mirror of
https://github.com/godotengine/godot.git
synced 2024-12-27 11:24:59 +08:00
da1f80c1f2
This reverts commit 78b22393a8
.
It caused a regression in FBX import leading to crashes.
Fixes #36908.
387 lines
15 KiB
C++
387 lines
15 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef AI_PROCESS_HELPER_H_INCLUDED
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#define AI_PROCESS_HELPER_H_INCLUDED
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#include <assimp/postprocess.h>
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#include <assimp/anim.h>
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#include <assimp/mesh.h>
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#include <assimp/material.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include <assimp/SpatialSort.h>
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#include "Common/BaseProcess.h"
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#include <assimp/ParsingUtils.h>
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#include <list>
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// -------------------------------------------------------------------------------
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// Some extensions to std namespace. Mainly std::min and std::max for all
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// flat data types in the aiScene. They're used to quickly determine the
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// min/max bounds of data arrays.
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#ifdef __cplusplus
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namespace std {
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// std::min for aiVector3D
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template <typename TReal>
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inline ::aiVector3t<TReal> min (const ::aiVector3t<TReal>& a, const ::aiVector3t<TReal>& b) {
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return ::aiVector3t<TReal> (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
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}
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// std::max for aiVector3t<TReal>
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template <typename TReal>
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inline ::aiVector3t<TReal> max (const ::aiVector3t<TReal>& a, const ::aiVector3t<TReal>& b) {
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return ::aiVector3t<TReal> (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
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}
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// std::min for aiVector2t<TReal>
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template <typename TReal>
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inline ::aiVector2t<TReal> min (const ::aiVector2t<TReal>& a, const ::aiVector2t<TReal>& b) {
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return ::aiVector2t<TReal> (min(a.x,b.x),min(a.y,b.y));
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}
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// std::max for aiVector2t<TReal>
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template <typename TReal>
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inline ::aiVector2t<TReal> max (const ::aiVector2t<TReal>& a, const ::aiVector2t<TReal>& b) {
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return ::aiVector2t<TReal> (max(a.x,b.x),max(a.y,b.y));
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}
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// std::min for aiColor4D
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template <typename TReal>
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inline ::aiColor4t<TReal> min (const ::aiColor4t<TReal>& a, const ::aiColor4t<TReal>& b) {
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return ::aiColor4t<TReal> (min(a.r,b.r),min(a.g,b.g),min(a.b,b.b),min(a.a,b.a));
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}
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// std::max for aiColor4D
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template <typename TReal>
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inline ::aiColor4t<TReal> max (const ::aiColor4t<TReal>& a, const ::aiColor4t<TReal>& b) {
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return ::aiColor4t<TReal> (max(a.r,b.r),max(a.g,b.g),max(a.b,b.b),max(a.a,b.a));
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}
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// std::min for aiQuaterniont<TReal>
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template <typename TReal>
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inline ::aiQuaterniont<TReal> min (const ::aiQuaterniont<TReal>& a, const ::aiQuaterniont<TReal>& b) {
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return ::aiQuaterniont<TReal> (min(a.w,b.w),min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
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}
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// std::max for aiQuaterniont<TReal>
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template <typename TReal>
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inline ::aiQuaterniont<TReal> max (const ::aiQuaterniont<TReal>& a, const ::aiQuaterniont<TReal>& b) {
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return ::aiQuaterniont<TReal> (max(a.w,b.w),max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
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}
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// std::min for aiVectorKey
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inline ::aiVectorKey min (const ::aiVectorKey& a, const ::aiVectorKey& b) {
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return ::aiVectorKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
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}
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// std::max for aiVectorKey
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inline ::aiVectorKey max (const ::aiVectorKey& a, const ::aiVectorKey& b) {
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return ::aiVectorKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
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}
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// std::min for aiQuatKey
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inline ::aiQuatKey min (const ::aiQuatKey& a, const ::aiQuatKey& b) {
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return ::aiQuatKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
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}
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// std::max for aiQuatKey
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inline ::aiQuatKey max (const ::aiQuatKey& a, const ::aiQuatKey& b) {
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return ::aiQuatKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
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}
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// std::min for aiVertexWeight
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inline ::aiVertexWeight min (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
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return ::aiVertexWeight (min(a.mVertexId,b.mVertexId),min(a.mWeight,b.mWeight));
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}
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// std::max for aiVertexWeight
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inline ::aiVertexWeight max (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
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return ::aiVertexWeight (max(a.mVertexId,b.mVertexId),max(a.mWeight,b.mWeight));
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}
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} // end namespace std
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#endif // !! C++
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namespace Assimp {
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// -------------------------------------------------------------------------------
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// Start points for ArrayBounds<T> for all supported Ts
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template <typename T>
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struct MinMaxChooser;
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template <> struct MinMaxChooser<float> {
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void operator ()(float& min,float& max) {
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max = -1e10f;
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min = 1e10f;
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}};
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template <> struct MinMaxChooser<double> {
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void operator ()(double& min,double& max) {
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max = -1e10;
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min = 1e10;
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}};
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template <> struct MinMaxChooser<unsigned int> {
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void operator ()(unsigned int& min,unsigned int& max) {
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max = 0;
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min = (1u<<(sizeof(unsigned int)*8-1));
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}};
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template <typename T> struct MinMaxChooser< aiVector3t<T> > {
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void operator ()(aiVector3t<T>& min,aiVector3t<T>& max) {
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max = aiVector3t<T>(-1e10f,-1e10f,-1e10f);
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min = aiVector3t<T>( 1e10f, 1e10f, 1e10f);
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}};
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template <typename T> struct MinMaxChooser< aiVector2t<T> > {
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void operator ()(aiVector2t<T>& min,aiVector2t<T>& max) {
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max = aiVector2t<T>(-1e10f,-1e10f);
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min = aiVector2t<T>( 1e10f, 1e10f);
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}};
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template <typename T> struct MinMaxChooser< aiColor4t<T> > {
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void operator ()(aiColor4t<T>& min,aiColor4t<T>& max) {
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max = aiColor4t<T>(-1e10f,-1e10f,-1e10f,-1e10f);
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min = aiColor4t<T>( 1e10f, 1e10f, 1e10f, 1e10f);
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}};
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template <typename T> struct MinMaxChooser< aiQuaterniont<T> > {
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void operator ()(aiQuaterniont<T>& min,aiQuaterniont<T>& max) {
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max = aiQuaterniont<T>(-1e10f,-1e10f,-1e10f,-1e10f);
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min = aiQuaterniont<T>( 1e10f, 1e10f, 1e10f, 1e10f);
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}};
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template <> struct MinMaxChooser<aiVectorKey> {
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void operator ()(aiVectorKey& min,aiVectorKey& max) {
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MinMaxChooser<double>()(min.mTime,max.mTime);
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MinMaxChooser<aiVector3D>()(min.mValue,max.mValue);
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}};
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template <> struct MinMaxChooser<aiQuatKey> {
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void operator ()(aiQuatKey& min,aiQuatKey& max) {
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MinMaxChooser<double>()(min.mTime,max.mTime);
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MinMaxChooser<aiQuaternion>()(min.mValue,max.mValue);
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}};
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template <> struct MinMaxChooser<aiVertexWeight> {
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void operator ()(aiVertexWeight& min,aiVertexWeight& max) {
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MinMaxChooser<unsigned int>()(min.mVertexId,max.mVertexId);
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MinMaxChooser<float>()(min.mWeight,max.mWeight);
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}};
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// -------------------------------------------------------------------------------
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/** @brief Find the min/max values of an array of Ts
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* @param in Input array
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* @param size Number of elements to process
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* @param[out] min minimum value
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* @param[out] max maximum value
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*/
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template <typename T>
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inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max)
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{
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MinMaxChooser<T> ()(min,max);
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for (unsigned int i = 0; i < size;++i) {
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min = std::min(in[i],min);
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max = std::max(in[i],max);
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}
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}
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// -------------------------------------------------------------------------------
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/** Little helper function to calculate the quadratic difference
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* of two colours.
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* @param pColor1 First color
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* @param pColor2 second color
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* @return Quadratic color difference */
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inline ai_real GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2)
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{
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const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g, pColor1.b - pColor2.b, pColor1.a - pColor2.a);
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return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
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}
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// -------------------------------------------------------------------------------
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/** @brief Extract single strings from a list of identifiers
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* @param in Input string list.
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* @param out Receives a list of clean output strings
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* @sdee #AI_CONFIG_PP_OG_EXCLUDE_LIST */
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void ConvertListToStrings(const std::string& in, std::list<std::string>& out);
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// -------------------------------------------------------------------------------
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/** @brief Compute the AABB of a mesh after applying a given transform
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* @param mesh Input mesh
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* @param[out] min Receives minimum transformed vertex
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* @param[out] max Receives maximum transformed vertex
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* @param m Transformation matrix to be applied */
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void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, const aiMatrix4x4& m);
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// -------------------------------------------------------------------------------
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/** @brief Helper function to determine the 'real' center of a mesh
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*
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* That is the center of its axis-aligned bounding box.
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* @param mesh Input mesh
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* @param[out] min Minimum vertex of the mesh
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* @param[out] max maximum vertex of the mesh
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* @param[out] out Center point */
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void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max);
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// -------------------------------------------------------------------------------
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/** @brief Helper function to determine the 'real' center of a scene
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*
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* That is the center of its axis-aligned bounding box.
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* @param scene Input scene
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* @param[out] min Minimum vertex of the scene
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* @param[out] max maximum vertex of the scene
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* @param[out] out Center point */
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void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max);
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// -------------------------------------------------------------------------------
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// Helper function to determine the 'real' center of a mesh after applying a given transform
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void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,aiVector3D& max, const aiMatrix4x4& m);
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// -------------------------------------------------------------------------------
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// Helper function to determine the 'real' center of a mesh
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void FindMeshCenter (aiMesh* mesh, aiVector3D& out);
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// -------------------------------------------------------------------------------
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// Helper function to determine the 'real' center of a mesh after applying a given transform
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void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,const aiMatrix4x4& m);
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// -------------------------------------------------------------------------------
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// Compute a good epsilon value for position comparisons on a mesh
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ai_real ComputePositionEpsilon(const aiMesh* pMesh);
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// -------------------------------------------------------------------------------
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// Compute a good epsilon value for position comparisons on a array of meshes
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ai_real ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num);
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// -------------------------------------------------------------------------------
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// Compute an unique value for the vertex format of a mesh
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unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh);
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// defs for ComputeVertexBoneWeightTable()
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typedef std::pair <unsigned int,float> PerVertexWeight;
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typedef std::vector <PerVertexWeight> VertexWeightTable;
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// -------------------------------------------------------------------------------
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// Compute a per-vertex bone weight table
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VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh);
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// -------------------------------------------------------------------------------
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// Get a string for a given aiTextureType
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const char* TextureTypeToString(aiTextureType in);
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// -------------------------------------------------------------------------------
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// Get a string for a given aiTextureMapping
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const char* MappingTypeToString(aiTextureMapping in);
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// flags for MakeSubmesh()
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#define AI_SUBMESH_FLAGS_SANS_BONES 0x1
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// -------------------------------------------------------------------------------
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// Split a mesh given a list of faces to be contained in the sub mesh
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aiMesh* MakeSubmesh(const aiMesh *superMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags);
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// -------------------------------------------------------------------------------
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// Utility postprocess step to share the spatial sort tree between
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// all steps which use it to speedup its computations.
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class ComputeSpatialSortProcess : public BaseProcess
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{
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bool IsActive( unsigned int pFlags) const
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{
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return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
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aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
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}
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void Execute( aiScene* pScene)
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{
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typedef std::pair<SpatialSort, ai_real> _Type;
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ASSIMP_LOG_DEBUG("Generate spatially-sorted vertex cache");
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std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes);
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std::vector<_Type>::iterator it = p->begin();
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) {
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aiMesh* mesh = pScene->mMeshes[i];
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_Type& blubb = *it;
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blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D));
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blubb.second = ComputePositionEpsilon(mesh);
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}
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shared->AddProperty(AI_SPP_SPATIAL_SORT,p);
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}
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};
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// -------------------------------------------------------------------------------
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// ... and the same again to cleanup the whole stuff
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class DestroySpatialSortProcess : public BaseProcess
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{
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bool IsActive( unsigned int pFlags) const
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{
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return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
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aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
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}
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void Execute( aiScene* /*pScene*/)
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{
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shared->RemoveProperty(AI_SPP_SPATIAL_SORT);
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}
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};
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} // ! namespace Assimp
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#endif // !! AI_PROCESS_HELPER_H_INCLUDED
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