summaryrefslogtreecommitdiffstats
path: root/3rdparty/assimp/code/PretransformVertices.cpp
blob: cd97b4a6f179b904280c82247167f30478fa0485 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------

Copyright (c) 2006-2010, ASSIMP Development Team

All rights reserved.

Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the ASSIMP team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the ASSIMP Development Team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/

/** @file PretransformVertices.cpp
 *  @brief Implementation of the "PretransformVertices" post processing step
*/

#include "AssimpPCH.h"
#include "PretransformVertices.h"
#include "ProcessHelper.h"
#include "SceneCombiner.h"

using namespace Assimp;

// some array offsets
#define AI_PTVS_VERTEX 0x0
#define AI_PTVS_FACE 0x1

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
PretransformVertices::PretransformVertices()
:    configKeepHierarchy (false)
{
}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
PretransformVertices::~PretransformVertices()
{
    // nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool PretransformVertices::IsActive( unsigned int pFlags) const
{
    return    (pFlags & aiProcess_PreTransformVertices) != 0;
}

// ------------------------------------------------------------------------------------------------
// Setup import configuration
void PretransformVertices::SetupProperties(const Importer* pImp)
{
    // Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY and AI_CONFIG_PP_PTV_NORMALIZE
    configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0));
    configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE,0));
}

// ------------------------------------------------------------------------------------------------
// Count the number of nodes
unsigned int PretransformVertices::CountNodes( aiNode* pcNode )
{
    unsigned int iRet = 1;
    for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
    {
        iRet += CountNodes(pcNode->mChildren[i]);
    }
    return iRet;
}

// ------------------------------------------------------------------------------------------------
// Get a bitwise combination identifying the vertex format of a mesh
unsigned int PretransformVertices::GetMeshVFormat(aiMesh* pcMesh)
{
    // the vertex format is stored in aiMesh::mBones for later retrieval.
    // there isn't a good reason to compute it a few hundred times
    // from scratch. The pointer is unused as animations are lost
    // during PretransformVertices.
    if (pcMesh->mBones)
        return (unsigned int)(uint64_t)pcMesh->mBones;


    const unsigned int iRet = GetMeshVFormatUnique(pcMesh);

    // store the value for later use
    pcMesh->mBones = (aiBone**)(uint64_t)iRet;
    return iRet;
}

// ------------------------------------------------------------------------------------------------
// Count the number of vertices in the whole scene and a given
// material index
void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
    unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices)
{
    for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
    {
        aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
        if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
        {
            *piVertices += pcMesh->mNumVertices;
            *piFaces += pcMesh->mNumFaces;
        }
    }
    for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
    {
        CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat,
            iVFormat,piFaces,piVertices);
    }
}

// ------------------------------------------------------------------------------------------------
// Collect vertex/face data
void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
    unsigned int iVFormat, aiMesh* pcMeshOut,
    unsigned int aiCurrent[2], unsigned int* num_refs)
{
    // No need to multiply if there's no transformation
    const bool identity = pcNode->mTransformation.IsIdentity();
    for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
    {
        aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
        if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
        {
            // Decrement mesh reference counter
            unsigned int& num_ref = num_refs[pcNode->mMeshes[i]];
            ai_assert(0 != num_ref);
            --num_ref;

            if (identity)    {
                // copy positions without modifying them
                ::memcpy(pcMeshOut->mVertices + aiCurrent[AI_PTVS_VERTEX],
                    pcMesh->mVertices,
                    pcMesh->mNumVertices * sizeof(aiVector3D));

                if (iVFormat & 0x2) {
                    // copy normals without modifying them
                    ::memcpy(pcMeshOut->mNormals + aiCurrent[AI_PTVS_VERTEX],
                        pcMesh->mNormals,
                        pcMesh->mNumVertices * sizeof(aiVector3D));
                }
                if (iVFormat & 0x4)
                {
                    // copy tangents without modifying them
                    ::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
                        pcMesh->mTangents,
                        pcMesh->mNumVertices * sizeof(aiVector3D));
                    // copy bitangents without modifying them
                    ::memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
                        pcMesh->mBitangents,
                        pcMesh->mNumVertices * sizeof(aiVector3D));
                }
            }
            else
            {
                // copy positions, transform them to worldspace
                for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)    {
                    pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n];
                }
                aiMatrix4x4 mWorldIT = pcNode->mTransformation;
                mWorldIT.Inverse().Transpose();

                // TODO: implement Inverse() for aiMatrix3x3
                aiMatrix3x3 m = aiMatrix3x3(mWorldIT);

                if (iVFormat & 0x2)
                {
                    // copy normals, transform them to worldspace
                    for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)    {
                        pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
                            m * pcMesh->mNormals[n];
                    }
                }
                if (iVFormat & 0x4)
                {
                    // copy tangents and bitangents, transform them to worldspace
                    for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)    {
                        pcMeshOut->mTangents  [aiCurrent[AI_PTVS_VERTEX]+n] = m * pcMesh->mTangents[n];
                        pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = m * pcMesh->mBitangents[n];
                    }
                }
            }
            unsigned int p = 0;
            while (iVFormat & (0x100 << p))
            {
                // copy texture coordinates
                memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
                    pcMesh->mTextureCoords[p],
                    pcMesh->mNumVertices * sizeof(aiVector3D));
                ++p;
            }
            p = 0;
            while (iVFormat & (0x1000000 << p))
            {
                // copy vertex colors
                memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
                    pcMesh->mColors[p],
                    pcMesh->mNumVertices * sizeof(aiColor4D));
                ++p;
            }
            // now we need to copy all faces. since we will delete the source mesh afterwards,
            // we don't need to reallocate the array of indices except if this mesh is
            // referenced multiple times.
            for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck)
            {
                aiFace& f_src = pcMesh->mFaces[planck];
                aiFace& f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck];

                const unsigned int num_idx = f_src.mNumIndices;

                f_dst.mNumIndices = num_idx;

                unsigned int* pi;
                if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
                    pi = f_dst.mIndices = f_src.mIndices;

                    // offset all vertex indices
                    for (unsigned int hahn = 0; hahn < num_idx;++hahn){
                        pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
                    }
                }
                else {
                    pi = f_dst.mIndices = new unsigned int[num_idx];

                    // copy and offset all vertex indices
                    for (unsigned int hahn = 0; hahn < num_idx;++hahn){
                        pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
                    }
                }

                // Update the mPrimitiveTypes member of the mesh
                switch (pcMesh->mFaces[planck].mNumIndices)
                {
                case 0x1:
                    pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT;
                    break;
                case 0x2:
                    pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_LINE;
                    break;
                case 0x3:
                    pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
                    break;
                default:
                    pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
                    break;
                };
            }
            aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices;
            aiCurrent[AI_PTVS_FACE]   += pcMesh->mNumFaces;
        }
    }

    // append all children of us
    for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
        CollectData(pcScene,pcNode->mChildren[i],iMat,
            iVFormat,pcMeshOut,aiCurrent,num_refs);
    }
}

// ------------------------------------------------------------------------------------------------
// Get a list of all vertex formats that occur for a given material index
// The output list contains duplicate elements
void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat,
    std::list<unsigned int>& aiOut)
{
    for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
    {
        aiMesh* pcMesh = pcScene->mMeshes[ i ];
        if (iMat == pcMesh->mMaterialIndex)    {
            aiOut.push_back(GetMeshVFormat(pcMesh));
        }
    }
}

// ------------------------------------------------------------------------------------------------
// Compute the absolute transformation matrices of each node
void PretransformVertices::ComputeAbsoluteTransform( aiNode* pcNode )
{
    if (pcNode->mParent)    {
        pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation;
    }

    for (unsigned int i = 0;i < pcNode->mNumChildren;++i)    {
        ComputeAbsoluteTransform(pcNode->mChildren[i]);
    }
}

// ------------------------------------------------------------------------------------------------
// Apply the node transformation to a mesh
void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)
{
    // Check whether we need to transform the coordinates at all
    if (!mat.IsIdentity()) {

        if (mesh->HasPositions()) {
            for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
                mesh->mVertices[i] = mat * mesh->mVertices[i];
            }
        }
        if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
            aiMatrix4x4 mWorldIT = mat;
            mWorldIT.Inverse().Transpose();

            // TODO: implement Inverse() for aiMatrix3x3
            aiMatrix3x3 m = aiMatrix3x3(mWorldIT);

            if (mesh->HasNormals()) {
                for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
                    mesh->mNormals[i] = m * mesh->mNormals[i];
                }
            }
            if (mesh->HasTangentsAndBitangents()) {
                for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
                    mesh->mTangents[i]   = m * mesh->mTangents[i];
                    mesh->mBitangents[i] = m * mesh->mBitangents[i];
                }
            }
        }
    }
}

// ------------------------------------------------------------------------------------------------
// Simple routine to build meshes in worldspace, no further optimization
void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
    unsigned int numIn, aiNode* node)
{
    // NOTE:
    //  aiMesh::mNumBones store original source mesh, or 0xffffffff if not a copy
    //  aiMesh::mBones store reference to abs. transform we multiplied with

    // process meshes
    for (unsigned int i = 0; i < node->mNumMeshes;++i) {
        aiMesh* mesh = in[node->mMeshes[i]];

        // check whether we can operate on this mesh
        if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4*>(mesh->mBones) == node->mTransformation) {
            // yes, we can.
            mesh->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
            mesh->mNumBones = 0xffffffff;
        }
        else {

            // try to find us in the list of newly created meshes
            for (unsigned int n = 0; n < out.size(); ++n) {
                aiMesh* ctz = out[n];
                if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4*>(ctz->mBones) ==  node->mTransformation) {

                    // ok, use this one. Update node mesh index
                    node->mMeshes[i] = numIn + n;
                }
            }
            if (node->mMeshes[i] < numIn) {
                // Worst case. Need to operate on a full copy of the mesh
                DefaultLogger::get()->info("PretransformVertices: Copying mesh due to mismatching transforms");
                aiMesh* ntz;

                const unsigned int tmp = mesh->mNumBones; //
                mesh->mNumBones = 0;
                SceneCombiner::Copy(&ntz,mesh);
                mesh->mNumBones = tmp;

                ntz->mNumBones = node->mMeshes[i];
                ntz->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);

                out.push_back(ntz);
            }
        }
    }

    // call children
    for (unsigned int i = 0; i < node->mNumChildren;++i)
        BuildWCSMeshes(out,in,numIn,node->mChildren[i]);
}

// ------------------------------------------------------------------------------------------------
// Reset transformation matrices to identity
void PretransformVertices::MakeIdentityTransform(aiNode* nd)
{
    nd->mTransformation = aiMatrix4x4();

    // call children
    for (unsigned int i = 0; i < nd->mNumChildren;++i)
        MakeIdentityTransform(nd->mChildren[i]);
}

// ------------------------------------------------------------------------------------------------
// Build reference counters for all meshes
void PretransformVertices::BuildMeshRefCountArray(aiNode* nd, unsigned int * refs)
{
    for (unsigned int i = 0; i< nd->mNumMeshes;++i)
        refs[nd->mMeshes[i]]++;

    // call children
    for (unsigned int i = 0; i < nd->mNumChildren;++i)
        BuildMeshRefCountArray(nd->mChildren[i],refs);
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void PretransformVertices::Execute( aiScene* pScene)
{
    DefaultLogger::get()->debug("PretransformVerticesProcess begin");

    // Return immediately if we have no meshes
    if (!pScene->mNumMeshes)
        return;

    const unsigned int iOldMeshes = pScene->mNumMeshes;
    const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
    const unsigned int iOldNodes = CountNodes(pScene->mRootNode);

    // first compute absolute transformation matrices for all nodes
    ComputeAbsoluteTransform(pScene->mRootNode);

    // Delete aiMesh::mBones for all meshes. The bones are
    // removed during this step and we need the pointer as
    // temporary storage
    for (unsigned int i = 0; i < pScene->mNumMeshes;++i)    {
        aiMesh* mesh = pScene->mMeshes[i];

        for (unsigned int a = 0; a < mesh->mNumBones;++a)
            delete mesh->mBones[a];

        delete[] mesh->mBones;
        mesh->mBones = NULL;
    }

    // now build a list of output meshes
    std::vector<aiMesh*> apcOutMeshes;

    // Keep scene hierarchy? It's an easy job in this case ...
    // we go on and transform all meshes, if one is referenced by nodes
    // with different absolute transformations a depth copy of the mesh
    // is required.
    if ( configKeepHierarchy ) {

        // Hack: store the matrix we're transforming a mesh with in aiMesh::mBones
        BuildWCSMeshes(apcOutMeshes,pScene->mMeshes,pScene->mNumMeshes, pScene->mRootNode);

        // ... if new meshes have been generated, append them to the end of the scene
        if (apcOutMeshes.size() > 0) {
            aiMesh** npp = new aiMesh*[pScene->mNumMeshes + apcOutMeshes.size()];

            memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes);
            memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size());

            pScene->mNumMeshes  += apcOutMeshes.size();
            delete[] pScene->mMeshes; pScene->mMeshes = npp;
        }

        // now iterate through all meshes and transform them to worldspace
        for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
            ApplyTransform(pScene->mMeshes[i],*reinterpret_cast<aiMatrix4x4*>( pScene->mMeshes[i]->mBones ));

            // prevent improper destruction
            pScene->mMeshes[i]->mBones    = NULL;
            pScene->mMeshes[i]->mNumBones = 0;
        }
    }
    else {

        apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
        std::list<unsigned int> aiVFormats;

        std::vector<unsigned int> s(pScene->mNumMeshes,0);
        BuildMeshRefCountArray(pScene->mRootNode,&s[0]);

        for (unsigned int i = 0; i < pScene->mNumMaterials;++i)        {
            // get the list of all vertex formats for this material
            aiVFormats.clear();
            GetVFormatList(pScene,i,aiVFormats);
            aiVFormats.sort();
            aiVFormats.unique();
            for (std::list<unsigned int>::const_iterator j =  aiVFormats.begin();j != aiVFormats.end();++j)    {
                unsigned int iVertices = 0;
                unsigned int iFaces = 0;
                CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
                if (0 != iFaces && 0 != iVertices)
                {
                    apcOutMeshes.push_back(new aiMesh());
                    aiMesh* pcMesh = apcOutMeshes.back();
                    pcMesh->mNumFaces = iFaces;
                    pcMesh->mNumVertices = iVertices;
                    pcMesh->mFaces = new aiFace[iFaces];
                    pcMesh->mVertices = new aiVector3D[iVertices];
                    pcMesh->mMaterialIndex = i;
                    if ((*j) & 0x2)pcMesh->mNormals = new aiVector3D[iVertices];
                    if ((*j) & 0x4)
                    {
                        pcMesh->mTangents    = new aiVector3D[iVertices];
                        pcMesh->mBitangents  = new aiVector3D[iVertices];
                    }
                    iFaces = 0;
                    while ((*j) & (0x100 << iFaces))
                    {
                        pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
                        if ((*j) & (0x10000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3;
                        else pcMesh->mNumUVComponents[iFaces] = 2;
                        iFaces++;
                    }
                    iFaces = 0;
                    while ((*j) & (0x1000000 << iFaces))
                        pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];

                    // fill the mesh ...
                    unsigned int aiTemp[2] = {0,0};
                    CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp,&s[0]);
                }
            }
        }

        // now delete all meshes in the scene and build a new mesh list
        for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
        {
            aiMesh* mesh = pScene->mMeshes[i];
            mesh->mNumBones = 0;
            mesh->mBones    = NULL;

            // we're reusing the face index arrays. avoid destruction
            for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
                mesh->mFaces[a].mNumIndices = 0;
                mesh->mFaces[a].mIndices = NULL;
            }

            delete mesh;

            // Invalidate the contents of the old mesh array. We will most
            // likely have less output meshes now, so the last entries of
            // the mesh array are not overridden. We set them to NULL to
            // make sure the developer gets notified when his application
            // attempts to access these fields ...
            mesh = NULL;
        }

        // If no meshes are referenced in the node graph it is possible that we get no output meshes.
        if (apcOutMeshes.empty())    {
            throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by nodes");
        }
        else
        {
            // It is impossible that we have more output meshes than
            // input meshes, so we can easily reuse the old mesh array
            pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
            for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
                pScene->mMeshes[i] = apcOutMeshes[i];
        }
    }

    // remove all animations from the scene
    for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
        delete pScene->mAnimations[i];
    delete[] pScene->mAnimations;

    pScene->mAnimations    = NULL;
    pScene->mNumAnimations = 0;

    // --- we need to keep all cameras and lights
    for (unsigned int i = 0; i < pScene->mNumCameras;++i)
    {
        aiCamera* cam = pScene->mCameras[i];
        const aiNode* nd = pScene->mRootNode->FindNode(cam->mName);
        ai_assert(NULL != nd);

        // multiply all properties of the camera with the absolute
        // transformation of the corresponding node
        cam->mPosition = nd->mTransformation * cam->mPosition;
        cam->mLookAt   = aiMatrix3x3( nd->mTransformation ) * cam->mLookAt;
        cam->mUp       = aiMatrix3x3( nd->mTransformation ) * cam->mUp;
    }

    for (unsigned int i = 0; i < pScene->mNumLights;++i)
    {
        aiLight* l = pScene->mLights[i];
        const aiNode* nd = pScene->mRootNode->FindNode(l->mName);
        ai_assert(NULL != nd);

        // multiply all properties of the camera with the absolute
        // transformation of the corresponding node
        l->mPosition   = nd->mTransformation * l->mPosition;
        l->mDirection  = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
    }

    if ( !configKeepHierarchy ) {

        // now delete all nodes in the scene and build a new
        // flat node graph with a root node and some level 1 children
        delete pScene->mRootNode;
        pScene->mRootNode = new aiNode();
        pScene->mRootNode->mName.Set("<dummy_root>");

        if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras)
        {
            pScene->mRootNode->mNumMeshes = 1;
            pScene->mRootNode->mMeshes = new unsigned int[1];
            pScene->mRootNode->mMeshes[0] = 0;
        }
        else
        {
            pScene->mRootNode->mNumChildren = pScene->mNumMeshes+pScene->mNumLights+pScene->mNumCameras;
            aiNode** nodes = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];

            // generate mesh nodes
            for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes)
            {
                aiNode* pcNode = *nodes = new aiNode();
                pcNode->mParent = pScene->mRootNode;
                pcNode->mName.length = ::sprintf(pcNode->mName.data,"mesh_%i",i);

                // setup mesh indices
                pcNode->mNumMeshes = 1;
                pcNode->mMeshes = new unsigned int[1];
                pcNode->mMeshes[0] = i;
            }
            // generate light nodes
            for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes)
            {
                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;
            }
        }
    }
    else {
        // ... and finally set the transformation matrix of all nodes to identity
        MakeIdentityTransform(pScene->mRootNode);
    }

    if (configNormalize) {
        // compute the boundary of all meshes
        aiVector3D min,max;
        MinMaxChooser<aiVector3D> ()(min,max);

        for (unsigned int a = 0; a <  pScene->mNumMeshes; ++a) {
            aiMesh* m = pScene->mMeshes[a];
            for (unsigned int i = 0; i < m->mNumVertices;++i) {
                min = std::min(m->mVertices[i],min);
                max = std::max(m->mVertices[i],max);
            }
        }

        // find the dominant axis
        aiVector3D d = max-min;
        const float div = std::max(d.x,std::max(d.y,d.z))*0.5f;

        d = min+d*0.5f;
        for (unsigned int a = 0; a <  pScene->mNumMeshes; ++a) {
            aiMesh* m = pScene->mMeshes[a];
            for (unsigned int i = 0; i < m->mNumVertices;++i) {
                m->mVertices[i] = (m->mVertices[i]-d)/div;
            }
        }
    }

    // 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);
    }
}