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-rw-r--r--src/3rdparty/assimp/code/MakeVerboseFormat.cpp318
1 files changed, 161 insertions, 157 deletions
diff --git a/src/3rdparty/assimp/code/MakeVerboseFormat.cpp b/src/3rdparty/assimp/code/MakeVerboseFormat.cpp
index faab79713..d51642cf6 100644
--- a/src/3rdparty/assimp/code/MakeVerboseFormat.cpp
+++ b/src/3rdparty/assimp/code/MakeVerboseFormat.cpp
@@ -3,12 +3,12 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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
+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
@@ -25,191 +25,195 @@ conditions are met:
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
+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
+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
+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
+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 Implementation of the post processing step "MakeVerboseFormat"
*/
-#include "AssimpPCH.h"
+
#include "MakeVerboseFormat.h"
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
MakeVerboseFormatProcess::MakeVerboseFormatProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
MakeVerboseFormatProcess::~MakeVerboseFormatProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void MakeVerboseFormatProcess::Execute( aiScene* pScene)
{
- ai_assert(NULL != pScene);
- DefaultLogger::get()->debug("MakeVerboseFormatProcess begin");
+ ai_assert(NULL != pScene);
+ DefaultLogger::get()->debug("MakeVerboseFormatProcess begin");
- bool bHas = false;
- for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- {
- if( MakeVerboseFormat( pScene->mMeshes[a]))
- bHas = true;
- }
- if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ...");
- else DefaultLogger::get()->debug("MakeVerboseFormatProcess. There was nothing to do.");
+ bool bHas = false;
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ {
+ if( MakeVerboseFormat( pScene->mMeshes[a]))
+ bHas = true;
+ }
+ if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ...");
+ else DefaultLogger::get()->debug("MakeVerboseFormatProcess. There was nothing to do.");
- pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
+ pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
{
- ai_assert(NULL != pcMesh);
-
- unsigned int iOldNumVertices = pcMesh->mNumVertices;
- const unsigned int iNumVerts = pcMesh->mNumFaces*3;
-
- aiVector3D* pvPositions = new aiVector3D[ iNumVerts ];
-
- aiVector3D* pvNormals = NULL;
- if (pcMesh->HasNormals())
- {
- pvNormals = new aiVector3D[iNumVerts];
- }
- aiVector3D* pvTangents = NULL, *pvBitangents = NULL;
- if (pcMesh->HasTangentsAndBitangents())
- {
- pvTangents = new aiVector3D[iNumVerts];
- pvBitangents = new aiVector3D[iNumVerts];
- }
-
- aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0};
- aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0};
-
- unsigned int p = 0;
- while (pcMesh->HasTextureCoords(p))
- apvTextureCoords[p++] = new aiVector3D[iNumVerts];
-
- p = 0;
- while (pcMesh->HasVertexColors(p))
- apvColorSets[p++] = new aiColor4D[iNumVerts];
-
- // allocate enough memory to hold output bones and vertex weights ...
- std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
- for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
- newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
- }
-
- // iterate through all faces and build a clean list
- unsigned int iIndex = 0;
- for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
- {
- aiFace* pcFace = &pcMesh->mFaces[a];
- for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
- {
- // need to build a clean list of bones, too
- for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
- {
- for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
- {
- const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
- if(pcFace->mIndices[q] == w.mVertexId)
- {
- aiVertexWeight wNew;
- wNew.mVertexId = iIndex;
- wNew.mWeight = w.mWeight;
- newWeights[i].push_back(wNew);
- }
- }
- }
-
- pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
-
- if (pcMesh->HasNormals())
- {
- pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
- }
- if (pcMesh->HasTangentsAndBitangents())
- {
- pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
- pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
- }
-
- unsigned int p = 0;
- while (pcMesh->HasTextureCoords(p))
- {
- apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
- ++p;
- }
- p = 0;
- while (pcMesh->HasVertexColors(p))
- {
- apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
- ++p;
- }
- pcFace->mIndices[q] = iIndex;
- }
- }
-
- // build output vertex weights
- for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
- {
- delete pcMesh->mBones[i]->mWeights;
- if (!newWeights[i].empty())
- {
- pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
- memcpy(pcMesh->mBones[i]->mWeights,&newWeights[i][0],
- sizeof(aiVertexWeight) * newWeights[i].size());
- }
- else pcMesh->mBones[i]->mWeights = NULL;
- }
-
- // delete the old members
- delete[] pcMesh->mVertices;
- pcMesh->mVertices = pvPositions;
-
- p = 0;
- while (pcMesh->HasTextureCoords(p))
- {
- delete pcMesh->mTextureCoords[p];
- pcMesh->mTextureCoords[p] = apvTextureCoords[p];
- ++p;
- }
- p = 0;
- while (pcMesh->HasVertexColors(p))
- {
- delete pcMesh->mColors[p];
- pcMesh->mColors[p] = apvColorSets[p];
- ++p;
- }
- pcMesh->mNumVertices = iNumVerts;
-
- if (pcMesh->HasNormals())
- {
- delete[] pcMesh->mNormals;
- pcMesh->mNormals = pvNormals;
- }
- if (pcMesh->HasTangentsAndBitangents())
- {
- delete[] pcMesh->mTangents;
- pcMesh->mTangents = pvTangents;
- delete[] pcMesh->mBitangents;
- pcMesh->mBitangents = pvBitangents;
- }
- return (pcMesh->mNumVertices != iOldNumVertices);
+ ai_assert(NULL != pcMesh);
+
+ unsigned int iOldNumVertices = pcMesh->mNumVertices;
+ const unsigned int iNumVerts = pcMesh->mNumFaces*3;
+
+ aiVector3D* pvPositions = new aiVector3D[ iNumVerts ];
+
+ aiVector3D* pvNormals = NULL;
+ if (pcMesh->HasNormals())
+ {
+ pvNormals = new aiVector3D[iNumVerts];
+ }
+ aiVector3D* pvTangents = NULL, *pvBitangents = NULL;
+ if (pcMesh->HasTangentsAndBitangents())
+ {
+ pvTangents = new aiVector3D[iNumVerts];
+ pvBitangents = new aiVector3D[iNumVerts];
+ }
+
+ aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0};
+ aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0};
+
+ unsigned int p = 0;
+ while (pcMesh->HasTextureCoords(p))
+ apvTextureCoords[p++] = new aiVector3D[iNumVerts];
+
+ p = 0;
+ while (pcMesh->HasVertexColors(p))
+ apvColorSets[p++] = new aiColor4D[iNumVerts];
+
+ // allocate enough memory to hold output bones and vertex weights ...
+ std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
+ for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
+ newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
+ }
+
+ // iterate through all faces and build a clean list
+ unsigned int iIndex = 0;
+ for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
+ {
+ aiFace* pcFace = &pcMesh->mFaces[a];
+ for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
+ {
+ // need to build a clean list of bones, too
+ for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
+ {
+ for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
+ {
+ const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
+ if(pcFace->mIndices[q] == w.mVertexId)
+ {
+ aiVertexWeight wNew;
+ wNew.mVertexId = iIndex;
+ wNew.mWeight = w.mWeight;
+ newWeights[i].push_back(wNew);
+ }
+ }
+ }
+
+ pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
+
+ if (pcMesh->HasNormals())
+ {
+ pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
+ }
+ if (pcMesh->HasTangentsAndBitangents())
+ {
+ pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
+ pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
+ }
+
+ unsigned int p = 0;
+ while (pcMesh->HasTextureCoords(p))
+ {
+ apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
+ ++p;
+ }
+ p = 0;
+ while (pcMesh->HasVertexColors(p))
+ {
+ apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
+ ++p;
+ }
+ pcFace->mIndices[q] = iIndex;
+ }
+ }
+
+ // build output vertex weights
+ for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
+ {
+ delete pcMesh->mBones[i]->mWeights;
+ if (!newWeights[i].empty()) {
+ pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
+ aiVertexWeight *weightToCopy = &( newWeights[i][0] );
+ memcpy(pcMesh->mBones[i]->mWeights, weightToCopy,
+ sizeof(aiVertexWeight) * newWeights[i].size());
+ delete[] newWeights;
+ } else {
+ pcMesh->mBones[i]->mWeights = NULL;
+ }
+ }
+
+ // delete the old members
+ delete[] pcMesh->mVertices;
+ pcMesh->mVertices = pvPositions;
+
+ p = 0;
+ while (pcMesh->HasTextureCoords(p))
+ {
+ delete pcMesh->mTextureCoords[p];
+ pcMesh->mTextureCoords[p] = apvTextureCoords[p];
+ ++p;
+ }
+ p = 0;
+ while (pcMesh->HasVertexColors(p))
+ {
+ delete pcMesh->mColors[p];
+ pcMesh->mColors[p] = apvColorSets[p];
+ ++p;
+ }
+ pcMesh->mNumVertices = iNumVerts;
+
+ if (pcMesh->HasNormals())
+ {
+ delete[] pcMesh->mNormals;
+ pcMesh->mNormals = pvNormals;
+ }
+ if (pcMesh->HasTangentsAndBitangents())
+ {
+ delete[] pcMesh->mTangents;
+ pcMesh->mTangents = pvTangents;
+ delete[] pcMesh->mBitangents;
+ pcMesh->mBitangents = pvBitangents;
+ }
+ return (pcMesh->mNumVertices != iOldNumVertices);
}