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-rw-r--r--src/3rdparty/assimp/code/SceneCombiner.cpp2014
1 files changed, 1036 insertions, 978 deletions
diff --git a/src/3rdparty/assimp/code/SceneCombiner.cpp b/src/3rdparty/assimp/code/SceneCombiner.cpp
index 26d0444a2..b39adbf78 100644
--- a/src/3rdparty/assimp/code/SceneCombiner.cpp
+++ b/src/3rdparty/assimp/code/SceneCombiner.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
@@ -23,1181 +23,1239 @@ 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.
----------------------------------------------------------------------
*/
+// TODO: refactor entire file to get rid of the "flat-copy" first approach
+// to copying structures. This easily breaks in the most unintuitive way
+// possible as new fields are added to assimp structures.
// ----------------------------------------------------------------------------
/** @file Implements Assimp::SceneCombiner. This is a smart utility
- * class that combines multiple scenes, meshes, ... into one. Currently
+ * class that combines multiple scenes, meshes, ... into one. Currently
* these utilities are used by the IRR and LWS loaders and the
* OptimizeGraph step.
*/
// ----------------------------------------------------------------------------
-#include "AssimpPCH.h"
#include "SceneCombiner.h"
+#include "StringUtils.h"
#include "fast_atof.h"
#include "Hash.h"
#include "time.h"
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/scene.h>
+#include <stdio.h>
+#include "ScenePrivate.h"
-namespace Assimp {
+namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Add a prefix to a string
inline void PrefixString(aiString& string,const char* prefix, unsigned int len)
{
- // If the string is already prefixed, we won't prefix it a second time
- if (string.length >= 1 && string.data[0] == '$')
- return;
-
- if (len+string.length>=MAXLEN-1) {
- DefaultLogger::get()->debug("Can't add an unique prefix because the string is too long");
- ai_assert(false);
- return;
- }
-
- // Add the prefix
- ::memmove(string.data+len,string.data,string.length+1);
- ::memcpy (string.data, prefix, len);
-
- // And update the string's length
- string.length += len;
+ // If the string is already prefixed, we won't prefix it a second time
+ if (string.length >= 1 && string.data[0] == '$')
+ return;
+
+ if (len+string.length>=MAXLEN-1) {
+ DefaultLogger::get()->debug("Can't add an unique prefix because the string is too long");
+ ai_assert(false);
+ return;
+ }
+
+ // Add the prefix
+ ::memmove(string.data+len,string.data,string.length+1);
+ ::memcpy (string.data, prefix, len);
+
+ // And update the string's length
+ string.length += len;
}
// ------------------------------------------------------------------------------------------------
// Add node identifiers to a hashing set
void SceneCombiner::AddNodeHashes(aiNode* node, std::set<unsigned int>& hashes)
{
- // Add node name to hashing set if it is non-empty - empty nodes are allowed
- // and they can't have any anims assigned so its absolutely safe to duplicate them.
- if (node->mName.length) {
- hashes.insert( SuperFastHash(node->mName.data,node->mName.length) );
- }
-
- // Process all children recursively
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- AddNodeHashes(node->mChildren[i],hashes);
+ // Add node name to hashing set if it is non-empty - empty nodes are allowed
+ // and they can't have any anims assigned so its absolutely safe to duplicate them.
+ if (node->mName.length) {
+ hashes.insert( SuperFastHash(node->mName.data,node->mName.length) );
+ }
+
+ // Process all children recursively
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ AddNodeHashes(node->mChildren[i],hashes);
}
// ------------------------------------------------------------------------------------------------
// Add a name prefix to all nodes in a hierarchy
void SceneCombiner::AddNodePrefixes(aiNode* node, const char* prefix, unsigned int len)
{
- ai_assert(NULL != prefix);
- PrefixString(node->mName,prefix,len);
+ ai_assert(NULL != prefix);
+ PrefixString(node->mName,prefix,len);
- // Process all children recursively
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- AddNodePrefixes(node->mChildren[i],prefix,len);
+ // Process all children recursively
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ AddNodePrefixes(node->mChildren[i],prefix,len);
}
// ------------------------------------------------------------------------------------------------
// Search for matching names
bool SceneCombiner::FindNameMatch(const aiString& name, std::vector<SceneHelper>& input, unsigned int cur)
{
- const unsigned int hash = SuperFastHash(name.data, name.length);
+ const unsigned int hash = SuperFastHash(name.data, name.length);
- // Check whether we find a positive match in one of the given sets
- for (unsigned int i = 0; i < input.size(); ++i) {
+ // Check whether we find a positive match in one of the given sets
+ for (unsigned int i = 0; i < input.size(); ++i) {
- if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
- return true;
- }
- }
- return false;
+ if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
+ return true;
+ }
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Add a name prefix to all nodes in a hierarchy if a hash match is found
void SceneCombiner::AddNodePrefixesChecked(aiNode* node, const char* prefix, unsigned int len,
- std::vector<SceneHelper>& input, unsigned int cur)
+ std::vector<SceneHelper>& input, unsigned int cur)
{
- ai_assert(NULL != prefix);
- const unsigned int hash = SuperFastHash(node->mName.data,node->mName.length);
+ ai_assert(NULL != prefix);
+ const unsigned int hash = SuperFastHash(node->mName.data,node->mName.length);
- // Check whether we find a positive match in one of the given sets
- for (unsigned int i = 0; i < input.size(); ++i) {
+ // Check whether we find a positive match in one of the given sets
+ for (unsigned int i = 0; i < input.size(); ++i) {
- if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
- PrefixString(node->mName,prefix,len);
- break;
- }
- }
+ if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
+ PrefixString(node->mName,prefix,len);
+ break;
+ }
+ }
- // Process all children recursively
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- AddNodePrefixesChecked(node->mChildren[i],prefix,len,input,cur);
+ // Process all children recursively
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ AddNodePrefixesChecked(node->mChildren[i],prefix,len,input,cur);
}
// ------------------------------------------------------------------------------------------------
// Add an offset to all mesh indices in a node graph
void SceneCombiner::OffsetNodeMeshIndices (aiNode* node, unsigned int offset)
{
- for (unsigned int i = 0; i < node->mNumMeshes;++i)
- node->mMeshes[i] += offset;
+ for (unsigned int i = 0; i < node->mNumMeshes;++i)
+ node->mMeshes[i] += offset;
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- OffsetNodeMeshIndices(node->mChildren[i],offset);
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ OffsetNodeMeshIndices(node->mChildren[i],offset);
}
// ------------------------------------------------------------------------------------------------
// Merges two scenes. Currently only used by the LWS loader.
void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
- unsigned int flags)
+ unsigned int flags)
{
- ai_assert(NULL != _dest);
-
- // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
- if (src.empty())
- {
- if (*_dest)
- {
- (*_dest)->~aiScene();
- SceneCombiner::CopySceneFlat(_dest,src[0]);
- }
- else *_dest = src[0];
- return;
- }
- if (*_dest)(*_dest)->~aiScene();
- else *_dest = new aiScene();
-
- // Create a dummy scene to serve as master for the others
- aiScene* master = new aiScene();
- master->mRootNode = new aiNode();
- master->mRootNode->mName.Set("<MergeRoot>");
-
- std::vector<AttachmentInfo> srcList (src.size());
- for (unsigned int i = 0; i < srcList.size();++i) {
- srcList[i] = AttachmentInfo(src[i],master->mRootNode);
- }
-
- // 'master' will be deleted afterwards
- MergeScenes (_dest, master, srcList, flags);
+ ai_assert(NULL != _dest);
+
+ // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
+ if (src.empty())
+ {
+ if (*_dest)
+ {
+ (*_dest)->~aiScene();
+ SceneCombiner::CopySceneFlat(_dest,src[0]);
+ }
+ else *_dest = src[0];
+ return;
+ }
+ if (*_dest)(*_dest)->~aiScene();
+ else *_dest = new aiScene();
+
+ // Create a dummy scene to serve as master for the others
+ aiScene* master = new aiScene();
+ master->mRootNode = new aiNode();
+ master->mRootNode->mName.Set("<MergeRoot>");
+
+ std::vector<AttachmentInfo> srcList (src.size());
+ for (unsigned int i = 0; i < srcList.size();++i) {
+ srcList[i] = AttachmentInfo(src[i],master->mRootNode);
+ }
+
+ // 'master' will be deleted afterwards
+ MergeScenes (_dest, master, srcList, flags);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInfo>& srcList)
{
- unsigned int cnt;
- for (cnt = 0; cnt < attach->mNumChildren;++cnt)
- AttachToGraph(attach->mChildren[cnt],srcList);
-
- cnt = 0;
- for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
- it != srcList.end(); ++it)
- {
- if ((*it).attachToNode == attach && !(*it).resolved)
- ++cnt;
- }
-
- if (cnt) {
- aiNode** n = new aiNode*[cnt+attach->mNumChildren];
- if (attach->mNumChildren) {
- ::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren);
- delete[] attach->mChildren;
- }
- attach->mChildren = n;
-
- n += attach->mNumChildren;
- attach->mNumChildren += cnt;
-
- for (unsigned int i = 0; i < srcList.size();++i) {
- NodeAttachmentInfo& att = srcList[i];
- if (att.attachToNode == attach && !att.resolved) {
- *n = att.node;
- (**n).mParent = attach;
- ++n;
-
- // mark this attachment as resolved
- att.resolved = true;
- }
- }
- }
+ unsigned int cnt;
+ for (cnt = 0; cnt < attach->mNumChildren;++cnt)
+ AttachToGraph(attach->mChildren[cnt],srcList);
+
+ cnt = 0;
+ for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
+ it != srcList.end(); ++it)
+ {
+ if ((*it).attachToNode == attach && !(*it).resolved)
+ ++cnt;
+ }
+
+ if (cnt) {
+ aiNode** n = new aiNode*[cnt+attach->mNumChildren];
+ if (attach->mNumChildren) {
+ ::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren);
+ delete[] attach->mChildren;
+ }
+ attach->mChildren = n;
+
+ n += attach->mNumChildren;
+ attach->mNumChildren += cnt;
+
+ for (unsigned int i = 0; i < srcList.size();++i) {
+ NodeAttachmentInfo& att = srcList[i];
+ if (att.attachToNode == attach && !att.resolved) {
+ *n = att.node;
+ (**n).mParent = attach;
+ ++n;
+
+ // mark this attachment as resolved
+ att.resolved = true;
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-void SceneCombiner::AttachToGraph ( aiScene* master,
- std::vector<NodeAttachmentInfo>& src)
+void SceneCombiner::AttachToGraph ( aiScene* master,
+ std::vector<NodeAttachmentInfo>& src)
{
- ai_assert(NULL != master);
- AttachToGraph(master->mRootNode,src);
+ ai_assert(NULL != master);
+ AttachToGraph(master->mRootNode,src);
}
// ------------------------------------------------------------------------------------------------
-void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
- std::vector<AttachmentInfo>& srcList,
- unsigned int flags)
+void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
+ std::vector<AttachmentInfo>& srcList,
+ unsigned int flags)
{
- ai_assert(NULL != _dest);
-
- // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
- if (srcList.empty()) {
- if (*_dest) {
- SceneCombiner::CopySceneFlat(_dest,master);
- }
- else *_dest = master;
- return;
- }
- if (*_dest) {
- (*_dest)->~aiScene();
- new (*_dest) aiScene();
- }
- else *_dest = new aiScene();
-
- aiScene* dest = *_dest;
-
- std::vector<SceneHelper> src (srcList.size()+1);
- src[0].scene = master;
- for (unsigned int i = 0; i < srcList.size();++i) {
- src[i+1] = SceneHelper( srcList[i].scene );
- }
-
- // this helper array specifies which scenes are duplicates of others
- std::vector<unsigned int> duplicates(src.size(),UINT_MAX);
-
- // this helper array is used as lookup table several times
- std::vector<unsigned int> offset(src.size());
-
- // Find duplicate scenes
- for (unsigned int i = 0; i < src.size();++i) {
- if (duplicates[i] != i && duplicates[i] != UINT_MAX) {
- continue;
- }
-
- duplicates[i] = i;
- for ( unsigned int a = i+1; a < src.size(); ++a) {
- if (src[i].scene == src[a].scene) {
- duplicates[a] = i;
- }
- }
- }
-
- // Generate unique names for all named stuff?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES)
- {
+ ai_assert(NULL != _dest);
+
+ // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
+ if (srcList.empty()) {
+ if (*_dest) {
+ SceneCombiner::CopySceneFlat(_dest,master);
+ }
+ else *_dest = master;
+ return;
+ }
+ if (*_dest) {
+ (*_dest)->~aiScene();
+ new (*_dest) aiScene();
+ }
+ else *_dest = new aiScene();
+
+ aiScene* dest = *_dest;
+
+ std::vector<SceneHelper> src (srcList.size()+1);
+ src[0].scene = master;
+ for (unsigned int i = 0; i < srcList.size();++i) {
+ src[i+1] = SceneHelper( srcList[i].scene );
+ }
+
+ // this helper array specifies which scenes are duplicates of others
+ std::vector<unsigned int> duplicates(src.size(),UINT_MAX);
+
+ // this helper array is used as lookup table several times
+ std::vector<unsigned int> offset(src.size());
+
+ // Find duplicate scenes
+ for (unsigned int i = 0; i < src.size();++i) {
+ if (duplicates[i] != i && duplicates[i] != UINT_MAX) {
+ continue;
+ }
+
+ duplicates[i] = i;
+ for ( unsigned int a = i+1; a < src.size(); ++a) {
+ if (src[i].scene == src[a].scene) {
+ duplicates[a] = i;
+ }
+ }
+ }
+
+ // Generate unique names for all named stuff?
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES)
+ {
#if 0
- // Construct a proper random number generator
- boost::mt19937 rng( );
- boost::uniform_int<> dist(1u,1 << 24u);
- boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
+ // Construct a proper random number generator
+ boost::mt19937 rng( );
+ boost::uniform_int<> dist(1u,1 << 24u);
+ boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
#endif
- for (unsigned int i = 1; i < src.size();++i)
- {
- //if (i != duplicates[i])
- //{
- // // duplicate scenes share the same UID
- // ::strcpy( src[i].id, src[duplicates[i]].id );
- // src[i].idlen = src[duplicates[i]].idlen;
-
- // continue;
- //}
-
- src[i].idlen = ::sprintf(src[i].id,"$%.6X$_",i);
-
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
-
- // Compute hashes for all identifiers in this scene and store them
- // in a sorted table (for convenience I'm using std::set). We hash
- // just the node and animation channel names, all identifiers except
- // the material names should be caught by doing this.
- AddNodeHashes(src[i]->mRootNode,src[i].hashes);
-
- for (unsigned int a = 0; a < src[i]->mNumAnimations;++a) {
- aiAnimation* anim = src[i]->mAnimations[a];
- src[i].hashes.insert(SuperFastHash(anim->mName.data,anim->mName.length));
- }
- }
- }
- }
-
- unsigned int cnt;
-
- // First find out how large the respective output arrays must be
- for ( unsigned int n = 0; n < src.size();++n )
- {
- SceneHelper* cur = &src[n];
-
- if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
- dest->mNumTextures += (*cur)->mNumTextures;
- dest->mNumMaterials += (*cur)->mNumMaterials;
- dest->mNumMeshes += (*cur)->mNumMeshes;
- }
-
- dest->mNumLights += (*cur)->mNumLights;
- dest->mNumCameras += (*cur)->mNumCameras;
- dest->mNumAnimations += (*cur)->mNumAnimations;
-
- // Combine the flags of all scenes
- // We need to process them flag-by-flag here to get correct results
- // dest->mFlags ; //|= (*cur)->mFlags;
- if ((*cur)->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
- dest->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
- }
- }
-
- // generate the output texture list + an offset table for all texture indices
- if (dest->mNumTextures)
- {
- aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials];
- cnt = 0;
- for ( unsigned int n = 0; n < src.size();++n )
- {
- SceneHelper* cur = &src[n];
- for (unsigned int i = 0; i < (*cur)->mNumTextures;++i)
- {
- if (n != duplicates[n])
- {
- if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
- Copy(pip,(*cur)->mTextures[i]);
-
- else continue;
- }
- else *pip = (*cur)->mTextures[i];
- ++pip;
- }
-
- offset[n] = cnt;
- cnt = (unsigned int)(pip - dest->mTextures);
- }
- }
-
- // generate the output material list + an offset table for all material indices
- if (dest->mNumMaterials)
- {
- aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
- cnt = 0;
- for ( unsigned int n = 0; n < src.size();++n ) {
- SceneHelper* cur = &src[n];
- for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i)
- {
- if (n != duplicates[n])
- {
- if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
- Copy(pip,(*cur)->mMaterials[i]);
-
- else continue;
- }
- else *pip = (*cur)->mMaterials[i];
-
- if ((*cur)->mNumTextures != dest->mNumTextures) {
- // We need to update all texture indices of the mesh. So we need to search for
- // a material property called '$tex.file'
-
- for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
- {
- aiMaterialProperty* prop = (*pip)->mProperties[a];
- if (!strncmp(prop->mKey.data,"$tex.file",9))
- {
- // Check whether this texture is an embedded texture.
- // In this case the property looks like this: *<n>,
- // where n is the index of the texture.
- aiString& s = *((aiString*)prop->mData);
- if ('*' == s.data[0]) {
- // Offset the index and write it back ..
- const unsigned int idx = strtoul10(&s.data[1]) + offset[n];
- ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx);
- }
- }
-
- // Need to generate new, unique material names?
- else if (!::strcmp( prop->mKey.data,"$mat.name" ) && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES)
- {
- aiString* pcSrc = (aiString*) prop->mData;
- PrefixString(*pcSrc, (*cur).id, (*cur).idlen);
- }
- }
- }
- ++pip;
- }
-
- offset[n] = cnt;
- cnt = (unsigned int)(pip - dest->mMaterials);
- }
- }
-
- // generate the output mesh list + again an offset table for all mesh indices
- if (dest->mNumMeshes)
- {
- aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes];
- cnt = 0;
- for ( unsigned int n = 0; n < src.size();++n )
- {
- SceneHelper* cur = &src[n];
- for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i)
- {
- if (n != duplicates[n]) {
- if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
- Copy(pip, (*cur)->mMeshes[i]);
-
- else continue;
- }
- else *pip = (*cur)->mMeshes[i];
-
- // update the material index of the mesh
- (*pip)->mMaterialIndex += offset[n];
- ++pip;
- }
-
- // reuse the offset array - store now the mesh offset in it
- offset[n] = cnt;
- cnt = (unsigned int)(pip - dest->mMeshes);
- }
- }
-
- std::vector <NodeAttachmentInfo> nodes;
- nodes.reserve(srcList.size());
-
- // ----------------------------------------------------------------------------
- // Now generate the output node graph. We need to make those
- // names in the graph that are referenced by anims or lights
- // or cameras unique. So we add a prefix to them ... $<rand>_
- // We could also use a counter, but using a random value allows us to
- // use just one prefix if we are joining multiple scene hierarchies recursively.
- // Chances are quite good we don't collide, so we try that ...
- // ----------------------------------------------------------------------------
-
- // Allocate space for light sources, cameras and animations
- aiLight** ppLights = dest->mLights = (dest->mNumLights
- ? new aiLight*[dest->mNumLights] : NULL);
-
- aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras
- ? new aiCamera*[dest->mNumCameras] : NULL);
-
- aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
- ? new aiAnimation*[dest->mNumAnimations] : NULL);
-
- for ( int n = src.size()-1; n >= 0 ;--n ) /* !!! important !!! */
- {
- SceneHelper* cur = &src[n];
- aiNode* node;
-
- // To offset or not to offset, this is the question
- if (n != (int)duplicates[n])
- {
- // Get full scenegraph copy
- Copy( &node, (*cur)->mRootNode );
- OffsetNodeMeshIndices(node,offset[duplicates[n]]);
-
- if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
- // (note:) they are already 'offseted' by offset[duplicates[n]]
- OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
- }
- }
- else // if (n == duplicates[n])
- {
- node = (*cur)->mRootNode;
- OffsetNodeMeshIndices(node,offset[n]);
- }
- if (n) // src[0] is the master node
- nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode,n ));
-
- // add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
-
- // or the whole scenegraph
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- AddNodePrefixesChecked(node,(*cur).id,(*cur).idlen,src,n);
- }
- else AddNodePrefixes(node,(*cur).id,(*cur).idlen);
-
- // meshes
- for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i) {
- aiMesh* mesh = (*cur)->mMeshes[i];
-
- // rename all bones
- for (unsigned int a = 0; a < mesh->mNumBones;++a) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch(mesh->mBones[a]->mName,src,n))
- continue;
- }
- PrefixString(mesh->mBones[a]->mName,(*cur).id,(*cur).idlen);
- }
- }
- }
-
- // --------------------------------------------------------------------
- // Copy light sources
- for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights)
- {
- if (n != (int)duplicates[n]) // duplicate scene?
- {
- Copy(ppLights, (*cur)->mLights[i]);
- }
- else *ppLights = (*cur)->mLights[i];
-
-
- // Add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppLights)->mName,src,n))
- continue;
- }
-
- PrefixString((*ppLights)->mName,(*cur).id,(*cur).idlen);
- }
- }
-
- // --------------------------------------------------------------------
- // Copy cameras
- for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) {
- if (n != (int)duplicates[n]) // duplicate scene?
- {
- Copy(ppCameras, (*cur)->mCameras[i]);
- }
- else *ppCameras = (*cur)->mCameras[i];
-
- // Add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppCameras)->mName,src,n))
- continue;
- }
-
- PrefixString((*ppCameras)->mName,(*cur).id,(*cur).idlen);
- }
- }
-
- // --------------------------------------------------------------------
- // Copy animations
- for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) {
- if (n != (int)duplicates[n]) // duplicate scene?
- {
- Copy(ppAnims, (*cur)->mAnimations[i]);
- }
- else *ppAnims = (*cur)->mAnimations[i];
-
- // Add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppAnims)->mName,src,n))
- continue;
- }
-
- PrefixString((*ppAnims)->mName,(*cur).id,(*cur).idlen);
-
- // don't forget to update all node animation channels
- for (unsigned int a = 0; a < (*ppAnims)->mNumChannels;++a) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppAnims)->mChannels[a]->mNodeName,src,n))
- continue;
- }
-
- PrefixString((*ppAnims)->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen);
- }
- }
- }
- }
-
- // Now build the output graph
- AttachToGraph ( master, nodes);
- dest->mRootNode = master->mRootNode;
-
- // Check whether we succeeded at building the output graph
- for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
- it != nodes.end(); ++it)
- {
- if (!(*it).resolved) {
- if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
- // search for this attachment point in all other imported scenes, too.
- for ( unsigned int n = 0; n < src.size();++n ) {
- if (n != (*it).src_idx) {
- AttachToGraph(src[n].scene,nodes);
- if ((*it).resolved)
- break;
- }
- }
- }
- if (!(*it).resolved) {
- DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
- + (*it).node->mName.data + " " + (*it).attachToNode->mName.data);
- }
- }
- }
-
- // now delete all input scenes. Make sure duplicate scenes aren't
- // deleted more than one time
- for ( unsigned int n = 0; n < src.size();++n ) {
- if (n != duplicates[n]) // duplicate scene?
- continue;
-
- aiScene* deleteMe = src[n].scene;
-
- // We need to delete the arrays before the destructor is called -
- // we are reusing the array members
- delete[] deleteMe->mMeshes; deleteMe->mMeshes = NULL;
- delete[] deleteMe->mCameras; deleteMe->mCameras = NULL;
- delete[] deleteMe->mLights; deleteMe->mLights = NULL;
- delete[] deleteMe->mMaterials; deleteMe->mMaterials = NULL;
- delete[] deleteMe->mAnimations; deleteMe->mAnimations = NULL;
-
- deleteMe->mRootNode = NULL;
-
- // Now we can safely delete the scene
- delete deleteMe;
- }
-
- // Check flags
- if (!dest->mNumMeshes || !dest->mNumMaterials) {
- dest->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
-
- // We're finished
+ for (unsigned int i = 1; i < src.size();++i)
+ {
+ //if (i != duplicates[i])
+ //{
+ // // duplicate scenes share the same UID
+ // ::strcpy( src[i].id, src[duplicates[i]].id );
+ // src[i].idlen = src[duplicates[i]].idlen;
+
+ // continue;
+ //}
+
+ src[i].idlen = ai_snprintf(src[i].id, 32, "$%.6X$_",i);
+
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+
+ // Compute hashes for all identifiers in this scene and store them
+ // in a sorted table (for convenience I'm using std::set). We hash
+ // just the node and animation channel names, all identifiers except
+ // the material names should be caught by doing this.
+ AddNodeHashes(src[i]->mRootNode,src[i].hashes);
+
+ for (unsigned int a = 0; a < src[i]->mNumAnimations;++a) {
+ aiAnimation* anim = src[i]->mAnimations[a];
+ src[i].hashes.insert(SuperFastHash(anim->mName.data,anim->mName.length));
+ }
+ }
+ }
+ }
+
+ unsigned int cnt;
+
+ // First find out how large the respective output arrays must be
+ for ( unsigned int n = 0; n < src.size();++n )
+ {
+ SceneHelper* cur = &src[n];
+
+ if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
+ dest->mNumTextures += (*cur)->mNumTextures;
+ dest->mNumMaterials += (*cur)->mNumMaterials;
+ dest->mNumMeshes += (*cur)->mNumMeshes;
+ }
+
+ dest->mNumLights += (*cur)->mNumLights;
+ dest->mNumCameras += (*cur)->mNumCameras;
+ dest->mNumAnimations += (*cur)->mNumAnimations;
+
+ // Combine the flags of all scenes
+ // We need to process them flag-by-flag here to get correct results
+ // dest->mFlags ; //|= (*cur)->mFlags;
+ if ((*cur)->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
+ dest->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
+ }
+ }
+
+ // generate the output texture list + an offset table for all texture indices
+ if (dest->mNumTextures)
+ {
+ aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials];
+ cnt = 0;
+ for ( unsigned int n = 0; n < src.size();++n )
+ {
+ SceneHelper* cur = &src[n];
+ for (unsigned int i = 0; i < (*cur)->mNumTextures;++i)
+ {
+ if (n != duplicates[n])
+ {
+ if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
+ Copy(pip,(*cur)->mTextures[i]);
+
+ else continue;
+ }
+ else *pip = (*cur)->mTextures[i];
+ ++pip;
+ }
+
+ offset[n] = cnt;
+ cnt = (unsigned int)(pip - dest->mTextures);
+ }
+ }
+
+ // generate the output material list + an offset table for all material indices
+ if (dest->mNumMaterials)
+ {
+ aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
+ cnt = 0;
+ for ( unsigned int n = 0; n < src.size();++n ) {
+ SceneHelper* cur = &src[n];
+ for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i)
+ {
+ if (n != duplicates[n])
+ {
+ if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
+ Copy(pip,(*cur)->mMaterials[i]);
+
+ else continue;
+ }
+ else *pip = (*cur)->mMaterials[i];
+
+ if ((*cur)->mNumTextures != dest->mNumTextures) {
+ // We need to update all texture indices of the mesh. So we need to search for
+ // a material property called '$tex.file'
+
+ for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
+ {
+ aiMaterialProperty* prop = (*pip)->mProperties[a];
+ if (!strncmp(prop->mKey.data,"$tex.file",9))
+ {
+ // Check whether this texture is an embedded texture.
+ // In this case the property looks like this: *<n>,
+ // where n is the index of the texture.
+ aiString& s = *((aiString*)prop->mData);
+ if ('*' == s.data[0]) {
+ // Offset the index and write it back ..
+ const unsigned int idx = strtoul10(&s.data[1]) + offset[n];
+ ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx);
+ }
+ }
+
+ // Need to generate new, unique material names?
+ else if (!::strcmp( prop->mKey.data,"$mat.name" ) && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES)
+ {
+ aiString* pcSrc = (aiString*) prop->mData;
+ PrefixString(*pcSrc, (*cur).id, (*cur).idlen);
+ }
+ }
+ }
+ ++pip;
+ }
+
+ offset[n] = cnt;
+ cnt = (unsigned int)(pip - dest->mMaterials);
+ }
+ }
+
+ // generate the output mesh list + again an offset table for all mesh indices
+ if (dest->mNumMeshes)
+ {
+ aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes];
+ cnt = 0;
+ for ( unsigned int n = 0; n < src.size();++n )
+ {
+ SceneHelper* cur = &src[n];
+ for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i)
+ {
+ if (n != duplicates[n]) {
+ if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
+ Copy(pip, (*cur)->mMeshes[i]);
+
+ else continue;
+ }
+ else *pip = (*cur)->mMeshes[i];
+
+ // update the material index of the mesh
+ (*pip)->mMaterialIndex += offset[n];
+ ++pip;
+ }
+
+ // reuse the offset array - store now the mesh offset in it
+ offset[n] = cnt;
+ cnt = (unsigned int)(pip - dest->mMeshes);
+ }
+ }
+
+ std::vector <NodeAttachmentInfo> nodes;
+ nodes.reserve(srcList.size());
+
+ // ----------------------------------------------------------------------------
+ // Now generate the output node graph. We need to make those
+ // names in the graph that are referenced by anims or lights
+ // or cameras unique. So we add a prefix to them ... $<rand>_
+ // We could also use a counter, but using a random value allows us to
+ // use just one prefix if we are joining multiple scene hierarchies recursively.
+ // Chances are quite good we don't collide, so we try that ...
+ // ----------------------------------------------------------------------------
+
+ // Allocate space for light sources, cameras and animations
+ aiLight** ppLights = dest->mLights = (dest->mNumLights
+ ? new aiLight*[dest->mNumLights] : NULL);
+
+ aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras
+ ? new aiCamera*[dest->mNumCameras] : NULL);
+
+ aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
+ ? new aiAnimation*[dest->mNumAnimations] : NULL);
+
+ for ( int n = src.size()-1; n >= 0 ;--n ) /* !!! important !!! */
+ {
+ SceneHelper* cur = &src[n];
+ aiNode* node;
+
+ // To offset or not to offset, this is the question
+ if (n != (int)duplicates[n])
+ {
+ // Get full scene-graph copy
+ Copy( &node, (*cur)->mRootNode );
+ OffsetNodeMeshIndices(node,offset[duplicates[n]]);
+
+ if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
+ // (note:) they are already 'offseted' by offset[duplicates[n]]
+ OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
+ }
+ }
+ else // if (n == duplicates[n])
+ {
+ node = (*cur)->mRootNode;
+ OffsetNodeMeshIndices(node,offset[n]);
+ }
+ if (n) // src[0] is the master node
+ nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode,n ));
+
+ // add name prefixes?
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
+
+ // or the whole scenegraph
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ AddNodePrefixesChecked(node,(*cur).id,(*cur).idlen,src,n);
+ }
+ else AddNodePrefixes(node,(*cur).id,(*cur).idlen);
+
+ // meshes
+ for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i) {
+ aiMesh* mesh = (*cur)->mMeshes[i];
+
+ // rename all bones
+ for (unsigned int a = 0; a < mesh->mNumBones;++a) {
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ if (!FindNameMatch(mesh->mBones[a]->mName,src,n))
+ continue;
+ }
+ PrefixString(mesh->mBones[a]->mName,(*cur).id,(*cur).idlen);
+ }
+ }
+ }
+
+ // --------------------------------------------------------------------
+ // Copy light sources
+ for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights)
+ {
+ if (n != (int)duplicates[n]) // duplicate scene?
+ {
+ Copy(ppLights, (*cur)->mLights[i]);
+ }
+ else *ppLights = (*cur)->mLights[i];
+
+
+ // Add name prefixes?
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ if (!FindNameMatch((*ppLights)->mName,src,n))
+ continue;
+ }
+
+ PrefixString((*ppLights)->mName,(*cur).id,(*cur).idlen);
+ }
+ }
+
+ // --------------------------------------------------------------------
+ // Copy cameras
+ for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) {
+ if (n != (int)duplicates[n]) // duplicate scene?
+ {
+ Copy(ppCameras, (*cur)->mCameras[i]);
+ }
+ else *ppCameras = (*cur)->mCameras[i];
+
+ // Add name prefixes?
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ if (!FindNameMatch((*ppCameras)->mName,src,n))
+ continue;
+ }
+
+ PrefixString((*ppCameras)->mName,(*cur).id,(*cur).idlen);
+ }
+ }
+
+ // --------------------------------------------------------------------
+ // Copy animations
+ for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) {
+ if (n != (int)duplicates[n]) // duplicate scene?
+ {
+ Copy(ppAnims, (*cur)->mAnimations[i]);
+ }
+ else *ppAnims = (*cur)->mAnimations[i];
+
+ // Add name prefixes?
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ if (!FindNameMatch((*ppAnims)->mName,src,n))
+ continue;
+ }
+
+ PrefixString((*ppAnims)->mName,(*cur).id,(*cur).idlen);
+
+ // don't forget to update all node animation channels
+ for (unsigned int a = 0; a < (*ppAnims)->mNumChannels;++a) {
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ if (!FindNameMatch((*ppAnims)->mChannels[a]->mNodeName,src,n))
+ continue;
+ }
+
+ PrefixString((*ppAnims)->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen);
+ }
+ }
+ }
+ }
+
+ // Now build the output graph
+ AttachToGraph ( master, nodes);
+ dest->mRootNode = master->mRootNode;
+
+ // Check whether we succeeded at building the output graph
+ for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
+ it != nodes.end(); ++it)
+ {
+ if (!(*it).resolved) {
+ if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
+ // search for this attachment point in all other imported scenes, too.
+ for ( unsigned int n = 0; n < src.size();++n ) {
+ if (n != (*it).src_idx) {
+ AttachToGraph(src[n].scene,nodes);
+ if ((*it).resolved)
+ break;
+ }
+ }
+ }
+ if (!(*it).resolved) {
+ DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
+ + (*it).node->mName.data + " " + (*it).attachToNode->mName.data);
+ }
+ }
+ }
+
+ // now delete all input scenes. Make sure duplicate scenes aren't
+ // deleted more than one time
+ for ( unsigned int n = 0; n < src.size();++n ) {
+ if (n != duplicates[n]) // duplicate scene?
+ continue;
+
+ aiScene* deleteMe = src[n].scene;
+
+ // We need to delete the arrays before the destructor is called -
+ // we are reusing the array members
+ delete[] deleteMe->mMeshes; deleteMe->mMeshes = NULL;
+ delete[] deleteMe->mCameras; deleteMe->mCameras = NULL;
+ delete[] deleteMe->mLights; deleteMe->mLights = NULL;
+ delete[] deleteMe->mMaterials; deleteMe->mMaterials = NULL;
+ delete[] deleteMe->mAnimations; deleteMe->mAnimations = NULL;
+
+ deleteMe->mRootNode = NULL;
+
+ // Now we can safely delete the scene
+ delete deleteMe;
+ }
+
+ // Check flags
+ if (!dest->mNumMeshes || !dest->mNumMaterials) {
+ dest->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
+
+ // We're finished
}
// ------------------------------------------------------------------------------------------------
// Build a list of unique bones
void SceneCombiner::BuildUniqueBoneList(std::list<BoneWithHash>& asBones,
- std::vector<aiMesh*>::const_iterator it,
- std::vector<aiMesh*>::const_iterator end)
+ std::vector<aiMesh*>::const_iterator it,
+ std::vector<aiMesh*>::const_iterator end)
{
- unsigned int iOffset = 0;
- for (; it != end;++it) {
- for (unsigned int l = 0; l < (*it)->mNumBones;++l) {
- aiBone* p = (*it)->mBones[l];
- uint32_t itml = SuperFastHash(p->mName.data,(unsigned int)p->mName.length);
-
- std::list<BoneWithHash>::iterator it2 = asBones.begin();
- std::list<BoneWithHash>::iterator end2 = asBones.end();
-
- for (;it2 != end2;++it2) {
- if ((*it2).first == itml) {
- (*it2).pSrcBones.push_back(BoneSrcIndex(p,iOffset));
- break;
- }
- }
- if (end2 == it2) {
- // need to begin a new bone entry
- asBones.push_back(BoneWithHash());
- BoneWithHash& btz = asBones.back();
-
- // setup members
- btz.first = itml;
- btz.second = &p->mName;
- btz.pSrcBones.push_back(BoneSrcIndex(p,iOffset));
- }
- }
- iOffset += (*it)->mNumVertices;
- }
+ unsigned int iOffset = 0;
+ for (; it != end;++it) {
+ for (unsigned int l = 0; l < (*it)->mNumBones;++l) {
+ aiBone* p = (*it)->mBones[l];
+ uint32_t itml = SuperFastHash(p->mName.data,(unsigned int)p->mName.length);
+
+ std::list<BoneWithHash>::iterator it2 = asBones.begin();
+ std::list<BoneWithHash>::iterator end2 = asBones.end();
+
+ for (;it2 != end2;++it2) {
+ if ((*it2).first == itml) {
+ (*it2).pSrcBones.push_back(BoneSrcIndex(p,iOffset));
+ break;
+ }
+ }
+ if (end2 == it2) {
+ // need to begin a new bone entry
+ asBones.push_back(BoneWithHash());
+ BoneWithHash& btz = asBones.back();
+
+ // setup members
+ btz.first = itml;
+ btz.second = &p->mName;
+ btz.pSrcBones.push_back(BoneSrcIndex(p,iOffset));
+ }
+ }
+ iOffset += (*it)->mNumVertices;
+ }
}
// ------------------------------------------------------------------------------------------------
// Merge a list of bones
void SceneCombiner::MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator it,
- std::vector<aiMesh*>::const_iterator end)
+ std::vector<aiMesh*>::const_iterator end)
{
- ai_assert(NULL != out && !out->mNumBones);
-
- // find we need to build an unique list of all bones.
- // we work with hashes to make the comparisons MUCH faster,
- // at least if we have many bones.
- std::list<BoneWithHash> asBones;
- BuildUniqueBoneList(asBones, it,end);
-
- // now create the output bones
- out->mNumBones = 0;
- out->mBones = new aiBone*[asBones.size()];
-
- for (std::list<BoneWithHash>::const_iterator it = asBones.begin(),end = asBones.end(); it != end;++it) {
- // Allocate a bone and setup it's name
- aiBone* pc = out->mBones[out->mNumBones++] = new aiBone();
- pc->mName = aiString( *((*it).second ));
-
- std::vector< BoneSrcIndex >::const_iterator wend = (*it).pSrcBones.end();
-
- // Loop through all bones to be joined for this bone
- for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
- pc->mNumWeights += (*wmit).first->mNumWeights;
-
- // NOTE: different offset matrices for bones with equal names
- // are - at the moment - not handled correctly.
- if (wmit != (*it).pSrcBones.begin() && pc->mOffsetMatrix != (*wmit).first->mOffsetMatrix) {
- DefaultLogger::get()->warn("Bones with equal names but different offset matrices can't be joined at the moment");
- continue;
- }
- pc->mOffsetMatrix = (*wmit).first->mOffsetMatrix;
- }
-
- // Allocate the vertex weight array
- aiVertexWeight* avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];
-
- // And copy the final weights - adjust the vertex IDs by the
- // face index offset of the coresponding mesh.
- for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
- aiBone* pip = (*wmit).first;
- for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw) {
- const aiVertexWeight& vfi = pip->mWeights[mp];
- avw->mWeight = vfi.mWeight;
- avw->mVertexId = vfi.mVertexId + (*wmit).second;
- }
- }
- }
+ ai_assert(NULL != out && !out->mNumBones);
+
+ // find we need to build an unique list of all bones.
+ // we work with hashes to make the comparisons MUCH faster,
+ // at least if we have many bones.
+ std::list<BoneWithHash> asBones;
+ BuildUniqueBoneList(asBones, it,end);
+
+ // now create the output bones
+ out->mNumBones = 0;
+ out->mBones = new aiBone*[asBones.size()];
+
+ for (std::list<BoneWithHash>::const_iterator it = asBones.begin(),end = asBones.end(); it != end;++it) {
+ // Allocate a bone and setup it's name
+ aiBone* pc = out->mBones[out->mNumBones++] = new aiBone();
+ pc->mName = aiString( *((*it).second ));
+
+ std::vector< BoneSrcIndex >::const_iterator wend = (*it).pSrcBones.end();
+
+ // Loop through all bones to be joined for this bone
+ for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
+ pc->mNumWeights += (*wmit).first->mNumWeights;
+
+ // NOTE: different offset matrices for bones with equal names
+ // are - at the moment - not handled correctly.
+ if (wmit != (*it).pSrcBones.begin() && pc->mOffsetMatrix != (*wmit).first->mOffsetMatrix) {
+ DefaultLogger::get()->warn("Bones with equal names but different offset matrices can't be joined at the moment");
+ continue;
+ }
+ pc->mOffsetMatrix = (*wmit).first->mOffsetMatrix;
+ }
+
+ // Allocate the vertex weight array
+ aiVertexWeight* avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];
+
+ // And copy the final weights - adjust the vertex IDs by the
+ // face index offset of the coresponding mesh.
+ for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
+ aiBone* pip = (*wmit).first;
+ for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw) {
+ const aiVertexWeight& vfi = pip->mWeights[mp];
+ avw->mWeight = vfi.mWeight;
+ avw->mVertexId = vfi.mVertexId + (*wmit).second;
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Merge a list of meshes
void SceneCombiner::MergeMeshes(aiMesh** _out,unsigned int /*flags*/,
- std::vector<aiMesh*>::const_iterator begin,
- std::vector<aiMesh*>::const_iterator end)
+ std::vector<aiMesh*>::const_iterator begin,
+ std::vector<aiMesh*>::const_iterator end)
{
- ai_assert(NULL != _out);
-
- if (begin == end) {
- *_out = NULL; // no meshes ...
- return;
- }
-
- // Allocate the output mesh
- aiMesh* out = *_out = new aiMesh();
- out->mMaterialIndex = (*begin)->mMaterialIndex;
-
- // Find out how much output storage we'll need
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
- out->mNumVertices += (*it)->mNumVertices;
- out->mNumFaces += (*it)->mNumFaces;
- out->mNumBones += (*it)->mNumBones;
-
- // combine primitive type flags
- out->mPrimitiveTypes |= (*it)->mPrimitiveTypes;
- }
-
- if (out->mNumVertices) {
- aiVector3D* pv2;
-
- // copy vertex positions
- if ((**begin).HasPositions()) {
-
- pv2 = out->mVertices = new aiVector3D[out->mNumVertices];
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
- if ((*it)->mVertices) {
- ::memcpy(pv2,(*it)->mVertices,(*it)->mNumVertices*sizeof(aiVector3D));
- }
- else DefaultLogger::get()->warn("JoinMeshes: Positions expected but input mesh contains no positions");
- pv2 += (*it)->mNumVertices;
- }
- }
- // copy normals
- if ((**begin).HasNormals()) {
-
- pv2 = out->mNormals = new aiVector3D[out->mNumVertices];
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
- if ((*it)->mNormals) {
- ::memcpy(pv2,(*it)->mNormals,(*it)->mNumVertices*sizeof(aiVector3D));
- }
- else DefaultLogger::get()->warn("JoinMeshes: Normals expected but input mesh contains no normals");
- pv2 += (*it)->mNumVertices;
- }
- }
- // copy tangents and bitangents
- if ((**begin).HasTangentsAndBitangents()) {
-
- pv2 = out->mTangents = new aiVector3D[out->mNumVertices];
- aiVector3D* pv2b = out->mBitangents = new aiVector3D[out->mNumVertices];
-
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
- if ((*it)->mTangents) {
- ::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices*sizeof(aiVector3D));
- ::memcpy(pv2b,(*it)->mBitangents,(*it)->mNumVertices*sizeof(aiVector3D));
- }
- else DefaultLogger::get()->warn("JoinMeshes: Tangents expected but input mesh contains no tangents");
- pv2 += (*it)->mNumVertices;
- pv2b += (*it)->mNumVertices;
- }
- }
- // copy texture coordinates
- unsigned int n = 0;
- while ((**begin).HasTextureCoords(n)) {
- out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n];
-
- pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices];
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
-
- if ((*it)->mTextureCoords[n]) {
- ::memcpy(pv2,(*it)->mTextureCoords[n],(*it)->mNumVertices*sizeof(aiVector3D));
- }
- else DefaultLogger::get()->warn("JoinMeshes: UVs expected but input mesh contains no UVs");
- pv2 += (*it)->mNumVertices;
- }
- ++n;
- }
- // copy vertex colors
- n = 0;
- while ((**begin).HasVertexColors(n)) {
- aiColor4D* pv2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
-
- if ((*it)->mColors[n]) {
- ::memcpy(pv2,(*it)->mColors[n],(*it)->mNumVertices*sizeof(aiColor4D));
- }
- else DefaultLogger::get()->warn("JoinMeshes: VCs expected but input mesh contains no VCs");
- pv2 += (*it)->mNumVertices;
- }
- ++n;
- }
- }
-
- if (out->mNumFaces) // just for safety
- {
- // copy faces
- out->mFaces = new aiFace[out->mNumFaces];
- aiFace* pf2 = out->mFaces;
-
- unsigned int ofs = 0;
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
- for (unsigned int m = 0; m < (*it)->mNumFaces;++m,++pf2) {
- aiFace& face = (*it)->mFaces[m];
- pf2->mNumIndices = face.mNumIndices;
- pf2->mIndices = face.mIndices;
-
- if (ofs) {
- // add the offset to the vertex
- for (unsigned int q = 0; q < face.mNumIndices; ++q)
- face.mIndices[q] += ofs;
- }
- face.mIndices = NULL;
- }
- ofs += (*it)->mNumVertices;
- }
- }
-
- // bones - as this is quite lengthy, I moved the code to a separate function
- if (out->mNumBones)
- MergeBones(out,begin,end);
-
- // delete all source meshes
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
- delete *it;
+ ai_assert(NULL != _out);
+
+ if (begin == end) {
+ *_out = NULL; // no meshes ...
+ return;
+ }
+
+ // Allocate the output mesh
+ aiMesh* out = *_out = new aiMesh();
+ out->mMaterialIndex = (*begin)->mMaterialIndex;
+
+ // Find out how much output storage we'll need
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+ out->mNumVertices += (*it)->mNumVertices;
+ out->mNumFaces += (*it)->mNumFaces;
+ out->mNumBones += (*it)->mNumBones;
+
+ // combine primitive type flags
+ out->mPrimitiveTypes |= (*it)->mPrimitiveTypes;
+ }
+
+ if (out->mNumVertices) {
+ aiVector3D* pv2;
+
+ // copy vertex positions
+ if ((**begin).HasPositions()) {
+
+ pv2 = out->mVertices = new aiVector3D[out->mNumVertices];
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+ if ((*it)->mVertices) {
+ ::memcpy(pv2,(*it)->mVertices,(*it)->mNumVertices*sizeof(aiVector3D));
+ }
+ else DefaultLogger::get()->warn("JoinMeshes: Positions expected but input mesh contains no positions");
+ pv2 += (*it)->mNumVertices;
+ }
+ }
+ // copy normals
+ if ((**begin).HasNormals()) {
+
+ pv2 = out->mNormals = new aiVector3D[out->mNumVertices];
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+ if ((*it)->mNormals) {
+ ::memcpy(pv2,(*it)->mNormals,(*it)->mNumVertices*sizeof(aiVector3D));
+ }
+ else DefaultLogger::get()->warn("JoinMeshes: Normals expected but input mesh contains no normals");
+ pv2 += (*it)->mNumVertices;
+ }
+ }
+ // copy tangents and bitangents
+ if ((**begin).HasTangentsAndBitangents()) {
+
+ pv2 = out->mTangents = new aiVector3D[out->mNumVertices];
+ aiVector3D* pv2b = out->mBitangents = new aiVector3D[out->mNumVertices];
+
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+ if ((*it)->mTangents) {
+ ::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices*sizeof(aiVector3D));
+ ::memcpy(pv2b,(*it)->mBitangents,(*it)->mNumVertices*sizeof(aiVector3D));
+ }
+ else DefaultLogger::get()->warn("JoinMeshes: Tangents expected but input mesh contains no tangents");
+ pv2 += (*it)->mNumVertices;
+ pv2b += (*it)->mNumVertices;
+ }
+ }
+ // copy texture coordinates
+ unsigned int n = 0;
+ while ((**begin).HasTextureCoords(n)) {
+ out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n];
+
+ pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices];
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+
+ if ((*it)->mTextureCoords[n]) {
+ ::memcpy(pv2,(*it)->mTextureCoords[n],(*it)->mNumVertices*sizeof(aiVector3D));
+ }
+ else DefaultLogger::get()->warn("JoinMeshes: UVs expected but input mesh contains no UVs");
+ pv2 += (*it)->mNumVertices;
+ }
+ ++n;
+ }
+ // copy vertex colors
+ n = 0;
+ while ((**begin).HasVertexColors(n)) {
+ aiColor4D* pv2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+
+ if ((*it)->mColors[n]) {
+ ::memcpy(pv2,(*it)->mColors[n],(*it)->mNumVertices*sizeof(aiColor4D));
+ }
+ else DefaultLogger::get()->warn("JoinMeshes: VCs expected but input mesh contains no VCs");
+ pv2 += (*it)->mNumVertices;
+ }
+ ++n;
+ }
+ }
+
+ if (out->mNumFaces) // just for safety
+ {
+ // copy faces
+ out->mFaces = new aiFace[out->mNumFaces];
+ aiFace* pf2 = out->mFaces;
+
+ unsigned int ofs = 0;
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+ for (unsigned int m = 0; m < (*it)->mNumFaces;++m,++pf2) {
+ aiFace& face = (*it)->mFaces[m];
+ pf2->mNumIndices = face.mNumIndices;
+ pf2->mIndices = face.mIndices;
+
+ if (ofs) {
+ // add the offset to the vertex
+ for (unsigned int q = 0; q < face.mNumIndices; ++q)
+ face.mIndices[q] += ofs;
+ }
+ face.mIndices = NULL;
+ }
+ ofs += (*it)->mNumVertices;
+ }
+ }
+
+ // bones - as this is quite lengthy, I moved the code to a separate function
+ if (out->mNumBones)
+ MergeBones(out,begin,end);
+
+ // delete all source meshes
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
+ delete *it;
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::MergeMaterials(aiMaterial** dest,
- std::vector<aiMaterial*>::const_iterator begin,
- std::vector<aiMaterial*>::const_iterator end)
+ std::vector<aiMaterial*>::const_iterator begin,
+ std::vector<aiMaterial*>::const_iterator end)
{
- ai_assert(NULL != dest);
-
- if (begin == end) {
- *dest = NULL; // no materials ...
- return;
- }
-
- // Allocate the output material
- aiMaterial* out = *dest = new aiMaterial();
-
- // Get the maximal number of properties
- unsigned int size = 0;
- for (std::vector<aiMaterial*>::const_iterator it = begin; it != end; ++it) {
- size += (*it)->mNumProperties;
- }
-
- out->Clear();
- delete[] out->mProperties;
-
- out->mNumAllocated = size;
- out->mNumProperties = 0;
- out->mProperties = new aiMaterialProperty*[out->mNumAllocated];
-
- for (std::vector<aiMaterial*>::const_iterator it = begin; it != end; ++it) {
- for(unsigned int i = 0; i < (*it)->mNumProperties; ++i) {
- aiMaterialProperty* sprop = (*it)->mProperties[i];
-
- // Test if we already have a matching property
- const aiMaterialProperty* prop_exist;
- if(aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mType, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
- // If not, we add it to the new material
- aiMaterialProperty* prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty();
-
- prop->mDataLength = sprop->mDataLength;
- prop->mData = new char[prop->mDataLength];
- ::memcpy(prop->mData, sprop->mData, prop->mDataLength);
-
- prop->mIndex = sprop->mIndex;
- prop->mSemantic = sprop->mSemantic;
- prop->mKey = sprop->mKey;
- prop->mType = sprop->mType;
-
- out->mNumProperties++;
- }
- }
- }
+ ai_assert(NULL != dest);
+
+ if (begin == end) {
+ *dest = NULL; // no materials ...
+ return;
+ }
+
+ // Allocate the output material
+ aiMaterial* out = *dest = new aiMaterial();
+
+ // Get the maximal number of properties
+ unsigned int size = 0;
+ for (std::vector<aiMaterial*>::const_iterator it = begin; it != end; ++it) {
+ size += (*it)->mNumProperties;
+ }
+
+ out->Clear();
+ delete[] out->mProperties;
+
+ out->mNumAllocated = size;
+ out->mNumProperties = 0;
+ out->mProperties = new aiMaterialProperty*[out->mNumAllocated];
+
+ for (std::vector<aiMaterial*>::const_iterator it = begin; it != end; ++it) {
+ for(unsigned int i = 0; i < (*it)->mNumProperties; ++i) {
+ aiMaterialProperty* sprop = (*it)->mProperties[i];
+
+ // Test if we already have a matching property
+ const aiMaterialProperty* prop_exist;
+ if(aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mSemantic, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
+ // If not, we add it to the new material
+ aiMaterialProperty* prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty();
+
+ prop->mDataLength = sprop->mDataLength;
+ prop->mData = new char[prop->mDataLength];
+ ::memcpy(prop->mData, sprop->mData, prop->mDataLength);
+
+ prop->mIndex = sprop->mIndex;
+ prop->mSemantic = sprop->mSemantic;
+ prop->mKey = sprop->mKey;
+ prop->mType = sprop->mType;
+
+ out->mNumProperties++;
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
template <typename Type>
inline void CopyPtrArray (Type**& dest, const Type* const * src, unsigned int num)
{
- if (!num)
- {
- dest = NULL;
- return;
- }
- dest = new Type*[num];
- for (unsigned int i = 0; i < num;++i) {
- SceneCombiner::Copy(&dest[i],src[i]);
- }
+ if (!num)
+ {
+ dest = NULL;
+ return;
+ }
+ dest = new Type*[num];
+ for (unsigned int i = 0; i < num;++i) {
+ SceneCombiner::Copy(&dest[i],src[i]);
+ }
}
// ------------------------------------------------------------------------------------------------
template <typename Type>
inline void GetArrayCopy (Type*& dest, unsigned int num )
{
- if (!dest)return;
- Type* old = dest;
+ if (!dest)return;
+ Type* old = dest;
- dest = new Type[num];
- ::memcpy(dest, old, sizeof(Type) * num);
+ dest = new Type[num];
+ ::memcpy(dest, old, sizeof(Type) * num);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src)
{
- // reuse the old scene or allocate a new?
- if (*_dest) {
- (*_dest)->~aiScene();
- new (*_dest) aiScene();
- }
- else *_dest = new aiScene();
-
- ::memcpy(*_dest,src,sizeof(aiScene));
+ // reuse the old scene or allocate a new?
+ if (*_dest) {
+ (*_dest)->~aiScene();
+ new (*_dest) aiScene();
+ }
+ else *_dest = new aiScene();
+
+ ::memcpy(*_dest,src,sizeof(aiScene));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::CopyScene(aiScene** _dest,const aiScene* src,bool allocate)
{
- ai_assert(NULL != _dest && NULL != src);
-
- if (allocate) {
- *_dest = new aiScene();
- }
- aiScene* dest = *_dest;
- ai_assert(dest);
-
- // copy animations
- dest->mNumAnimations = src->mNumAnimations;
- CopyPtrArray(dest->mAnimations,src->mAnimations,
- dest->mNumAnimations);
-
- // copy textures
- dest->mNumTextures = src->mNumTextures;
- CopyPtrArray(dest->mTextures,src->mTextures,
- dest->mNumTextures);
-
- // copy materials
- dest->mNumMaterials = src->mNumMaterials;
- CopyPtrArray(dest->mMaterials,src->mMaterials,
- dest->mNumMaterials);
-
- // copy lights
- dest->mNumLights = src->mNumLights;
- CopyPtrArray(dest->mLights,src->mLights,
- dest->mNumLights);
-
- // copy cameras
- dest->mNumCameras = src->mNumCameras;
- CopyPtrArray(dest->mCameras,src->mCameras,
- dest->mNumCameras);
-
- // copy meshes
- dest->mNumMeshes = src->mNumMeshes;
- CopyPtrArray(dest->mMeshes,src->mMeshes,
- dest->mNumMeshes);
-
- // now - copy the root node of the scene (deep copy, too)
- Copy( &dest->mRootNode, src->mRootNode);
-
- // and keep the flags ...
- dest->mFlags = src->mFlags;
-
- // source private data might be NULL if the scene is user-allocated (i.e. for use with the export API)
- ScenePriv(dest)->mPPStepsApplied = ScenePriv(src) ? ScenePriv(src)->mPPStepsApplied : 0;
+ ai_assert(NULL != _dest && NULL != src);
+
+ if (allocate) {
+ *_dest = new aiScene();
+ }
+ aiScene* dest = *_dest;
+ ai_assert(dest);
+
+ // copy animations
+ dest->mNumAnimations = src->mNumAnimations;
+ CopyPtrArray(dest->mAnimations,src->mAnimations,
+ dest->mNumAnimations);
+
+ // copy textures
+ dest->mNumTextures = src->mNumTextures;
+ CopyPtrArray(dest->mTextures,src->mTextures,
+ dest->mNumTextures);
+
+ // copy materials
+ dest->mNumMaterials = src->mNumMaterials;
+ CopyPtrArray(dest->mMaterials,src->mMaterials,
+ dest->mNumMaterials);
+
+ // copy lights
+ dest->mNumLights = src->mNumLights;
+ CopyPtrArray(dest->mLights,src->mLights,
+ dest->mNumLights);
+
+ // copy cameras
+ dest->mNumCameras = src->mNumCameras;
+ CopyPtrArray(dest->mCameras,src->mCameras,
+ dest->mNumCameras);
+
+ // copy meshes
+ dest->mNumMeshes = src->mNumMeshes;
+ CopyPtrArray(dest->mMeshes,src->mMeshes,
+ dest->mNumMeshes);
+
+ // now - copy the root node of the scene (deep copy, too)
+ Copy( &dest->mRootNode, src->mRootNode);
+
+ // and keep the flags ...
+ dest->mFlags = src->mFlags;
+
+ // source private data might be NULL if the scene is user-allocated (i.e. for use with the export API)
+ if (dest->mPrivate != NULL) {
+ ScenePriv(dest)->mPPStepsApplied = ScenePriv(src) ? ScenePriv(src)->mPPStepsApplied : 0;
+ }
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiMesh** _dest, const aiMesh* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiMesh* dest = *_dest = new aiMesh();
+ aiMesh* dest = *_dest = new aiMesh();
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiMesh));
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiMesh));
- // and reallocate all arrays
- GetArrayCopy( dest->mVertices, dest->mNumVertices );
- GetArrayCopy( dest->mNormals , dest->mNumVertices );
- GetArrayCopy( dest->mTangents, dest->mNumVertices );
- GetArrayCopy( dest->mBitangents, dest->mNumVertices );
+ // and reallocate all arrays
+ GetArrayCopy( dest->mVertices, dest->mNumVertices );
+ GetArrayCopy( dest->mNormals , dest->mNumVertices );
+ GetArrayCopy( dest->mTangents, dest->mNumVertices );
+ GetArrayCopy( dest->mBitangents, dest->mNumVertices );
- unsigned int n = 0;
- while (dest->HasTextureCoords(n))
- GetArrayCopy( dest->mTextureCoords[n++], dest->mNumVertices );
+ unsigned int n = 0;
+ while (dest->HasTextureCoords(n))
+ GetArrayCopy( dest->mTextureCoords[n++], dest->mNumVertices );
- n = 0;
- while (dest->HasVertexColors(n))
- GetArrayCopy( dest->mColors[n++], dest->mNumVertices );
+ n = 0;
+ while (dest->HasVertexColors(n))
+ GetArrayCopy( dest->mColors[n++], dest->mNumVertices );
- // make a deep copy of all bones
- CopyPtrArray(dest->mBones,dest->mBones,dest->mNumBones);
+ // make a deep copy of all bones
+ CopyPtrArray(dest->mBones,dest->mBones,dest->mNumBones);
- // make a deep copy of all faces
- GetArrayCopy(dest->mFaces,dest->mNumFaces);
- for (unsigned int i = 0; i < dest->mNumFaces;++i)
- {
- aiFace& f = dest->mFaces[i];
- GetArrayCopy(f.mIndices,f.mNumIndices);
- }
+ // make a deep copy of all faces
+ GetArrayCopy(dest->mFaces,dest->mNumFaces);
+ for (unsigned int i = 0; i < dest->mNumFaces;++i)
+ {
+ aiFace& f = dest->mFaces[i];
+ GetArrayCopy(f.mIndices,f.mNumIndices);
+ }
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiMaterial** _dest, const aiMaterial* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiMaterial* dest = (aiMaterial*) ( *_dest = new aiMaterial() );
+ aiMaterial* dest = (aiMaterial*) ( *_dest = new aiMaterial() );
- dest->Clear();
- delete[] dest->mProperties;
+ dest->Clear();
+ delete[] dest->mProperties;
- dest->mNumAllocated = src->mNumAllocated;
- dest->mNumProperties = src->mNumProperties;
- dest->mProperties = new aiMaterialProperty* [dest->mNumAllocated];
+ dest->mNumAllocated = src->mNumAllocated;
+ dest->mNumProperties = src->mNumProperties;
+ dest->mProperties = new aiMaterialProperty* [dest->mNumAllocated];
- for (unsigned int i = 0; i < dest->mNumProperties;++i)
- {
- aiMaterialProperty* prop = dest->mProperties[i] = new aiMaterialProperty();
- aiMaterialProperty* sprop = src->mProperties[i];
+ for (unsigned int i = 0; i < dest->mNumProperties;++i)
+ {
+ aiMaterialProperty* prop = dest->mProperties[i] = new aiMaterialProperty();
+ aiMaterialProperty* sprop = src->mProperties[i];
- prop->mDataLength = sprop->mDataLength;
- prop->mData = new char[prop->mDataLength];
- ::memcpy(prop->mData,sprop->mData,prop->mDataLength);
+ prop->mDataLength = sprop->mDataLength;
+ prop->mData = new char[prop->mDataLength];
+ ::memcpy(prop->mData,sprop->mData,prop->mDataLength);
- prop->mIndex = sprop->mIndex;
- prop->mSemantic = sprop->mSemantic;
- prop->mKey = sprop->mKey;
- prop->mType = sprop->mType;
- }
+ prop->mIndex = sprop->mIndex;
+ prop->mSemantic = sprop->mSemantic;
+ prop->mKey = sprop->mKey;
+ prop->mType = sprop->mType;
+ }
}
-
+
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiTexture** _dest, const aiTexture* src)
{
- ai_assert(NULL != _dest && NULL != src);
-
- aiTexture* dest = *_dest = new aiTexture();
-
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiTexture));
-
- // and reallocate all arrays. We must do it manually here
- const char* old = (const char*)dest->pcData;
- if (old)
- {
- unsigned int cpy;
- if (!dest->mHeight)cpy = dest->mWidth;
- else cpy = dest->mHeight * dest->mWidth * sizeof(aiTexel);
-
- if (!cpy)
- {
- dest->pcData = NULL;
- return;
- }
- // the cast is legal, the aiTexel c'tor does nothing important
- dest->pcData = (aiTexel*) new char[cpy];
- ::memcpy(dest->pcData, old, cpy);
- }
+ ai_assert(NULL != _dest && NULL != src);
+
+ aiTexture* dest = *_dest = new aiTexture();
+
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiTexture));
+
+ // and reallocate all arrays. We must do it manually here
+ const char* old = (const char*)dest->pcData;
+ if (old)
+ {
+ unsigned int cpy;
+ if (!dest->mHeight)cpy = dest->mWidth;
+ else cpy = dest->mHeight * dest->mWidth * sizeof(aiTexel);
+
+ if (!cpy)
+ {
+ dest->pcData = NULL;
+ return;
+ }
+ // the cast is legal, the aiTexel c'tor does nothing important
+ dest->pcData = (aiTexel*) new char[cpy];
+ ::memcpy(dest->pcData, old, cpy);
+ }
}
-
+
// ------------------------------------------------------------------------------------------------
-void SceneCombiner::Copy (aiAnimation** _dest, const aiAnimation* src)
+void SceneCombiner::Copy( aiAnimation** _dest, const aiAnimation* src )
{
- ai_assert(NULL != _dest && NULL != src);
-
- aiAnimation* dest = *_dest = new aiAnimation();
+ ai_assert( NULL != _dest );
+ ai_assert( NULL != src );
+
+ aiAnimation* dest = *_dest = new aiAnimation();
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiAnimation));
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiAnimation));
- // and reallocate all arrays
- CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels );
+ // and reallocate all arrays
+ CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiNodeAnim** _dest, const aiNodeAnim* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiNodeAnim* dest = *_dest = new aiNodeAnim();
+ aiNodeAnim* dest = *_dest = new aiNodeAnim();
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiNodeAnim));
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiNodeAnim));
- // and reallocate all arrays
- GetArrayCopy( dest->mPositionKeys, dest->mNumPositionKeys );
- GetArrayCopy( dest->mScalingKeys, dest->mNumScalingKeys );
- GetArrayCopy( dest->mRotationKeys, dest->mNumRotationKeys );
+ // and reallocate all arrays
+ GetArrayCopy( dest->mPositionKeys, dest->mNumPositionKeys );
+ GetArrayCopy( dest->mScalingKeys, dest->mNumScalingKeys );
+ GetArrayCopy( dest->mRotationKeys, dest->mNumRotationKeys );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiCamera** _dest,const aiCamera* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiCamera* dest = *_dest = new aiCamera();
+ aiCamera* dest = *_dest = new aiCamera();
- // get a flat copy, that's already OK
- ::memcpy(dest,src,sizeof(aiCamera));
+ // get a flat copy, that's already OK
+ ::memcpy(dest,src,sizeof(aiCamera));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiLight** _dest, const aiLight* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiLight* dest = *_dest = new aiLight();
+ aiLight* dest = *_dest = new aiLight();
- // get a flat copy, that's already OK
- ::memcpy(dest,src,sizeof(aiLight));
+ // get a flat copy, that's already OK
+ ::memcpy(dest,src,sizeof(aiLight));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiBone** _dest, const aiBone* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiBone* dest = *_dest = new aiBone();
+ aiBone* dest = *_dest = new aiBone();
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiBone));
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiBone));
- // and reallocate all arrays
- GetArrayCopy( dest->mWeights, dest->mNumWeights );
+ // and reallocate all arrays
+ GetArrayCopy( dest->mWeights, dest->mNumWeights );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiNode** _dest, const aiNode* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
+
+ aiNode* dest = *_dest = new aiNode();
- aiNode* dest = *_dest = new aiNode();
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiNode));
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiNode));
+ if (src->mMetaData) {
+ Copy(&dest->mMetaData, src->mMetaData);
+ }
- // and reallocate all arrays
- GetArrayCopy( dest->mMeshes, dest->mNumMeshes );
- CopyPtrArray( dest->mChildren, src->mChildren,dest->mNumChildren);
+ // and reallocate all arrays
+ GetArrayCopy( dest->mMeshes, dest->mNumMeshes );
+ CopyPtrArray( dest->mChildren, src->mChildren,dest->mNumChildren);
+
+ // need to set the mParent fields to the created aiNode.
+ for( unsigned int i = 0; i < dest->mNumChildren; i ++ ) {
+ dest->mChildren[i]->mParent = dest;
+ }
}
+// ------------------------------------------------------------------------------------------------
+void SceneCombiner::Copy (aiMetadata** _dest, const aiMetadata* src)
+{
+ ai_assert(NULL != _dest && NULL != src);
+
+ aiMetadata* dest = *_dest = new aiMetadata();
+ dest->mNumProperties = src->mNumProperties;
+ dest->mKeys = new aiString[src->mNumProperties];
+ std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys);
+
+ dest->mValues = new aiMetadataEntry[src->mNumProperties];
+ for (unsigned int i = 0; i < src->mNumProperties; ++i) {
+ aiMetadataEntry& in = src->mValues[i];
+ aiMetadataEntry& out = dest->mValues[i];
+ out.mType = in.mType;
+ switch (dest->mValues[i].mType) {
+ case AI_BOOL:
+ out.mData = new bool(*static_cast<bool*>(in.mData));
+ break;
+ case AI_INT:
+ out.mData = new int(*static_cast<int*>(in.mData));
+ break;
+ case AI_UINT64:
+ out.mData = new uint64_t(*static_cast<uint64_t*>(in.mData));
+ break;
+ case AI_FLOAT:
+ out.mData = new float(*static_cast<float*>(in.mData));
+ break;
+ case AI_AISTRING:
+ out.mData = new aiString(*static_cast<aiString*>(in.mData));
+ break;
+ case AI_AIVECTOR3D:
+ out.mData = new aiVector3D(*static_cast<aiVector3D*>(in.mData));
+ break;
+ default:
+ ai_assert(false);
+ }
+ }
+}
}