added pretransformvertices postprocess step bugfixes in the 3ds material system. transparency is now displayed correctly Node view in the viewer display the local transformation matrix now Fixed wrong directory name. "unused" renamed to "extra" ---> all is WIP ... git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@50 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
379 lines
12 KiB
C++
379 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 "PretransformVertices" post processing step
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*/
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#include "PretransformVertices.h"
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#include "../include/DefaultLogger.h"
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#include "../include/aiPostProcess.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include <list>
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using namespace Assimp;
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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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// 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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if (0xdeadbeef == pcMesh->mNumUVComponents[0])
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return pcMesh->mNumUVComponents[1];
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unsigned int iRet = 0;
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// normals
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if (pcMesh->HasNormals())iRet |= 0x1;
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// tangents and bitangents
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if (pcMesh->HasTangentsAndBitangents())iRet |= 0x2;
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// texture coordinates
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unsigned int p = 0;
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ai_assert(4 >= 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 |= (0x1000 << p++);
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}
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// vertex colors
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p = 0;
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while (pcMesh->HasVertexColors(p))iRet |= (0x10000 << p++);
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// store the value for later use
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pcMesh->mNumUVComponents[0] = 0xdeadbeef;
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pcMesh->mNumUVComponents[1] = 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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return;
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}
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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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// 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 & 0x1)
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{
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aiMatrix4x4 mWorldIT = pcNode->mTransformation;
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mWorldIT.Inverse().Transpose();
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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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mWorldIT * pcMesh->mNormals[n];
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}
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}
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if (iVFormat & 0x2)
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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 & (0x10000 << 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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}
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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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return;
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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, aiNode* pcNode, 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 < 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)
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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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for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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{
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GetVFormatList(pcScene,pcNode->mChildren[i],iMat,aiOut);
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}
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return;
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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->mTransformation*pcNode->mParent->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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return;
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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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// first compute absolute transformation matrices for all nodes
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ComputeAbsoluteTransform(pScene->mRootNode);
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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*2);
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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,pScene->mRootNode,i,aiVFormats);
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aiVFormats.sort(std::less<unsigned int>());
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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) & 0x1)pcMesh->mNormals = new aiVector3D[iVertices];
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if ((*j) & 0x2)
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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) & (0x1000 << 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) & (0x10000 << 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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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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delete pScene->mMeshes[i];
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if (apcOutMeshes.size() != pScene->mNumMeshes)
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{
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delete[] pScene->mMeshes;
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pScene->mNumMeshes = apcOutMeshes.size();
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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}
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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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// 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)
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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;
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pScene->mRootNode->mChildren = new aiNode*[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
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pcNode->mName.length = sprintf(pcNode->mName.data,"dummy_%i",i);
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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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pcNode->mParent = pScene->mRootNode;
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}
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}
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DefaultLogger::get()->debug("PretransformVerticesProcess finished. All "
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"vertices are in worldspace now");
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return;
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}
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