Added missing 'typename' in Colladaparser.h First implementation of spherical and cylindrical mapping, already in use for IRR and LWO models. For the latter the coordinate system is not yet correct. Moved vec2d to a separate header and added operators similar to vec3. Added plane and ray helper classes. Just the data is wrapped, no operators required for the moment. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@249 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
324 lines
9.7 KiB
C++
324 lines
9.7 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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// ------------------------------------------------------------------------------------------------
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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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num = 0;
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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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//
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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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//
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// // somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
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// // so we can do a simple comparison against MSB here
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// if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
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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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//
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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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//
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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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//
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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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bHas = 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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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( ProcessMesh( pScene->mMeshes[a]))
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bHas = true;
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}
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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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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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