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-rw-r--r--src/3rdparty/assimp/code/ProcessHelper.cpp622
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