransformVerticesProcess finished");
|
|
|
|
::sprintf(buffer,"Removed %i nodes and %i animation channels (%i output nodes)",
|
|
iOldNodes,iOldAnimationChannels,CountNodes(pScene->mRootNode));
|
|
DefaultLogger::get()->info(buffer);
|
|
|
|
::sprintf(buffer,"Kept %i lights and %i cameras",
|
|
pScene->mNumLights,pScene->mNumCameras);
|
|
DefaultLogger::get()->info(buffer);
|
|
|
|
::sprintf(buffer,"Moved %i meshes to WCS (number of output meshes: %i)",
|
|
iOldMeshes,pScene->mNumMeshes);
|
|
DefaultLogger::get()->info(buffer);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|