godot/thirdparty/assimp/code/Common/SceneCombiner.cpp

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
2020-03-06 21:42:31 +08:00
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
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
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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
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
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
* these utilities are used by the IRR and LWS loaders and the
* OptimizeGraph step.
*/
// ----------------------------------------------------------------------------
#include <assimp/SceneCombiner.h>
#include <assimp/StringUtils.h>
#include <assimp/fast_atof.h>
#include <assimp/metadata.h>
#include <assimp/Hash.h>
#include "time.h"
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/mesh.h>
#include <stdio.h>
#include "ScenePrivate.h"
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) {
ASSIMP_LOG_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, static_cast<uint32_t>(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);
// 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, static_cast<uint32_t>(name.length));
// 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;
}
// ------------------------------------------------------------------------------------------------
// 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) {
ai_assert(NULL != prefix);
const unsigned int hash = SuperFastHash(node->mName.data, static_cast<uint32_t>(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) {
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);
}
// ------------------------------------------------------------------------------------------------
// 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->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) {
if ( nullptr == _dest ) {
return;
}
// 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;
}
}
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::AttachToGraph ( aiScene* master, std::vector<NodeAttachmentInfo>& src) {
ai_assert(NULL != master);
AttachToGraph(master->mRootNode,src);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master, std::vector<AttachmentInfo>& srcList, unsigned int flags) {
if ( nullptr == _dest ) {
return;
}
// 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);
#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 = 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,static_cast<uint32_t>(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 = static_cast<int>(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) {
ASSIMP_LOG_ERROR_F( "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)
{
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)
{
if ( nullptr == out || out->mNumBones == 0 ) {
return;
}
// 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 boneIt = asBones.begin(),boneEnd = asBones.end(); boneIt != boneEnd; ++boneIt ) {
// Allocate a bone and setup it's name
aiBone* pc = out->mBones[out->mNumBones++] = new aiBone();
pc->mName = aiString( *( boneIt->second ));
std::vector< BoneSrcIndex >::const_iterator wend = boneIt->pSrcBones.end();
// Loop through all bones to be joined for this bone
for (std::vector< BoneSrcIndex >::const_iterator wmit = boneIt->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 != boneIt->pSrcBones.begin() && pc->mOffsetMatrix != wmit->first->mOffsetMatrix) {
ASSIMP_LOG_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 corresponding mesh.
for (std::vector< BoneSrcIndex >::const_iterator wmit = (*boneIt).pSrcBones.begin(); wmit != (*boneIt).pSrcBones.end(); ++wmit) {
if (wmit == wend) {
break;
}
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)
{
if ( nullptr == _out ) {
return;
}
if (begin == end) {
*_out = NULL; // no meshes ...
return;
}
// Allocate the output mesh
aiMesh* out = *_out = new aiMesh();
out->mMaterialIndex = (*begin)->mMaterialIndex;
std::string name;
// Find out how much output storage we'll need
for (std::vector<aiMesh*>::const_iterator it = begin; it != end; ++it) {
const char *meshName( (*it)->mName.C_Str() );
name += std::string( meshName );
if ( it != end - 1 ) {
name += ".";
}
out->mNumVertices += (*it)->mNumVertices;
out->mNumFaces += (*it)->mNumFaces;
out->mNumBones += (*it)->mNumBones;
// combine primitive type flags
out->mPrimitiveTypes |= (*it)->mPrimitiveTypes;
}
out->mName.Set( name.c_str() );
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 ASSIMP_LOG_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 {
ASSIMP_LOG_WARN( "JoinMeshes: Normals expected but input mesh contains no normals" );
}
pv2 += (*it)->mNumVertices;
}
}
// copy tangents and bi-tangents
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 {
ASSIMP_LOG_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 {
ASSIMP_LOG_WARN( "JoinMeshes: UVs expected but input mesh contains no UVs" );
}
pv2 += (*it)->mNumVertices;
}
++n;
}
// copy vertex colors
n = 0;
while ((**begin).HasVertexColors(n)) {
aiColor4D *pVec2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
for ( std::vector<aiMesh*>::const_iterator it = begin; it != end; ++it ) {
if ((*it)->mColors[n]) {
::memcpy( pVec2, (*it)->mColors[ n ], (*it)->mNumVertices * sizeof( aiColor4D ) ) ;
} else {
ASSIMP_LOG_WARN( "JoinMeshes: VCs expected but input mesh contains no VCs" );
}
pVec2 += (*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)
{
if ( nullptr == dest ) {
return;
}
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, ai_uint num) {
if (!num) {
dest = NULL;
return;
}
dest = new Type*[num];
for (ai_uint i = 0; i < num;++i) {
SceneCombiner::Copy(&dest[i],src[i]);
}
}
// ------------------------------------------------------------------------------------------------
template <typename Type>
inline
void GetArrayCopy(Type*& dest, ai_uint num ) {
if ( !dest ) {
return;
}
Type* old = dest;
dest = new Type[num];
::memcpy(dest, old, sizeof(Type) * num);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
// 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) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
if (allocate) {
*_dest = new aiScene();
}
aiScene* dest = *_dest;
ai_assert(nullptr != dest);
// copy metadata
if ( nullptr != src->mMetaData ) {
dest->mMetaData = new aiMetadata( *src->mMetaData );
}
// 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 ) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiMesh* dest = *_dest = new 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 );
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 );
// 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);
}
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
// make a deep copy of all blend shapes
CopyPtrArray(dest->mAnimMeshes, dest->mAnimMeshes, dest->mNumAnimMeshes);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiAnimMesh** _dest, const aiAnimMesh* src) {
if (nullptr == _dest || nullptr == src) {
return;
}
aiAnimMesh* dest = *_dest = new aiAnimMesh();
// get a flat copy
::memcpy(dest, src, sizeof(aiAnimMesh));
// 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);
n = 0;
while (dest->HasVertexColors(n))
GetArrayCopy(dest->mColors[n++], dest->mNumVertices);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiMaterial** _dest, const aiMaterial* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiMaterial* dest = (aiMaterial*) ( *_dest = new aiMaterial() );
dest->Clear();
delete[] dest->mProperties;
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];
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;
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiTexture** _dest, const aiTexture* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
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 ) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiAnimation* dest = *_dest = new aiAnimation();
// get a flat copy
::memcpy(dest,src,sizeof(aiAnimation));
// and reallocate all arrays
CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels );
CopyPtrArray( dest->mMorphMeshChannels, src->mMorphMeshChannels, dest->mNumMorphMeshChannels );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiNodeAnim** _dest, const aiNodeAnim* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiNodeAnim* dest = *_dest = new 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 );
}
void SceneCombiner::Copy(aiMeshMorphAnim** _dest, const aiMeshMorphAnim* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiMeshMorphAnim* dest = *_dest = new aiMeshMorphAnim();
// get a flat copy
::memcpy(dest,src,sizeof(aiMeshMorphAnim));
// and reallocate all arrays
GetArrayCopy( dest->mKeys, dest->mNumKeys );
for (ai_uint i = 0; i < dest->mNumKeys;++i) {
dest->mKeys[i].mValues = new unsigned int[dest->mKeys[i].mNumValuesAndWeights];
dest->mKeys[i].mWeights = new double[dest->mKeys[i].mNumValuesAndWeights];
::memcpy(dest->mKeys[i].mValues, src->mKeys[i].mValues, dest->mKeys[i].mNumValuesAndWeights * sizeof(unsigned int));
::memcpy(dest->mKeys[i].mWeights, src->mKeys[i].mWeights, dest->mKeys[i].mNumValuesAndWeights * sizeof(double));
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy( aiCamera** _dest,const aiCamera* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiCamera* dest = *_dest = new aiCamera();
// get a flat copy, that's already OK
::memcpy(dest,src,sizeof(aiCamera));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiLight** _dest, const aiLight* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiLight* dest = *_dest = new aiLight();
// get a flat copy, that's already OK
::memcpy(dest,src,sizeof(aiLight));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiBone** _dest, const aiBone* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiBone* dest = *_dest = new aiBone();
// get a flat copy
::memcpy(dest,src,sizeof(aiBone));
// and reallocate all arrays
GetArrayCopy( dest->mWeights, dest->mNumWeights );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiNode** _dest, const aiNode* src)
{
ai_assert(NULL != _dest && NULL != src);
aiNode* dest = *_dest = new 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);
// 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) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
if ( 0 == src->mNumProperties ) {
return;
}
aiMetadata* dest = *_dest = aiMetadata::Alloc( src->mNumProperties );
std::copy(src->mKeys, src->mKeys + src->mNumProperties, dest->mKeys);
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_INT32:
out.mData = new int32_t(*static_cast<int32_t*>(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_DOUBLE:
out.mData = new double(*static_cast<double*>(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);
break;
}
}
}
} // Namespace Assimp