diff options
Diffstat (limited to 'src/3rdparty/assimp/code/ProcessHelper.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/ProcessHelper.cpp | 622 |
1 files changed, 324 insertions, 298 deletions
diff --git a/src/3rdparty/assimp/code/ProcessHelper.cpp b/src/3rdparty/assimp/code/ProcessHelper.cpp index bccf37e57..e18d54c30 100644 --- a/src/3rdparty/assimp/code/ProcessHelper.cpp +++ b/src/3rdparty/assimp/code/ProcessHelper.cpp @@ -2,11 +2,11 @@ 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 +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 @@ -23,16 +23,16 @@ following 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. ---------------------------------------------------------------------- @@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. /// @file ProcessHelper.cpp /** Implement shared utility functions for postprocessing steps */ -#include "AssimpPCH.h" + #include "ProcessHelper.h" @@ -52,364 +52,390 @@ namespace Assimp { // ------------------------------------------------------------------------------- void ConvertListToStrings(const std::string& in, std::list<std::string>& out) { - const char* s = in.c_str(); - while (*s) { - SkipSpacesAndLineEnd(&s); - if (*s == '\'') { - const char* base = ++s; - while (*s != '\'') { - ++s; - if (*s == '\0') { - DefaultLogger::get()->error("ConvertListToString: String list is ill-formatted"); - return; - } - } - out.push_back(std::string(base,(size_t)(s-base))); - ++s; - } - else { - out.push_back(GetNextToken(s)); - } - } + const char* s = in.c_str(); + while (*s) { + SkipSpacesAndLineEnd(&s); + if (*s == '\'') { + const char* base = ++s; + while (*s != '\'') { + ++s; + if (*s == '\0') { + DefaultLogger::get()->error("ConvertListToString: String list is ill-formatted"); + return; + } + } + out.push_back(std::string(base,(size_t)(s-base))); + ++s; + } + else { + out.push_back(GetNextToken(s)); + } + } } // ------------------------------------------------------------------------------- -void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, - const aiMatrix4x4& m) +void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, + const aiMatrix4x4& m) { - min = aiVector3D (10e10f, 10e10f, 10e10f); - max = aiVector3D (-10e10f,-10e10f,-10e10f); - for (unsigned int i = 0;i < mesh->mNumVertices;++i) - { - const aiVector3D v = m * mesh->mVertices[i]; - min = std::min(v,min); - max = std::max(v,max); - } + min = aiVector3D (10e10f, 10e10f, 10e10f); + max = aiVector3D (-10e10f,-10e10f,-10e10f); + for (unsigned int i = 0;i < mesh->mNumVertices;++i) + { + const aiVector3D v = m * mesh->mVertices[i]; + min = std::min(v,min); + max = std::max(v,max); + } } // ------------------------------------------------------------------------------- void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max) { - ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max); - out = min + (max-min)*0.5f; + ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max); + out = min + (max-min)*0.5f; } // ------------------------------------------------------------------------------- +void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max) { + if ( NULL == scene ) { + return; + } + + if ( 0 == scene->mNumMeshes ) { + return; + } + FindMeshCenter(scene->mMeshes[0], out, min, max); + for (unsigned int i = 1; i < scene->mNumMeshes; ++i) { + aiVector3D tout, tmin, tmax; + FindMeshCenter(scene->mMeshes[i], tout, tmin, tmax); + if (min[0] > tmin[0]) min[0] = tmin[0]; + if (min[1] > tmin[1]) min[1] = tmin[1]; + if (min[2] > tmin[2]) min[2] = tmin[2]; + if (max[0] < tmax[0]) max[0] = tmax[0]; + if (max[1] < tmax[1]) max[1] = tmax[1]; + if (max[2] < tmax[2]) max[2] = tmax[2]; + } + out = min + (max-min)*0.5f; +} + + +// ------------------------------------------------------------------------------- void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min, - aiVector3D& max, const aiMatrix4x4& m) + aiVector3D& max, const aiMatrix4x4& m) { - FindAABBTransformed(mesh,min,max,m); - out = min + (max-min)*0.5f; + FindAABBTransformed(mesh,min,max,m); + out = min + (max-min)*0.5f; } // ------------------------------------------------------------------------------- void FindMeshCenter (aiMesh* mesh, aiVector3D& out) { - aiVector3D min,max; - FindMeshCenter(mesh,out,min,max); + aiVector3D min,max; + FindMeshCenter(mesh,out,min,max); } // ------------------------------------------------------------------------------- void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, - const aiMatrix4x4& m) + const aiMatrix4x4& m) { - aiVector3D min,max; - FindMeshCenterTransformed(mesh,out,min,max,m); + aiVector3D min,max; + FindMeshCenterTransformed(mesh,out,min,max,m); } // ------------------------------------------------------------------------------- float ComputePositionEpsilon(const aiMesh* pMesh) { - const float epsilon = 1e-4f; + const float epsilon = 1e-4f; - // calculate the position bounds so we have a reliable epsilon to check position differences against - aiVector3D minVec, maxVec; - ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec); - return (maxVec - minVec).Length() * epsilon; + // calculate the position bounds so we have a reliable epsilon to check position differences against + aiVector3D minVec, maxVec; + ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec); + return (maxVec - minVec).Length() * epsilon; } // ------------------------------------------------------------------------------- float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num) { - const float epsilon = 1e-4f; + ai_assert( NULL != pMeshes ); + + const float epsilon = 1e-4f; - // calculate the position bounds so we have a reliable epsilon to check position differences against - aiVector3D minVec, maxVec, mi, ma; - MinMaxChooser<aiVector3D>()(minVec,maxVec); + // calculate the position bounds so we have a reliable epsilon to check position differences against + aiVector3D minVec, maxVec, mi, ma; + MinMaxChooser<aiVector3D>()(minVec,maxVec); - for (size_t a = 0; a < num; ++a) { - const aiMesh* pMesh = pMeshes[a]; - ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma); + for (size_t a = 0; a < num; ++a) { + const aiMesh* pMesh = pMeshes[a]; + ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma); - minVec = std::min(minVec,mi); - maxVec = std::max(maxVec,ma); - } - return (maxVec - minVec).Length() * epsilon; + minVec = std::min(minVec,mi); + maxVec = std::max(maxVec,ma); + } + return (maxVec - minVec).Length() * epsilon; } // ------------------------------------------------------------------------------- unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh) { - ai_assert(NULL != pcMesh); + ai_assert(NULL != pcMesh); - // FIX: the hash may never be 0. Otherwise a comparison against - // nullptr could be successful - unsigned int iRet = 1; + // FIX: the hash may never be 0. Otherwise a comparison against + // nullptr could be successful + unsigned int iRet = 1; - // normals - if (pcMesh->HasNormals())iRet |= 0x2; - // tangents and bitangents - if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4; + // normals + if (pcMesh->HasNormals())iRet |= 0x2; + // tangents and bitangents + if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4; #ifdef BOOST_STATIC_ASSERT - BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS); - BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS); + BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS); + BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS); #endif - // texture coordinates - unsigned int p = 0; - while (pcMesh->HasTextureCoords(p)) - { - iRet |= (0x100 << p); - if (3 == pcMesh->mNumUVComponents[p]) - iRet |= (0x10000 << p); - - ++p; - } - // vertex colors - p = 0; - while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++); - return iRet; + // texture coordinates + unsigned int p = 0; + while (pcMesh->HasTextureCoords(p)) + { + iRet |= (0x100 << p); + if (3 == pcMesh->mNumUVComponents[p]) + iRet |= (0x10000 << p); + + ++p; + } + // vertex colors + p = 0; + while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++); + return iRet; } // ------------------------------------------------------------------------------- VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh) { - if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) { - return NULL; - } - - VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices]; - for (unsigned int i = 0; i < pMesh->mNumBones;++i) { - - aiBone* bone = pMesh->mBones[i]; - for (unsigned int a = 0; a < bone->mNumWeights;++a) { - const aiVertexWeight& weight = bone->mWeights[a]; - avPerVertexWeights[weight.mVertexId].push_back( std::pair<unsigned int,float>(i,weight.mWeight) ); - } - } - return avPerVertexWeights; + if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) { + return NULL; + } + + VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices]; + for (unsigned int i = 0; i < pMesh->mNumBones;++i) { + + aiBone* bone = pMesh->mBones[i]; + for (unsigned int a = 0; a < bone->mNumWeights;++a) { + const aiVertexWeight& weight = bone->mWeights[a]; + avPerVertexWeights[weight.mVertexId].push_back( std::pair<unsigned int,float>(i,weight.mWeight) ); + } + } + return avPerVertexWeights; } // ------------------------------------------------------------------------------- const char* TextureTypeToString(aiTextureType in) { - switch (in) - { - case aiTextureType_NONE: - return "n/a"; - case aiTextureType_DIFFUSE: - return "Diffuse"; - case aiTextureType_SPECULAR: - return "Specular"; - case aiTextureType_AMBIENT: - return "Ambient"; - case aiTextureType_EMISSIVE: - return "Emissive"; - case aiTextureType_OPACITY: - return "Opacity"; - case aiTextureType_NORMALS: - return "Normals"; - case aiTextureType_HEIGHT: - return "Height"; - case aiTextureType_SHININESS: - return "Shininess"; - case aiTextureType_DISPLACEMENT: - return "Displacement"; - case aiTextureType_LIGHTMAP: - return "Lightmap"; - case aiTextureType_REFLECTION: - return "Reflection"; - case aiTextureType_UNKNOWN: - return "Unknown"; - default: - break; - } - - ai_assert(false); - return "BUG"; + switch (in) + { + case aiTextureType_NONE: + return "n/a"; + case aiTextureType_DIFFUSE: + return "Diffuse"; + case aiTextureType_SPECULAR: + return "Specular"; + case aiTextureType_AMBIENT: + return "Ambient"; + case aiTextureType_EMISSIVE: + return "Emissive"; + case aiTextureType_OPACITY: + return "Opacity"; + case aiTextureType_NORMALS: + return "Normals"; + case aiTextureType_HEIGHT: + return "Height"; + case aiTextureType_SHININESS: + return "Shininess"; + case aiTextureType_DISPLACEMENT: + return "Displacement"; + case aiTextureType_LIGHTMAP: + return "Lightmap"; + case aiTextureType_REFLECTION: + return "Reflection"; + case aiTextureType_UNKNOWN: + return "Unknown"; + default: + break; + } + + ai_assert(false); + return "BUG"; } // ------------------------------------------------------------------------------- const char* MappingTypeToString(aiTextureMapping in) { - switch (in) - { - case aiTextureMapping_UV: - return "UV"; - case aiTextureMapping_BOX: - return "Box"; - case aiTextureMapping_SPHERE: - return "Sphere"; - case aiTextureMapping_CYLINDER: - return "Cylinder"; - case aiTextureMapping_PLANE: - return "Plane"; - case aiTextureMapping_OTHER: - return "Other"; - default: - break; - } - - ai_assert(false); - return "BUG"; + switch (in) + { + case aiTextureMapping_UV: + return "UV"; + case aiTextureMapping_BOX: + return "Box"; + case aiTextureMapping_SPHERE: + return "Sphere"; + case aiTextureMapping_CYLINDER: + return "Cylinder"; + case aiTextureMapping_PLANE: + return "Plane"; + case aiTextureMapping_OTHER: + return "Other"; + default: + break; + } + + ai_assert(false); + return "BUG"; } // ------------------------------------------------------------------------------- aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags) -{ - aiMesh *oMesh = new aiMesh(); - std::vector<unsigned int> vMap(pMesh->mNumVertices,UINT_MAX); - - size_t numSubVerts = 0; - size_t numSubFaces = subMeshFaces.size(); - - for(unsigned int i=0;i<numSubFaces;i++) { - const aiFace &f = pMesh->mFaces[subMeshFaces[i]]; - - for(unsigned int j=0;j<f.mNumIndices;j++) { - if(vMap[f.mIndices[j]]==UINT_MAX) { - vMap[f.mIndices[j]] = numSubVerts++; - } - } - } - - oMesh->mName = pMesh->mName; - - oMesh->mMaterialIndex = pMesh->mMaterialIndex; - oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes; - - // create all the arrays for this mesh if the old mesh contained them - - oMesh->mNumFaces = subMeshFaces.size(); - oMesh->mNumVertices = numSubVerts; - oMesh->mVertices = new aiVector3D[numSubVerts]; - if( pMesh->HasNormals() ) { - oMesh->mNormals = new aiVector3D[numSubVerts]; - } - - if( pMesh->HasTangentsAndBitangents() ) { - oMesh->mTangents = new aiVector3D[numSubVerts]; - oMesh->mBitangents = new aiVector3D[numSubVerts]; - } - - for( size_t a = 0; pMesh->HasTextureCoords( a) ; ++a ) { - oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts]; - oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a]; - } - - for( size_t a = 0; pMesh->HasVertexColors( a); ++a ) { - oMesh->mColors[a] = new aiColor4D[numSubVerts]; - } - - // and copy over the data, generating faces with linear indices along the way - oMesh->mFaces = new aiFace[numSubFaces]; - - for(unsigned int a = 0; a < numSubFaces; ++a ) { - - const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]]; - aiFace& dstFace = oMesh->mFaces[a]; - dstFace.mNumIndices = srcFace.mNumIndices; - dstFace.mIndices = new unsigned int[dstFace.mNumIndices]; - - // accumulate linearly all the vertices of the source face - for( size_t b = 0; b < dstFace.mNumIndices; ++b ) { - dstFace.mIndices[b] = vMap[srcFace.mIndices[b]]; - } - } - - for(unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex ) { - unsigned int nvi = vMap[srcIndex]; - if(nvi==UINT_MAX) { - continue; - } - - oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex]; - if( pMesh->HasNormals() ) { - oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex]; - } - - if( pMesh->HasTangentsAndBitangents() ) { - oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex]; - oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex]; - } - for( size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c ) { - oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex]; - } - for( size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c ) { - oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex]; - } - } - - if(~subFlags&AI_SUBMESH_FLAGS_SANS_BONES) { - std::vector<unsigned int> subBones(pMesh->mNumBones,0); - - for(unsigned int a=0;a<pMesh->mNumBones;++a) { - const aiBone* bone = pMesh->mBones[a]; - - for(unsigned int b=0;b<bone->mNumWeights;b++) { - unsigned int v = vMap[bone->mWeights[b].mVertexId]; - - if(v!=UINT_MAX) { - subBones[a]++; - } - } - } - - for(unsigned int a=0;a<pMesh->mNumBones;++a) { - if(subBones[a]>0) { - oMesh->mNumBones++; - } - } - - if(oMesh->mNumBones) { - oMesh->mBones = new aiBone*[oMesh->mNumBones](); - unsigned int nbParanoia = oMesh->mNumBones; - - oMesh->mNumBones = 0; //rewind - - for(unsigned int a=0;a<pMesh->mNumBones;++a) { - if(subBones[a]==0) { - continue; - } - aiBone *newBone = new aiBone; - oMesh->mBones[oMesh->mNumBones++] = newBone; - - const aiBone* bone = pMesh->mBones[a]; - - newBone->mName = bone->mName; - newBone->mOffsetMatrix = bone->mOffsetMatrix; - newBone->mWeights = new aiVertexWeight[subBones[a]]; - - for(unsigned int b=0;b<bone->mNumWeights;b++) { - const unsigned int v = vMap[bone->mWeights[b].mVertexId]; - - if(v!=UINT_MAX) { - aiVertexWeight w(v,bone->mWeights[b].mWeight); - newBone->mWeights[newBone->mNumWeights++] = w; - } - } - } - - ai_assert(nbParanoia==oMesh->mNumBones); - (void)nbParanoia; // remove compiler warning on release build - } - } - - return oMesh; +{ + aiMesh *oMesh = new aiMesh(); + std::vector<unsigned int> vMap(pMesh->mNumVertices,UINT_MAX); + + size_t numSubVerts = 0; + size_t numSubFaces = subMeshFaces.size(); + + for(unsigned int i=0;i<numSubFaces;i++) { + const aiFace &f = pMesh->mFaces[subMeshFaces[i]]; + + for(unsigned int j=0;j<f.mNumIndices;j++) { + if(vMap[f.mIndices[j]]==UINT_MAX) { + vMap[f.mIndices[j]] = numSubVerts++; + } + } + } + + oMesh->mName = pMesh->mName; + + oMesh->mMaterialIndex = pMesh->mMaterialIndex; + oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes; + + // create all the arrays for this mesh if the old mesh contained them + + oMesh->mNumFaces = subMeshFaces.size(); + oMesh->mNumVertices = numSubVerts; + oMesh->mVertices = new aiVector3D[numSubVerts]; + if( pMesh->HasNormals() ) { + oMesh->mNormals = new aiVector3D[numSubVerts]; + } + + if( pMesh->HasTangentsAndBitangents() ) { + oMesh->mTangents = new aiVector3D[numSubVerts]; + oMesh->mBitangents = new aiVector3D[numSubVerts]; + } + + for( size_t a = 0; pMesh->HasTextureCoords( a) ; ++a ) { + oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts]; + oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a]; + } + + for( size_t a = 0; pMesh->HasVertexColors( a); ++a ) { + oMesh->mColors[a] = new aiColor4D[numSubVerts]; + } + + // and copy over the data, generating faces with linear indices along the way + oMesh->mFaces = new aiFace[numSubFaces]; + + for(unsigned int a = 0; a < numSubFaces; ++a ) { + + const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]]; + aiFace& dstFace = oMesh->mFaces[a]; + dstFace.mNumIndices = srcFace.mNumIndices; + dstFace.mIndices = new unsigned int[dstFace.mNumIndices]; + + // accumulate linearly all the vertices of the source face + for( size_t b = 0; b < dstFace.mNumIndices; ++b ) { + dstFace.mIndices[b] = vMap[srcFace.mIndices[b]]; + } + } + + for(unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex ) { + unsigned int nvi = vMap[srcIndex]; + if(nvi==UINT_MAX) { + continue; + } + + oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex]; + if( pMesh->HasNormals() ) { + oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex]; + } + + if( pMesh->HasTangentsAndBitangents() ) { + oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex]; + oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex]; + } + for( size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c ) { + oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex]; + } + for( size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c ) { + oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex]; + } + } + + if(~subFlags&AI_SUBMESH_FLAGS_SANS_BONES) { + std::vector<unsigned int> subBones(pMesh->mNumBones,0); + + for(unsigned int a=0;a<pMesh->mNumBones;++a) { + const aiBone* bone = pMesh->mBones[a]; + + for(unsigned int b=0;b<bone->mNumWeights;b++) { + unsigned int v = vMap[bone->mWeights[b].mVertexId]; + + if(v!=UINT_MAX) { + subBones[a]++; + } + } + } + + for(unsigned int a=0;a<pMesh->mNumBones;++a) { + if(subBones[a]>0) { + oMesh->mNumBones++; + } + } + + if(oMesh->mNumBones) { + oMesh->mBones = new aiBone*[oMesh->mNumBones](); + unsigned int nbParanoia = oMesh->mNumBones; + + oMesh->mNumBones = 0; //rewind + + for(unsigned int a=0;a<pMesh->mNumBones;++a) { + if(subBones[a]==0) { + continue; + } + aiBone *newBone = new aiBone; + oMesh->mBones[oMesh->mNumBones++] = newBone; + + const aiBone* bone = pMesh->mBones[a]; + + newBone->mName = bone->mName; + newBone->mOffsetMatrix = bone->mOffsetMatrix; + newBone->mWeights = new aiVertexWeight[subBones[a]]; + + for(unsigned int b=0;b<bone->mNumWeights;b++) { + const unsigned int v = vMap[bone->mWeights[b].mVertexId]; + + if(v!=UINT_MAX) { + aiVertexWeight w(v,bone->mWeights[b].mWeight); + newBone->mWeights[newBone->mNumWeights++] = w; + } + } + } + + ai_assert(nbParanoia==oMesh->mNumBones); + (void)nbParanoia; // remove compiler warning on release build + } + } + + return oMesh; } } // namespace Assimp |