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authorAndy Nichols <andy.nichols@theqtcompany.com>2015-05-16 17:13:57 +0200
committerSean Harmer <sean.harmer@kdab.com>2015-08-02 11:09:06 +0000
commitef4ee5a2d31910e0109ba0d6eda1d2a6bfc3124c (patch)
tree25aa21d1ddce5c5264637b3f0a65cfdd16bd6497 /src/3rdparty/assimp/code/ProcessHelper.h
parentcbeade7bde94a795eed14cdeadcb79184fa87858 (diff)
Re-add libassimp 3.1.1 to 3rd party
Previously the assimp library was a dependency that was always built, but it is possible to use an external system version if one is available. It is however non- trivial to provide the dependency on platforms other than Linux, so now we provide a copy of libassimp for use when it is not already available. This commit is a combination of reverting commit 672b3e47299f6ba0034f73b252d0436b55fb3085 which removed assimp and introduced the scene parser, and adding the logic to use the system version when available. Change-Id: Ia05f9a92b8d82f19a0db3588b2bbeafe71404386 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp 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 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.
+
+----------------------------------------------------------------------
+*/
+
+#ifndef AI_PROCESS_HELPER_H_INCLUDED
+#define AI_PROCESS_HELPER_H_INCLUDED
+
+#include "../include/assimp/postprocess.h"
+
+#include "SpatialSort.h"
+#include "BaseProcess.h"
+#include "ParsingUtils.h"
+
+// -------------------------------------------------------------------------------
+// Some extensions to std namespace. Mainly std::min and std::max for all
+// flat data types in the aiScene. They're used to quickly determine the
+// min/max bounds of data arrays.
+#ifdef __cplusplus
+namespace std {
+
+ // std::min for aiVector3D
+ template <typename TReal>
+ inline ::aiVector3t<TReal> min (const ::aiVector3t<TReal>& a, const ::aiVector3t<TReal>& b) {
+ return ::aiVector3t<TReal> (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
+ }
+
+ // std::max for aiVector3t<TReal>
+ template <typename TReal>
+ inline ::aiVector3t<TReal> max (const ::aiVector3t<TReal>& a, const ::aiVector3t<TReal>& b) {
+ return ::aiVector3t<TReal> (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
+ }
+
+ // std::min for aiVector2t<TReal>
+ template <typename TReal>
+ inline ::aiVector2t<TReal> min (const ::aiVector2t<TReal>& a, const ::aiVector2t<TReal>& b) {
+ return ::aiVector2t<TReal> (min(a.x,b.x),min(a.y,b.y));
+ }
+
+ // std::max for aiVector2t<TReal>
+ template <typename TReal>
+ inline ::aiVector2t<TReal> max (const ::aiVector2t<TReal>& a, const ::aiVector2t<TReal>& b) {
+ return ::aiVector2t<TReal> (max(a.x,b.x),max(a.y,b.y));
+ }
+
+ // std::min for aiColor4D
+ template <typename TReal>
+ inline ::aiColor4t<TReal> min (const ::aiColor4t<TReal>& a, const ::aiColor4t<TReal>& b) {
+ return ::aiColor4t<TReal> (min(a.r,b.r),min(a.g,b.g),min(a.b,b.b),min(a.a,b.a));
+ }
+
+ // std::max for aiColor4D
+ template <typename TReal>
+ inline ::aiColor4t<TReal> max (const ::aiColor4t<TReal>& a, const ::aiColor4t<TReal>& b) {
+ return ::aiColor4t<TReal> (max(a.r,b.r),max(a.g,b.g),max(a.b,b.b),max(a.a,b.a));
+ }
+
+
+ // std::min for aiQuaterniont<TReal>
+ template <typename TReal>
+ inline ::aiQuaterniont<TReal> min (const ::aiQuaterniont<TReal>& a, const ::aiQuaterniont<TReal>& b) {
+ return ::aiQuaterniont<TReal> (min(a.w,b.w),min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
+ }
+
+ // std::max for aiQuaterniont<TReal>
+ template <typename TReal>
+ inline ::aiQuaterniont<TReal> max (const ::aiQuaterniont<TReal>& a, const ::aiQuaterniont<TReal>& b) {
+ return ::aiQuaterniont<TReal> (max(a.w,b.w),max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
+ }
+
+
+
+ // std::min for aiVectorKey
+ inline ::aiVectorKey min (const ::aiVectorKey& a, const ::aiVectorKey& b) {
+ return ::aiVectorKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
+ }
+
+ // std::max for aiVectorKey
+ inline ::aiVectorKey max (const ::aiVectorKey& a, const ::aiVectorKey& b) {
+ return ::aiVectorKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
+ }
+
+ // std::min for aiQuatKey
+ inline ::aiQuatKey min (const ::aiQuatKey& a, const ::aiQuatKey& b) {
+ return ::aiQuatKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
+ }
+
+ // std::max for aiQuatKey
+ inline ::aiQuatKey max (const ::aiQuatKey& a, const ::aiQuatKey& b) {
+ return ::aiQuatKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
+ }
+
+ // std::min for aiVertexWeight
+ inline ::aiVertexWeight min (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
+ return ::aiVertexWeight (min(a.mVertexId,b.mVertexId),min(a.mWeight,b.mWeight));
+ }
+
+ // std::max for aiVertexWeight
+ inline ::aiVertexWeight max (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
+ return ::aiVertexWeight (max(a.mVertexId,b.mVertexId),max(a.mWeight,b.mWeight));
+ }
+
+} // end namespace std
+#endif // !! C++
+
+namespace Assimp {
+
+// -------------------------------------------------------------------------------
+// Start points for ArrayBounds<T> for all supported Ts
+template <typename T>
+struct MinMaxChooser;
+
+template <> struct MinMaxChooser<float> {
+ void operator ()(float& min,float& max) {
+ max = -1e10f;
+ min = 1e10f;
+}};
+template <> struct MinMaxChooser<double> {
+ void operator ()(double& min,double& max) {
+ max = -1e10;
+ min = 1e10;
+}};
+template <> struct MinMaxChooser<unsigned int> {
+ void operator ()(unsigned int& min,unsigned int& max) {
+ max = 0;
+ min = (1u<<(sizeof(unsigned int)*8-1));
+}};
+
+template <typename T> struct MinMaxChooser< aiVector3t<T> > {
+ void operator ()(aiVector3t<T>& min,aiVector3t<T>& max) {
+ max = aiVector3t<T>(-1e10f,-1e10f,-1e10f);
+ min = aiVector3t<T>( 1e10f, 1e10f, 1e10f);
+}};
+template <typename T> struct MinMaxChooser< aiVector2t<T> > {
+ void operator ()(aiVector2t<T>& min,aiVector2t<T>& max) {
+ max = aiVector2t<T>(-1e10f,-1e10f);
+ min = aiVector2t<T>( 1e10f, 1e10f);
+ }};
+template <typename T> struct MinMaxChooser< aiColor4t<T> > {
+ void operator ()(aiColor4t<T>& min,aiColor4t<T>& max) {
+ max = aiColor4t<T>(-1e10f,-1e10f,-1e10f,-1e10f);
+ min = aiColor4t<T>( 1e10f, 1e10f, 1e10f, 1e10f);
+}};
+
+template <typename T> struct MinMaxChooser< aiQuaterniont<T> > {
+ void operator ()(aiQuaterniont<T>& min,aiQuaterniont<T>& max) {
+ max = aiQuaterniont<T>(-1e10f,-1e10f,-1e10f,-1e10f);
+ min = aiQuaterniont<T>( 1e10f, 1e10f, 1e10f, 1e10f);
+}};
+
+template <> struct MinMaxChooser<aiVectorKey> {
+ void operator ()(aiVectorKey& min,aiVectorKey& max) {
+ MinMaxChooser<double>()(min.mTime,max.mTime);
+ MinMaxChooser<aiVector3D>()(min.mValue,max.mValue);
+}};
+template <> struct MinMaxChooser<aiQuatKey> {
+ void operator ()(aiQuatKey& min,aiQuatKey& max) {
+ MinMaxChooser<double>()(min.mTime,max.mTime);
+ MinMaxChooser<aiQuaternion>()(min.mValue,max.mValue);
+}};
+
+template <> struct MinMaxChooser<aiVertexWeight> {
+ void operator ()(aiVertexWeight& min,aiVertexWeight& max) {
+ MinMaxChooser<unsigned int>()(min.mVertexId,max.mVertexId);
+ MinMaxChooser<float>()(min.mWeight,max.mWeight);
+}};
+
+// -------------------------------------------------------------------------------
+/** @brief Find the min/max values of an array of Ts
+ * @param in Input array
+ * @param size Numebr of elements to process
+ * @param[out] min minimum value
+ * @param[out] max maximum value
+ */
+template <typename T>
+inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max)
+{
+ MinMaxChooser<T> ()(min,max);
+ for (unsigned int i = 0; i < size;++i) {
+ min = std::min(in[i],min);
+ max = std::max(in[i],max);
+ }
+}
+
+
+// -------------------------------------------------------------------------------
+/** Little helper function to calculate the quadratic difference
+ * of two colours.
+ * @param pColor1 First color
+ * @param pColor2 second color
+ * @return Quadratic color difference */
+inline float GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2)
+{
+ const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g, pColor1.b - pColor2.b, pColor1.a - pColor2.a);
+ return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
+}
+
+
+// -------------------------------------------------------------------------------
+/** @brief Extract single strings from a list of identifiers
+ * @param in Input string list.
+ * @param out Receives a list of clean output strings
+ * @sdee #AI_CONFIG_PP_OG_EXCLUDE_LIST */
+void ConvertListToStrings(const std::string& in, std::list<std::string>& out);
+
+
+// -------------------------------------------------------------------------------
+/** @brief Compute the AABB of a mesh after applying a given transform
+ * @param mesh Input mesh
+ * @param[out] min Receives minimum transformed vertex
+ * @param[out] max Receives maximum transformed vertex
+ * @param m Transformation matrix to be applied */
+void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, const aiMatrix4x4& m);
+
+
+// -------------------------------------------------------------------------------
+/** @brief Helper function to determine the 'real' center of a mesh
+ *
+ * That is the center of its axis-aligned bounding box.
+ * @param mesh Input mesh
+ * @param[out] min Minimum vertex of the mesh
+ * @param[out] max maximum vertex of the mesh
+ * @param[out] out Center point */
+void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max);
+
+
+// -------------------------------------------------------------------------------
+// Helper function to determine the 'real' center of a mesh after applying a given transform
+void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,aiVector3D& max, const aiMatrix4x4& m);
+
+
+// -------------------------------------------------------------------------------
+// Helper function to determine the 'real' center of a mesh
+void FindMeshCenter (aiMesh* mesh, aiVector3D& out);
+
+
+// -------------------------------------------------------------------------------
+// Helper function to determine the 'real' center of a mesh after applying a given transform
+void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,const aiMatrix4x4& m);
+
+
+// -------------------------------------------------------------------------------
+// Compute a good epsilon value for position comparisons on a mesh
+float ComputePositionEpsilon(const aiMesh* pMesh);
+
+
+// -------------------------------------------------------------------------------
+// Compute a good epsilon value for position comparisons on a array of meshes
+float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num);
+
+
+// -------------------------------------------------------------------------------
+// Compute an unique value for the vertex format of a mesh
+unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh);
+
+
+// defs for ComputeVertexBoneWeightTable()
+typedef std::pair <unsigned int,float> PerVertexWeight;
+typedef std::vector <PerVertexWeight> VertexWeightTable;
+
+// -------------------------------------------------------------------------------
+// Compute a per-vertex bone weight table
+VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh);
+
+
+// -------------------------------------------------------------------------------
+// Get a string for a given aiTextureType
+const char* TextureTypeToString(aiTextureType in);
+
+
+// -------------------------------------------------------------------------------
+// Get a string for a given aiTextureMapping
+const char* MappingTypeToString(aiTextureMapping in);
+
+
+// flags for MakeSubmesh()
+#define AI_SUBMESH_FLAGS_SANS_BONES 0x1
+
+// -------------------------------------------------------------------------------
+// Split a mesh given a list of faces to be contained in the sub mesh
+aiMesh* MakeSubmesh(const aiMesh *superMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags);
+
+// -------------------------------------------------------------------------------
+// Utility postprocess step to share the spatial sort tree between
+// all steps which use it to speedup its computations.
+class ComputeSpatialSortProcess : public BaseProcess
+{
+ bool IsActive( unsigned int pFlags) const
+ {
+ return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
+ aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
+ }
+
+ void Execute( aiScene* pScene)
+ {
+ typedef std::pair<SpatialSort, float> _Type;
+ DefaultLogger::get()->debug("Generate spatially-sorted vertex cache");
+
+ std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes);
+ std::vector<_Type>::iterator it = p->begin();
+
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) {
+ aiMesh* mesh = pScene->mMeshes[i];
+ _Type& blubb = *it;
+ blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D));
+ blubb.second = ComputePositionEpsilon(mesh);
+ }
+
+ shared->AddProperty(AI_SPP_SPATIAL_SORT,p);
+ }
+};
+
+// -------------------------------------------------------------------------------
+// ... and the same again to cleanup the whole stuff
+class DestroySpatialSortProcess : public BaseProcess
+{
+ bool IsActive( unsigned int pFlags) const
+ {
+ return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
+ aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
+ }
+
+ void Execute( aiScene* /*pScene*/)
+ {
+ shared->RemoveProperty(AI_SPP_SPATIAL_SORT);
+ }
+};
+
+
+
+} // ! namespace Assimp
+#endif // !! AI_PROCESS_HELPER_H_INCLUDED