diff options
Diffstat (limited to 'src/3rdparty/assimp/code/TextureTransform.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/TextureTransform.cpp | 972 |
1 files changed, 489 insertions, 483 deletions
diff --git a/src/3rdparty/assimp/code/TextureTransform.cpp b/src/3rdparty/assimp/code/TextureTransform.cpp index 365550cfd..948ec013b 100644 --- a/src/3rdparty/assimp/code/TextureTransform.cpp +++ b/src/3rdparty/assimp/code/TextureTransform.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. ---------------------------------------------------------------------- @@ -41,524 +41,530 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. /** @file A helper class that processes texture transformations */ -#include "AssimpPCH.h" + +#include <assimp/Importer.hpp> +#include <assimp/postprocess.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/scene.h> + #include "TextureTransform.h" +#include "StringUtils.h" using namespace Assimp; - // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer -TextureTransformStep::TextureTransformStep() +TextureTransformStep::TextureTransformStep() : + configFlags() { - // nothing to do here + // nothing to do here } // ------------------------------------------------------------------------------------------------ // Destructor, private as well TextureTransformStep::~TextureTransformStep() { - // nothing to do here + // nothing to do here } // ------------------------------------------------------------------------------------------------ // Returns whether the processing step is present in the given flag field. bool TextureTransformStep::IsActive( unsigned int pFlags) const { - return (pFlags & aiProcess_TransformUVCoords) != 0; + return (pFlags & aiProcess_TransformUVCoords) != 0; } // ------------------------------------------------------------------------------------------------ // Setup properties void TextureTransformStep::SetupProperties(const Importer* pImp) { - configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL); + configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL); } // ------------------------------------------------------------------------------------------------ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info) { - /* This function tries to simplify the input UV transformation. - * That's very important as it allows us to reduce the number - * of output UV channels. The oder in which the transformations - * are applied is - as always - scaling, rotation, translation. - */ - - char szTemp[512]; - int rounded = 0; - - - /* Optimize the rotation angle. That's slightly difficult as - * we have an inprecise floating-point number (when comparing - * UV transformations we'll take that into account by using - * an epsilon of 5 degrees). If there is a rotation value, we can't - * perform any further optimizations. - */ - if (info.mRotation) - { - float out = info.mRotation; - if ((rounded = (int)(info.mRotation / (float)AI_MATH_TWO_PI))) - { - out -= rounded*(float)AI_MATH_PI; - - sprintf(szTemp,"Texture coordinate rotation %f can be simplified to %f",info.mRotation,out); - DefaultLogger::get()->info(szTemp); - } - - // Next step - convert negative rotation angles to positives - if (out < 0.f) - out = (float)AI_MATH_TWO_PI * 2 + out; - - info.mRotation = out; - return; - } - - - /* Optimize UV translation in the U direction. To determine whether - * or not we can optimize we need to look at the requested mapping - * type (e.g. if mirroring is active there IS a difference between - * offset 2 and 3) - */ - if ((rounded = (int)info.mTranslation.x)) { - float out; - szTemp[0] = 0; - if (aiTextureMapMode_Wrap == info.mapU) { - // Wrap - simple take the fraction of the field - out = info.mTranslation.x-(float)rounded; - sprintf(szTemp,"[w] UV U offset %f can be simplified to %f",info.mTranslation.x,out); - } - else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) { - // Mirror - if (rounded % 2) - rounded--; - out = info.mTranslation.x-(float)rounded; - - sprintf(szTemp,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out); - } - else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU) { - // Clamp - translations beyond 1,1 are senseless - sprintf(szTemp,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x); - - out = 1.f; - } - if (szTemp[0]) { - DefaultLogger::get()->info(szTemp); - info.mTranslation.x = out; - } - } - - /* Optimize UV translation in the V direction. To determine whether - * or not we can optimize we need to look at the requested mapping - * type (e.g. if mirroring is active there IS a difference between - * offset 2 and 3) - */ - if ((rounded = (int)info.mTranslation.y)) { - float out; - szTemp[0] = 0; - if (aiTextureMapMode_Wrap == info.mapV) { - // Wrap - simple take the fraction of the field - out = info.mTranslation.y-(float)rounded; - sprintf(szTemp,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out); - } - else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) { - // Mirror - if (rounded % 2) - rounded--; - out = info.mTranslation.x-(float)rounded; - - sprintf(szTemp,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out); - } - else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) { - // Clamp - translations beyond 1,1 are senseless - sprintf(szTemp,"[c] UV V offset %f canbe clamped to 1.0f",info.mTranslation.y); - - out = 1.f; - } - if (szTemp[0]) { - DefaultLogger::get()->info(szTemp); - info.mTranslation.y = out; - } - } - return; + /* This function tries to simplify the input UV transformation. + * That's very important as it allows us to reduce the number + * of output UV channels. The oder in which the transformations + * are applied is - as always - scaling, rotation, translation. + */ + + char szTemp[512]; + int rounded = 0; + + + /* Optimize the rotation angle. That's slightly difficult as + * we have an inprecise floating-point number (when comparing + * UV transformations we'll take that into account by using + * an epsilon of 5 degrees). If there is a rotation value, we can't + * perform any further optimizations. + */ + if (info.mRotation) + { + float out = info.mRotation; + if ((rounded = (int)(info.mRotation / (float)AI_MATH_TWO_PI))) + { + out -= rounded*(float)AI_MATH_PI; + + ai_snprintf(szTemp, 512, "Texture coordinate rotation %f can be simplified to %f",info.mRotation,out); + DefaultLogger::get()->info(szTemp); + } + + // Next step - convert negative rotation angles to positives + if (out < 0.f) + out = (float)AI_MATH_TWO_PI * 2 + out; + + info.mRotation = out; + return; + } + + + /* Optimize UV translation in the U direction. To determine whether + * or not we can optimize we need to look at the requested mapping + * type (e.g. if mirroring is active there IS a difference between + * offset 2 and 3) + */ + if ((rounded = (int)info.mTranslation.x)) { + float out = 0.0f; + szTemp[0] = 0; + if (aiTextureMapMode_Wrap == info.mapU) { + // Wrap - simple take the fraction of the field + out = info.mTranslation.x-(float)rounded; + ai_snprintf(szTemp, 512, "[w] UV U offset %f can be simplified to %f", info.mTranslation.x, out); + } + else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) { + // Mirror + if (rounded % 2) + rounded--; + out = info.mTranslation.x-(float)rounded; + + ai_snprintf(szTemp,512,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out); + } + else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU) { + // Clamp - translations beyond 1,1 are senseless + ai_snprintf(szTemp,512,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x); + + out = 1.f; + } + if (szTemp[0]) { + DefaultLogger::get()->info(szTemp); + info.mTranslation.x = out; + } + } + + /* Optimize UV translation in the V direction. To determine whether + * or not we can optimize we need to look at the requested mapping + * type (e.g. if mirroring is active there IS a difference between + * offset 2 and 3) + */ + if ((rounded = (int)info.mTranslation.y)) { + float out = 0.0f; + szTemp[0] = 0; + if (aiTextureMapMode_Wrap == info.mapV) { + // Wrap - simple take the fraction of the field + out = info.mTranslation.y-(float)rounded; + ::ai_snprintf(szTemp,512,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out); + } + else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) { + // Mirror + if (rounded % 2) + rounded--; + out = info.mTranslation.x-(float)rounded; + + ::ai_snprintf(szTemp,512,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out); + } + else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) { + // Clamp - translations beyond 1,1 are senseless + ::ai_snprintf(szTemp,512,"[c] UV V offset %f canbe clamped to 1.0f",info.mTranslation.y); + + out = 1.f; + } + if (szTemp[0]) { + DefaultLogger::get()->info(szTemp); + info.mTranslation.y = out; + } + } + return; } // ------------------------------------------------------------------------------------------------ void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n) { - // Don't set if == 0 && wasn't set before - for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) { - const TTUpdateInfo& info = *it; - - if (info.directShortcut) - *info.directShortcut = n; - else if (!n) - { - info.mat->AddProperty<int>((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index)); - } - } + // Don't set if == 0 && wasn't set before + for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) { + const TTUpdateInfo& info = *it; + + if (info.directShortcut) + *info.directShortcut = n; + else if (!n) + { + info.mat->AddProperty<int>((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index)); + } + } } // ------------------------------------------------------------------------------------------------ inline const char* MappingModeToChar(aiTextureMapMode map) { - if (aiTextureMapMode_Wrap == map) - return "-w"; + if (aiTextureMapMode_Wrap == map) + return "-w"; + + if (aiTextureMapMode_Mirror == map) + return "-m"; - if (aiTextureMapMode_Mirror == map) - return "-m"; - - return "-c"; + return "-c"; } // ------------------------------------------------------------------------------------------------ -void TextureTransformStep::Execute( aiScene* pScene) +void TextureTransformStep::Execute( aiScene* pScene) { - DefaultLogger::get()->debug("TransformUVCoordsProcess begin"); - - - /* We build a per-mesh list of texture transformations we'll need - * to apply. To achieve this, we iterate through all materials, - * find all textures and get their transformations and UV indices. - * Then we search for all meshes using this material. - */ - typedef std::list<STransformVecInfo> MeshTrafoList; - std::vector<MeshTrafoList> meshLists(pScene->mNumMeshes); - - for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { - - aiMaterial* mat = pScene->mMaterials[i]; - for (unsigned int a = 0; a < mat->mNumProperties;++a) { - - aiMaterialProperty* prop = mat->mProperties[a]; - if (!::strcmp( prop->mKey.data, "$tex.file")) { - STransformVecInfo info; - - // Setup a shortcut structure to allow for a fast updating - // of the UV index later - TTUpdateInfo update; - update.mat = (aiMaterial*) mat; - update.semantic = prop->mSemantic; - update.index = prop->mIndex; - - // Get textured properties and transform - for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) { - aiMaterialProperty* prop2 = mat->mProperties[a2]; - if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) { - continue; - } - - if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) { - info.uvIndex = *((int*)prop2->mData); - - // Store a direct pointer for later use - update.directShortcut = (unsigned int*) prop2->mData; - } - - else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) { - info.mapU = *((aiTextureMapMode*)prop2->mData); - } - else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) { - info.mapV = *((aiTextureMapMode*)prop2->mData); - } - else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) { - // ValidateDS should check this - ai_assert(prop2->mDataLength >= 20); - ::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5); - - // Directly remove this property from the list - mat->mNumProperties--; - for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) { - mat->mProperties[a3] = mat->mProperties[a3+1]; - } - - delete prop2; - - // Warn: could be an underflow, but this does not invoke undefined behaviour - --a2; - } - } - - // Find out which transformations are to be evaluated - if (!(configFlags & AI_UVTRAFO_ROTATION)) { - info.mRotation = 0.f; - } - if (!(configFlags & AI_UVTRAFO_SCALING)) { - info.mScaling = aiVector2D(1.f,1.f); - } - if (!(configFlags & AI_UVTRAFO_TRANSLATION)) { - info.mTranslation = aiVector2D(0.f,0.f); - } - - // Do some preprocessing - PreProcessUVTransform(info); - info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u); - - // Find out whether this material is used by more than - // one mesh. This will make our task much, much more difficult! - unsigned int cnt = 0; - for (unsigned int n = 0; n < pScene->mNumMeshes;++n) { - if (pScene->mMeshes[n]->mMaterialIndex == i) - ++cnt; - } - - if (!cnt) - continue; - else if (1 != cnt) { - // This material is referenced by more than one mesh! - // So we need to make sure the UV index for the texture - // is identical for each of it ... - info.lockedPos = AI_TT_UV_IDX_LOCK_TBD; - } - - // Get all coresponding meshes - for (unsigned int n = 0; n < pScene->mNumMeshes;++n) { - aiMesh* mesh = pScene->mMeshes[n]; - if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0]) - continue; - - unsigned int uv = info.uvIndex; - if (!mesh->mTextureCoords[uv]) { - // If the requested UV index is not available, take the first one instead. - uv = 0; - } - - if (mesh->mNumUVComponents[info.uvIndex] >= 3){ - DefaultLogger::get()->warn("UV transformations on 3D mapping channels are not supported"); - continue; - } - - MeshTrafoList::iterator it; - - // Check whether we have this transform setup already - for (it = meshLists[n].begin();it != meshLists[n].end(); ++it) { - - if ((*it) == info && (*it).uvIndex == uv) { - (*it).updateList.push_back(update); - break; - } - } - - if (it == meshLists[n].end()) { - meshLists[n].push_back(info); - meshLists[n].back().uvIndex = uv; - meshLists[n].back().updateList.push_back(update); - } - } - } - } - } - - char buffer[1024]; // should be sufficiently large - unsigned int outChannels = 0, inChannels = 0, transformedChannels = 0; - - // Now process all meshes. Important: we don't remove unreferenced UV channels. - // This is a job for the RemoveUnreferencedData-Step. - for (unsigned int q = 0; q < pScene->mNumMeshes;++q) { - - aiMesh* mesh = pScene->mMeshes[q]; - MeshTrafoList& trafo = meshLists[q]; - - inChannels += mesh->GetNumUVChannels(); - - if (!mesh->mTextureCoords[0] || trafo.empty() || (trafo.size() == 1 && trafo.begin()->IsUntransformed())) { - outChannels += mesh->GetNumUVChannels(); - continue; - } - - // Move untransformed UV channels to the first position in the list .... - // except if we need a new locked index which should be as small as possible - bool veto = false, need = false; - unsigned int cnt = 0; - unsigned int untransformed = 0; - - MeshTrafoList::iterator it,it2; - for (it = trafo.begin();it != trafo.end(); ++it,++cnt) { - - if (!(*it).IsUntransformed()) { - need = true; - } - - if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD) { - // Lock this index and make sure it won't be changed - (*it).lockedPos = cnt; - veto = true; - continue; - } - - if (!veto && it != trafo.begin() && (*it).IsUntransformed()) { - for (it2 = trafo.begin();it2 != it; ++it2) { - if (!(*it2).IsUntransformed()) - break; - } - trafo.insert(it2,*it); - trafo.erase(it); - break; - } - } - if (!need) - continue; - - // Find all that are not at their 'locked' position and move them to it. - // Conflicts are possible but quite unlikely. - cnt = 0; - for (it = trafo.begin();it != trafo.end(); ++it,++cnt) { - if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) { - it2 = trafo.begin();unsigned int t = 0; - while (t != (*it).lockedPos) - ++it2; - - if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) { - DefaultLogger::get()->error("Channel mismatch, can't compute all transformations properly [design bug]"); - continue; - } - - std::swap(*it2,*it); - if ((*it).lockedPos == untransformed) - untransformed = cnt; - } - } - - // ... and add dummies for all unreferenced channels - // at the end of the list - bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS]; - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) - ref[n] = (!mesh->mTextureCoords[n] ? true : false); - - for (it = trafo.begin();it != trafo.end(); ++it) - ref[(*it).uvIndex] = true; - - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { - if (ref[n]) - continue; - trafo.push_back(STransformVecInfo()); - trafo.back().uvIndex = n; - } - - // Then check whether this list breaks the channel limit. - // The unimportant ones are at the end of the list, so - // it shouldn't be too worse if we remove them. - unsigned int size = (unsigned int)trafo.size(); - if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) { - - if (!DefaultLogger::isNullLogger()) { - ::sprintf(buffer,"%u UV channels required but just %u available", - static_cast<unsigned int>(trafo.size()),AI_MAX_NUMBER_OF_TEXTURECOORDS); - - DefaultLogger::get()->error(buffer); - } - size = AI_MAX_NUMBER_OF_TEXTURECOORDS; - } - - - aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS]; - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) - old[n] = mesh->mTextureCoords[n]; - - // Now continue and generate the output channels. Channels - // that we're not going to need later can be overridden. - it = trafo.begin(); - for (unsigned int n = 0; n < trafo.size();++n,++it) { - - if (n >= size) { - // Try to use an untransformed channel for all channels we threw over board - UpdateUVIndex((*it).updateList,untransformed); - continue; - } - - outChannels++; - - // Write to the log - if (!DefaultLogger::isNullLogger()) { - sprintf(buffer,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s", - q,n, - (*it).mTranslation.x, - (*it).mTranslation.y, - (*it).mScaling.x, - (*it).mScaling.y, - AI_RAD_TO_DEG( (*it).mRotation), - MappingModeToChar ((*it).mapU), - MappingModeToChar ((*it).mapV)); - - DefaultLogger::get()->info(buffer); - } - - // Check whether we need a new buffer here - if (mesh->mTextureCoords[n]) { - - it2 = it;++it2; - for (unsigned int m = n+1; m < size;++m, ++it2) { - - if ((*it2).uvIndex == n){ - it2 = trafo.begin(); - break; - } - } - if (it2 == trafo.begin()){ - mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices]; - } - } - else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices]; - - aiVector3D* src = old[(*it).uvIndex]; - aiVector3D* dest, *end; - dest = mesh->mTextureCoords[n]; - - ai_assert(NULL != src); - - // Copy the data to the destination array - if (dest != src) - ::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices); - - end = dest + mesh->mNumVertices; - - // Build a transformation matrix and transform all UV coords with it - if (!(*it).IsUntransformed()) { - const aiVector2D& trl = (*it).mTranslation; - const aiVector2D& scl = (*it).mScaling; - - // fixme: simplify .. - ++transformedChannels; - aiMatrix3x3 matrix; - - aiMatrix3x3 m2,m3,m4,m5; - - m4.a1 = scl.x; - m4.b2 = scl.y; - - m2.a3 = m2.b3 = 0.5f; - m3.a3 = m3.b3 = -0.5f; - - if ((*it).mRotation > AI_TT_ROTATION_EPSILON ) - aiMatrix3x3::RotationZ((*it).mRotation,matrix); - - m5.a3 += trl.x; m5.b3 += trl.y; - matrix = m2 * m4 * matrix * m3 * m5; - - for (src = dest; src != end; ++src) { /* manual homogenious divide */ - src->z = 1.f; - *src = matrix * *src; - src->x /= src->z; - src->y /= src->z; - src->z = 0.f; - } - } - - // Update all UV indices - UpdateUVIndex((*it).updateList,n); - } - } - - // Print some detailled statistics into the log - if (!DefaultLogger::isNullLogger()) { - - if (transformedChannels) { - ::sprintf(buffer,"TransformUVCoordsProcess end: %u output channels (in: %u, modified: %u)", - outChannels,inChannels,transformedChannels); - - DefaultLogger::get()->info(buffer); - } - else DefaultLogger::get()->debug("TransformUVCoordsProcess finished"); - } + DefaultLogger::get()->debug("TransformUVCoordsProcess begin"); + + + /* We build a per-mesh list of texture transformations we'll need + * to apply. To achieve this, we iterate through all materials, + * find all textures and get their transformations and UV indices. + * Then we search for all meshes using this material. + */ + typedef std::list<STransformVecInfo> MeshTrafoList; + std::vector<MeshTrafoList> meshLists(pScene->mNumMeshes); + + for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { + + aiMaterial* mat = pScene->mMaterials[i]; + for (unsigned int a = 0; a < mat->mNumProperties;++a) { + + aiMaterialProperty* prop = mat->mProperties[a]; + if (!::strcmp( prop->mKey.data, "$tex.file")) { + STransformVecInfo info; + + // Setup a shortcut structure to allow for a fast updating + // of the UV index later + TTUpdateInfo update; + update.mat = (aiMaterial*) mat; + update.semantic = prop->mSemantic; + update.index = prop->mIndex; + + // Get textured properties and transform + for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) { + aiMaterialProperty* prop2 = mat->mProperties[a2]; + if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) { + continue; + } + + if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) { + info.uvIndex = *((int*)prop2->mData); + + // Store a direct pointer for later use + update.directShortcut = (unsigned int*) prop2->mData; + } + + else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) { + info.mapU = *((aiTextureMapMode*)prop2->mData); + } + else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) { + info.mapV = *((aiTextureMapMode*)prop2->mData); + } + else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) { + // ValidateDS should check this + ai_assert(prop2->mDataLength >= 20); + ::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5); + + // Directly remove this property from the list + mat->mNumProperties--; + for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) { + mat->mProperties[a3] = mat->mProperties[a3+1]; + } + + delete prop2; + + // Warn: could be an underflow, but this does not invoke undefined behaviour + --a2; + } + } + + // Find out which transformations are to be evaluated + if (!(configFlags & AI_UVTRAFO_ROTATION)) { + info.mRotation = 0.f; + } + if (!(configFlags & AI_UVTRAFO_SCALING)) { + info.mScaling = aiVector2D(1.f,1.f); + } + if (!(configFlags & AI_UVTRAFO_TRANSLATION)) { + info.mTranslation = aiVector2D(0.f,0.f); + } + + // Do some preprocessing + PreProcessUVTransform(info); + info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u); + + // Find out whether this material is used by more than + // one mesh. This will make our task much, much more difficult! + unsigned int cnt = 0; + for (unsigned int n = 0; n < pScene->mNumMeshes;++n) { + if (pScene->mMeshes[n]->mMaterialIndex == i) + ++cnt; + } + + if (!cnt) + continue; + else if (1 != cnt) { + // This material is referenced by more than one mesh! + // So we need to make sure the UV index for the texture + // is identical for each of it ... + info.lockedPos = AI_TT_UV_IDX_LOCK_TBD; + } + + // Get all coresponding meshes + for (unsigned int n = 0; n < pScene->mNumMeshes;++n) { + aiMesh* mesh = pScene->mMeshes[n]; + if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0]) + continue; + + unsigned int uv = info.uvIndex; + if (!mesh->mTextureCoords[uv]) { + // If the requested UV index is not available, take the first one instead. + uv = 0; + } + + if (mesh->mNumUVComponents[info.uvIndex] >= 3){ + DefaultLogger::get()->warn("UV transformations on 3D mapping channels are not supported"); + continue; + } + + MeshTrafoList::iterator it; + + // Check whether we have this transform setup already + for (it = meshLists[n].begin();it != meshLists[n].end(); ++it) { + + if ((*it) == info && (*it).uvIndex == uv) { + (*it).updateList.push_back(update); + break; + } + } + + if (it == meshLists[n].end()) { + meshLists[n].push_back(info); + meshLists[n].back().uvIndex = uv; + meshLists[n].back().updateList.push_back(update); + } + } + } + } + } + + char buffer[1024]; // should be sufficiently large + unsigned int outChannels = 0, inChannels = 0, transformedChannels = 0; + + // Now process all meshes. Important: we don't remove unreferenced UV channels. + // This is a job for the RemoveUnreferencedData-Step. + for (unsigned int q = 0; q < pScene->mNumMeshes;++q) { + + aiMesh* mesh = pScene->mMeshes[q]; + MeshTrafoList& trafo = meshLists[q]; + + inChannels += mesh->GetNumUVChannels(); + + if (!mesh->mTextureCoords[0] || trafo.empty() || (trafo.size() == 1 && trafo.begin()->IsUntransformed())) { + outChannels += mesh->GetNumUVChannels(); + continue; + } + + // Move untransformed UV channels to the first position in the list .... + // except if we need a new locked index which should be as small as possible + bool veto = false, need = false; + unsigned int cnt = 0; + unsigned int untransformed = 0; + + MeshTrafoList::iterator it,it2; + for (it = trafo.begin();it != trafo.end(); ++it,++cnt) { + + if (!(*it).IsUntransformed()) { + need = true; + } + + if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD) { + // Lock this index and make sure it won't be changed + (*it).lockedPos = cnt; + veto = true; + continue; + } + + if (!veto && it != trafo.begin() && (*it).IsUntransformed()) { + for (it2 = trafo.begin();it2 != it; ++it2) { + if (!(*it2).IsUntransformed()) + break; + } + trafo.insert(it2,*it); + trafo.erase(it); + break; + } + } + if (!need) + continue; + + // Find all that are not at their 'locked' position and move them to it. + // Conflicts are possible but quite unlikely. + cnt = 0; + for (it = trafo.begin();it != trafo.end(); ++it,++cnt) { + if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) { + it2 = trafo.begin();unsigned int t = 0; + while (t != (*it).lockedPos) + ++it2; + + if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) { + DefaultLogger::get()->error("Channel mismatch, can't compute all transformations properly [design bug]"); + continue; + } + + std::swap(*it2,*it); + if ((*it).lockedPos == untransformed) + untransformed = cnt; + } + } + + // ... and add dummies for all unreferenced channels + // at the end of the list + bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) + ref[n] = (!mesh->mTextureCoords[n] ? true : false); + + for (it = trafo.begin();it != trafo.end(); ++it) + ref[(*it).uvIndex] = true; + + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { + if (ref[n]) + continue; + trafo.push_back(STransformVecInfo()); + trafo.back().uvIndex = n; + } + + // Then check whether this list breaks the channel limit. + // The unimportant ones are at the end of the list, so + // it shouldn't be too worse if we remove them. + unsigned int size = (unsigned int)trafo.size(); + if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) { + + if (!DefaultLogger::isNullLogger()) { + ::ai_snprintf(buffer,1024,"%u UV channels required but just %u available", + static_cast<unsigned int>(trafo.size()),AI_MAX_NUMBER_OF_TEXTURECOORDS); + + DefaultLogger::get()->error(buffer); + } + size = AI_MAX_NUMBER_OF_TEXTURECOORDS; + } + + + aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) + old[n] = mesh->mTextureCoords[n]; + + // Now continue and generate the output channels. Channels + // that we're not going to need later can be overridden. + it = trafo.begin(); + for (unsigned int n = 0; n < trafo.size();++n,++it) { + + if (n >= size) { + // Try to use an untransformed channel for all channels we threw over board + UpdateUVIndex((*it).updateList,untransformed); + continue; + } + + outChannels++; + + // Write to the log + if (!DefaultLogger::isNullLogger()) { + ::ai_snprintf(buffer,1024,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s", + q,n, + (*it).mTranslation.x, + (*it).mTranslation.y, + (*it).mScaling.x, + (*it).mScaling.y, + AI_RAD_TO_DEG( (*it).mRotation), + MappingModeToChar ((*it).mapU), + MappingModeToChar ((*it).mapV)); + + DefaultLogger::get()->info(buffer); + } + + // Check whether we need a new buffer here + if (mesh->mTextureCoords[n]) { + + it2 = it;++it2; + for (unsigned int m = n+1; m < size;++m, ++it2) { + + if ((*it2).uvIndex == n){ + it2 = trafo.begin(); + break; + } + } + if (it2 == trafo.begin()){ + mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices]; + } + } + else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices]; + + aiVector3D* src = old[(*it).uvIndex]; + aiVector3D* dest, *end; + dest = mesh->mTextureCoords[n]; + + ai_assert(NULL != src); + + // Copy the data to the destination array + if (dest != src) + ::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices); + + end = dest + mesh->mNumVertices; + + // Build a transformation matrix and transform all UV coords with it + if (!(*it).IsUntransformed()) { + const aiVector2D& trl = (*it).mTranslation; + const aiVector2D& scl = (*it).mScaling; + + // fixme: simplify .. + ++transformedChannels; + aiMatrix3x3 matrix; + + aiMatrix3x3 m2,m3,m4,m5; + + m4.a1 = scl.x; + m4.b2 = scl.y; + + m2.a3 = m2.b3 = 0.5f; + m3.a3 = m3.b3 = -0.5f; + + if ((*it).mRotation > AI_TT_ROTATION_EPSILON ) + aiMatrix3x3::RotationZ((*it).mRotation,matrix); + + m5.a3 += trl.x; m5.b3 += trl.y; + matrix = m2 * m4 * matrix * m3 * m5; + + for (src = dest; src != end; ++src) { /* manual homogenious divide */ + src->z = 1.f; + *src = matrix * *src; + src->x /= src->z; + src->y /= src->z; + src->z = 0.f; + } + } + + // Update all UV indices + UpdateUVIndex((*it).updateList,n); + } + } + + // Print some detailed statistics into the log + if (!DefaultLogger::isNullLogger()) { + + if (transformedChannels) { + ::ai_snprintf(buffer,1024,"TransformUVCoordsProcess end: %u output channels (in: %u, modified: %u)", + outChannels,inChannels,transformedChannels); + + DefaultLogger::get()->info(buffer); + } + else DefaultLogger::get()->debug("TransformUVCoordsProcess finished"); + } } |