1 | /* |
2 | --------------------------------------------------------------------------- |
3 | Open Asset Import Library (assimp) |
4 | --------------------------------------------------------------------------- |
5 | |
6 | Copyright (c) 2006-2017, assimp team |
7 | |
8 | |
9 | All rights reserved. |
10 | |
11 | Redistribution and use of this software in source and binary forms, |
12 | with or without modification, are permitted provided that the following |
13 | conditions are met: |
14 | |
15 | * Redistributions of source code must retain the above |
16 | copyright notice, this list of conditions and the |
17 | following disclaimer. |
18 | |
19 | * Redistributions in binary form must reproduce the above |
20 | copyright notice, this list of conditions and the |
21 | following disclaimer in the documentation and/or other |
22 | materials provided with the distribution. |
23 | |
24 | * Neither the name of the assimp team, nor the names of its |
25 | contributors may be used to endorse or promote products |
26 | derived from this software without specific prior |
27 | written permission of the assimp team. |
28 | |
29 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
30 | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
31 | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
32 | A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
33 | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
34 | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
35 | LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
36 | DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
37 | THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
38 | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
39 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
40 | --------------------------------------------------------------------------- |
41 | */ |
42 | /** @file Implementation of the post processing step "MakeVerboseFormat" |
43 | */ |
44 | |
45 | |
46 | #include "MakeVerboseFormat.h" |
47 | #include <assimp/scene.h> |
48 | #include <assimp/DefaultLogger.hpp> |
49 | |
50 | using namespace Assimp; |
51 | |
52 | // ------------------------------------------------------------------------------------------------ |
53 | MakeVerboseFormatProcess::MakeVerboseFormatProcess() |
54 | { |
55 | // nothing to do here |
56 | } |
57 | // ------------------------------------------------------------------------------------------------ |
58 | MakeVerboseFormatProcess::~MakeVerboseFormatProcess() |
59 | { |
60 | // nothing to do here |
61 | } |
62 | // ------------------------------------------------------------------------------------------------ |
63 | // Executes the post processing step on the given imported data. |
64 | void MakeVerboseFormatProcess::Execute( aiScene* pScene) |
65 | { |
66 | ai_assert(NULL != pScene); |
67 | DefaultLogger::get()->debug("MakeVerboseFormatProcess begin" ); |
68 | |
69 | bool bHas = false; |
70 | for( unsigned int a = 0; a < pScene->mNumMeshes; a++) |
71 | { |
72 | if( MakeVerboseFormat( pScene->mMeshes[a])) |
73 | bHas = true; |
74 | } |
75 | if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ..." ); |
76 | else DefaultLogger::get()->debug("MakeVerboseFormatProcess. There was nothing to do." ); |
77 | |
78 | pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT; |
79 | |
80 | } |
81 | // ------------------------------------------------------------------------------------------------ |
82 | // Executes the post processing step on the given imported data. |
83 | bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh) |
84 | { |
85 | ai_assert(NULL != pcMesh); |
86 | |
87 | unsigned int iOldNumVertices = pcMesh->mNumVertices; |
88 | const unsigned int iNumVerts = pcMesh->mNumFaces*3; |
89 | |
90 | aiVector3D* pvPositions = new aiVector3D[ iNumVerts ]; |
91 | |
92 | aiVector3D* pvNormals = NULL; |
93 | if (pcMesh->HasNormals()) |
94 | { |
95 | pvNormals = new aiVector3D[iNumVerts]; |
96 | } |
97 | aiVector3D* pvTangents = NULL, *pvBitangents = NULL; |
98 | if (pcMesh->HasTangentsAndBitangents()) |
99 | { |
100 | pvTangents = new aiVector3D[iNumVerts]; |
101 | pvBitangents = new aiVector3D[iNumVerts]; |
102 | } |
103 | |
104 | aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0}; |
105 | aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0}; |
106 | |
107 | unsigned int p = 0; |
108 | while (pcMesh->HasTextureCoords(p)) |
109 | apvTextureCoords[p++] = new aiVector3D[iNumVerts]; |
110 | |
111 | p = 0; |
112 | while (pcMesh->HasVertexColors(p)) |
113 | apvColorSets[p++] = new aiColor4D[iNumVerts]; |
114 | |
115 | // allocate enough memory to hold output bones and vertex weights ... |
116 | std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones]; |
117 | for (unsigned int i = 0;i < pcMesh->mNumBones;++i) { |
118 | newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3); |
119 | } |
120 | |
121 | // iterate through all faces and build a clean list |
122 | unsigned int iIndex = 0; |
123 | for (unsigned int a = 0; a< pcMesh->mNumFaces;++a) |
124 | { |
125 | aiFace* pcFace = &pcMesh->mFaces[a]; |
126 | for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex) |
127 | { |
128 | // need to build a clean list of bones, too |
129 | for (unsigned int i = 0;i < pcMesh->mNumBones;++i) |
130 | { |
131 | for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++) |
132 | { |
133 | const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a]; |
134 | if(pcFace->mIndices[q] == w.mVertexId) |
135 | { |
136 | aiVertexWeight wNew; |
137 | wNew.mVertexId = iIndex; |
138 | wNew.mWeight = w.mWeight; |
139 | newWeights[i].push_back(wNew); |
140 | } |
141 | } |
142 | } |
143 | |
144 | pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]]; |
145 | |
146 | if (pcMesh->HasNormals()) |
147 | { |
148 | pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]]; |
149 | } |
150 | if (pcMesh->HasTangentsAndBitangents()) |
151 | { |
152 | pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]]; |
153 | pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]]; |
154 | } |
155 | |
156 | unsigned int p = 0; |
157 | while (pcMesh->HasTextureCoords(p)) |
158 | { |
159 | apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]]; |
160 | ++p; |
161 | } |
162 | p = 0; |
163 | while (pcMesh->HasVertexColors(p)) |
164 | { |
165 | apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]]; |
166 | ++p; |
167 | } |
168 | pcFace->mIndices[q] = iIndex; |
169 | } |
170 | } |
171 | |
172 | |
173 | |
174 | // build output vertex weights |
175 | for (unsigned int i = 0;i < pcMesh->mNumBones;++i) |
176 | { |
177 | delete [] pcMesh->mBones[i]->mWeights; |
178 | if (!newWeights[i].empty()) { |
179 | pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()]; |
180 | aiVertexWeight *weightToCopy = &( newWeights[i][0] ); |
181 | memcpy(pcMesh->mBones[i]->mWeights, weightToCopy, |
182 | sizeof(aiVertexWeight) * newWeights[i].size()); |
183 | } else { |
184 | pcMesh->mBones[i]->mWeights = NULL; |
185 | } |
186 | } |
187 | delete[] newWeights; |
188 | |
189 | // delete the old members |
190 | delete[] pcMesh->mVertices; |
191 | pcMesh->mVertices = pvPositions; |
192 | |
193 | p = 0; |
194 | while (pcMesh->HasTextureCoords(p)) |
195 | { |
196 | delete[] pcMesh->mTextureCoords[p]; |
197 | pcMesh->mTextureCoords[p] = apvTextureCoords[p]; |
198 | ++p; |
199 | } |
200 | p = 0; |
201 | while (pcMesh->HasVertexColors(p)) |
202 | { |
203 | delete[] pcMesh->mColors[p]; |
204 | pcMesh->mColors[p] = apvColorSets[p]; |
205 | ++p; |
206 | } |
207 | pcMesh->mNumVertices = iNumVerts; |
208 | |
209 | if (pcMesh->HasNormals()) |
210 | { |
211 | delete[] pcMesh->mNormals; |
212 | pcMesh->mNormals = pvNormals; |
213 | } |
214 | if (pcMesh->HasTangentsAndBitangents()) |
215 | { |
216 | delete[] pcMesh->mTangents; |
217 | pcMesh->mTangents = pvTangents; |
218 | delete[] pcMesh->mBitangents; |
219 | pcMesh->mBitangents = pvBitangents; |
220 | } |
221 | return (pcMesh->mNumVertices != iOldNumVertices); |
222 | } |
223 | |