1 | /* |
---|---|
2 | Open Asset Import Library (assimp) |
3 | ---------------------------------------------------------------------- |
4 | |
5 | Copyright (c) 2006-2024, assimp team |
6 | |
7 | |
8 | All rights reserved. |
9 | |
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11 | with or without modification, are permitted provided that the |
12 | following conditions are met: |
13 | |
14 | * Redistributions of source code must retain the above |
15 | copyright notice, this list of conditions and the |
16 | following disclaimer. |
17 | |
18 | * Redistributions in binary form must reproduce the above |
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22 | |
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38 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
39 | |
40 | ---------------------------------------------------------------------- |
41 | */ |
42 | |
43 | // TODO: refactor entire file to get rid of the "flat-copy" first approach |
44 | // to copying structures. This easily breaks in the most unintuitive way |
45 | // possible as new fields are added to assimp structures. |
46 | |
47 | // ---------------------------------------------------------------------------- |
48 | /** |
49 | * @file Implements Assimp::SceneCombiner. This is a smart utility |
50 | * class that combines multiple scenes, meshes, ... into one. Currently |
51 | * these utilities are used by the IRR and LWS loaders and the |
52 | * OptimizeGraph step. |
53 | */ |
54 | // ---------------------------------------------------------------------------- |
55 | #include "ScenePrivate.h" |
56 | #include "time.h" |
57 | #include <assimp/Hash.h> |
58 | #include <assimp/SceneCombiner.h> |
59 | #include <assimp/StringUtils.h> |
60 | #include <assimp/fast_atof.h> |
61 | #include <assimp/mesh.h> |
62 | #include <assimp/metadata.h> |
63 | #include <assimp/scene.h> |
64 | #include <stdio.h> |
65 | #include <assimp/DefaultLogger.hpp> |
66 | #include <unordered_set> |
67 | |
68 | namespace Assimp { |
69 | |
70 | #if (__GNUC__ >= 8 && __GNUC_MINOR__ >= 0) |
71 | #pragma GCC diagnostic push |
72 | #pragma GCC diagnostic ignored "-Wclass-memaccess" |
73 | #endif |
74 | |
75 | // ------------------------------------------------------------------------------------------------ |
76 | // Add a prefix to a string |
77 | inline void PrefixString(aiString &string, const char *prefix, unsigned int len) { |
78 | // If the string is already prefixed, we won't prefix it a second time |
79 | if (string.length >= 1 && string.data[0] == '$') |
80 | return; |
81 | |
82 | if (len + string.length >= AI_MAXLEN - 1) { |
83 | ASSIMP_LOG_VERBOSE_DEBUG("Can't add an unique prefix because the string is too long"); |
84 | ai_assert(false); |
85 | return; |
86 | } |
87 | |
88 | // Add the prefix |
89 | ::memmove(dest: string.data + len, src: string.data, n: string.length + 1); |
90 | ::memcpy(dest: string.data, src: prefix, n: len); |
91 | |
92 | // And update the string's length |
93 | string.length += len; |
94 | } |
95 | |
96 | // ------------------------------------------------------------------------------------------------ |
97 | // Add node identifiers to a hashing set |
98 | void SceneCombiner::AddNodeHashes(aiNode *node, std::set<unsigned int> &hashes) { |
99 | // Add node name to hashing set if it is non-empty - empty nodes are allowed |
100 | // and they can't have any anims assigned so its absolutely safe to duplicate them. |
101 | if (node->mName.length) { |
102 | hashes.insert(x: SuperFastHash(data: node->mName.data, len: static_cast<uint32_t>(node->mName.length))); |
103 | } |
104 | |
105 | // Process all children recursively |
106 | for (unsigned int i = 0; i < node->mNumChildren; ++i) { |
107 | AddNodeHashes(node: node->mChildren[i], hashes); |
108 | } |
109 | } |
110 | |
111 | // ------------------------------------------------------------------------------------------------ |
112 | // Add a name prefix to all nodes in a hierarchy |
113 | void SceneCombiner::AddNodePrefixes(aiNode *node, const char *prefix, unsigned int len) { |
114 | ai_assert(nullptr != prefix); |
115 | |
116 | PrefixString(string&: node->mName, prefix, len); |
117 | |
118 | // Process all children recursively |
119 | for (unsigned int i = 0; i < node->mNumChildren; ++i) { |
120 | AddNodePrefixes(node: node->mChildren[i], prefix, len); |
121 | } |
122 | } |
123 | |
124 | // ------------------------------------------------------------------------------------------------ |
125 | // Search for matching names |
126 | bool SceneCombiner::FindNameMatch(const aiString &name, std::vector<SceneHelper> &input, unsigned int cur) { |
127 | const unsigned int hash = SuperFastHash(data: name.data, len: static_cast<uint32_t>(name.length)); |
128 | |
129 | // Check whether we find a positive match in one of the given sets |
130 | for (unsigned int i = 0; i < input.size(); ++i) { |
131 | if (cur != i && input[i].hashes.find(x: hash) != input[i].hashes.end()) { |
132 | return true; |
133 | } |
134 | } |
135 | return false; |
136 | } |
137 | |
138 | // ------------------------------------------------------------------------------------------------ |
139 | // Add a name prefix to all nodes in a hierarchy if a hash match is found |
140 | void SceneCombiner::AddNodePrefixesChecked(aiNode *node, const char *prefix, unsigned int len, |
141 | std::vector<SceneHelper> &input, unsigned int cur) { |
142 | ai_assert(nullptr != prefix); |
143 | |
144 | const unsigned int hash = SuperFastHash(data: node->mName.data, len: static_cast<uint32_t>(node->mName.length)); |
145 | |
146 | // Check whether we find a positive match in one of the given sets |
147 | for (unsigned int i = 0; i < input.size(); ++i) { |
148 | if (cur != i && input[i].hashes.find(x: hash) != input[i].hashes.end()) { |
149 | PrefixString(string&: node->mName, prefix, len); |
150 | break; |
151 | } |
152 | } |
153 | |
154 | // Process all children recursively |
155 | for (unsigned int i = 0; i < node->mNumChildren; ++i) { |
156 | AddNodePrefixesChecked(node: node->mChildren[i], prefix, len, input, cur); |
157 | } |
158 | } |
159 | |
160 | // ------------------------------------------------------------------------------------------------ |
161 | // Add an offset to all mesh indices in a node graph |
162 | void SceneCombiner::OffsetNodeMeshIndices(aiNode *node, unsigned int offset) { |
163 | for (unsigned int i = 0; i < node->mNumMeshes; ++i) |
164 | node->mMeshes[i] += offset; |
165 | |
166 | for (unsigned int i = 0; i < node->mNumChildren; ++i) { |
167 | OffsetNodeMeshIndices(node: node->mChildren[i], offset); |
168 | } |
169 | } |
170 | |
171 | // ------------------------------------------------------------------------------------------------ |
172 | // Merges two scenes. Currently only used by the LWS loader. |
173 | void SceneCombiner::MergeScenes(aiScene **_dest, std::vector<aiScene *> &src, unsigned int flags) { |
174 | if (nullptr == _dest) { |
175 | return; |
176 | } |
177 | |
178 | // if _dest points to nullptr allocate a new scene. Otherwise clear the old and reuse it |
179 | if (src.empty()) { |
180 | if (*_dest) { |
181 | (*_dest)->~aiScene(); |
182 | SceneCombiner::CopySceneFlat(dest: _dest, source: src[0]); |
183 | } else |
184 | *_dest = src[0]; |
185 | return; |
186 | } |
187 | if (*_dest) { |
188 | (*_dest)->~aiScene(); |
189 | new (*_dest) aiScene(); |
190 | } else |
191 | *_dest = new aiScene(); |
192 | |
193 | // Create a dummy scene to serve as master for the others |
194 | aiScene *master = new aiScene(); |
195 | master->mRootNode = new aiNode(); |
196 | master->mRootNode->mName.Set("<MergeRoot>"); |
197 | |
198 | std::vector<AttachmentInfo> srcList(src.size()); |
199 | for (unsigned int i = 0; i < srcList.size(); ++i) { |
200 | srcList[i] = AttachmentInfo(src[i], master->mRootNode); |
201 | } |
202 | |
203 | // 'master' will be deleted afterwards |
204 | MergeScenes(dest: _dest, master, src&: srcList, flags); |
205 | } |
206 | |
207 | // ------------------------------------------------------------------------------------------------ |
208 | void SceneCombiner::AttachToGraph(aiNode *attach, std::vector<NodeAttachmentInfo> &srcList) { |
209 | unsigned int cnt; |
210 | for (cnt = 0; cnt < attach->mNumChildren; ++cnt) { |
211 | AttachToGraph(attach: attach->mChildren[cnt], srcList); |
212 | } |
213 | |
214 | cnt = 0; |
215 | for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin(); |
216 | it != srcList.end(); ++it) { |
217 | if ((*it).attachToNode == attach && !(*it).resolved) |
218 | ++cnt; |
219 | } |
220 | |
221 | if (cnt) { |
222 | aiNode **n = new aiNode *[cnt + attach->mNumChildren]; |
223 | if (attach->mNumChildren) { |
224 | ::memcpy(dest: n, src: attach->mChildren, n: sizeof(void *) * attach->mNumChildren); |
225 | delete[] attach->mChildren; |
226 | } |
227 | attach->mChildren = n; |
228 | |
229 | n += attach->mNumChildren; |
230 | attach->mNumChildren += cnt; |
231 | |
232 | for (unsigned int i = 0; i < srcList.size(); ++i) { |
233 | NodeAttachmentInfo &att = srcList[i]; |
234 | if (att.attachToNode == attach && !att.resolved) { |
235 | *n = att.node; |
236 | (**n).mParent = attach; |
237 | ++n; |
238 | |
239 | // mark this attachment as resolved |
240 | att.resolved = true; |
241 | } |
242 | } |
243 | } |
244 | } |
245 | |
246 | // ------------------------------------------------------------------------------------------------ |
247 | void SceneCombiner::AttachToGraph(aiScene *master, std::vector<NodeAttachmentInfo> &src) { |
248 | ai_assert(nullptr != master); |
249 | |
250 | AttachToGraph(attach: master->mRootNode, srcList&: src); |
251 | } |
252 | |
253 | // ------------------------------------------------------------------------------------------------ |
254 | void SceneCombiner::MergeScenes(aiScene **_dest, aiScene *master, std::vector<AttachmentInfo> &srcList, unsigned int flags) { |
255 | if (nullptr == _dest) { |
256 | std::unordered_set<aiScene *> uniqueScenes; |
257 | uniqueScenes.insert(x: master); |
258 | for (const auto &item : srcList) { |
259 | uniqueScenes.insert(x: item.scene); |
260 | } |
261 | for (const auto &item : uniqueScenes) { |
262 | delete item; |
263 | } |
264 | return; |
265 | } |
266 | |
267 | // if _dest points to nullptr allocate a new scene. Otherwise clear the old and reuse it |
268 | if (srcList.empty()) { |
269 | if (*_dest) { |
270 | SceneCombiner::CopySceneFlat(dest: _dest, source: master); |
271 | delete master; |
272 | } else |
273 | *_dest = master; |
274 | return; |
275 | } |
276 | if (*_dest) { |
277 | (*_dest)->~aiScene(); |
278 | new (*_dest) aiScene(); |
279 | } else |
280 | *_dest = new aiScene(); |
281 | |
282 | aiScene *dest = *_dest; |
283 | |
284 | std::vector<SceneHelper> src(srcList.size() + 1); |
285 | src[0].scene = master; |
286 | for (unsigned int i = 0; i < srcList.size(); ++i) { |
287 | src[i + 1] = SceneHelper(srcList[i].scene); |
288 | } |
289 | |
290 | // this helper array specifies which scenes are duplicates of others |
291 | std::vector<unsigned int> duplicates(src.size(), UINT_MAX); |
292 | |
293 | // this helper array is used as lookup table several times |
294 | std::vector<unsigned int> offset(src.size()); |
295 | |
296 | // Find duplicate scenes |
297 | for (unsigned int i = 0; i < src.size(); ++i) { |
298 | if (duplicates[i] != i && duplicates[i] != UINT_MAX) { |
299 | continue; |
300 | } |
301 | |
302 | duplicates[i] = i; |
303 | for (unsigned int a = i + 1; a < src.size(); ++a) { |
304 | if (src[i].scene == src[a].scene) { |
305 | duplicates[a] = i; |
306 | } |
307 | } |
308 | } |
309 | |
310 | // Generate unique names for all named stuff? |
311 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { |
312 | #if 0 |
313 | // Construct a proper random number generator |
314 | boost::mt19937 rng( ); |
315 | boost::uniform_int<> dist(1u,1 << 24u); |
316 | boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist); |
317 | #endif |
318 | for (unsigned int i = 1; i < src.size(); ++i) { |
319 | //if (i != duplicates[i]) |
320 | //{ |
321 | // // duplicate scenes share the same UID |
322 | // ::strcpy( src[i].id, src[duplicates[i]].id ); |
323 | // src[i].idlen = src[duplicates[i]].idlen; |
324 | |
325 | // continue; |
326 | //} |
327 | |
328 | src[i].idlen = ai_snprintf(s: src[i].id, maxlen: 32, format: "$%.6X$_", i); |
329 | |
330 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { |
331 | |
332 | // Compute hashes for all identifiers in this scene and store them |
333 | // in a sorted table (for convenience I'm using std::set). We hash |
334 | // just the node and animation channel names, all identifiers except |
335 | // the material names should be caught by doing this. |
336 | AddNodeHashes(node: src[i]->mRootNode, hashes&: src[i].hashes); |
337 | |
338 | for (unsigned int a = 0; a < src[i]->mNumAnimations; ++a) { |
339 | aiAnimation *anim = src[i]->mAnimations[a]; |
340 | src[i].hashes.insert(x: SuperFastHash(data: anim->mName.data, len: static_cast<uint32_t>(anim->mName.length))); |
341 | } |
342 | } |
343 | } |
344 | } |
345 | |
346 | unsigned int cnt; |
347 | |
348 | // First find out how large the respective output arrays must be |
349 | for (unsigned int n = 0; n < src.size(); ++n) { |
350 | SceneHelper *cur = &src[n]; |
351 | |
352 | if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) { |
353 | dest->mNumTextures += (*cur)->mNumTextures; |
354 | dest->mNumMaterials += (*cur)->mNumMaterials; |
355 | dest->mNumMeshes += (*cur)->mNumMeshes; |
356 | } |
357 | |
358 | dest->mNumLights += (*cur)->mNumLights; |
359 | dest->mNumCameras += (*cur)->mNumCameras; |
360 | dest->mNumAnimations += (*cur)->mNumAnimations; |
361 | |
362 | // Combine the flags of all scenes |
363 | // We need to process them flag-by-flag here to get correct results |
364 | // dest->mFlags ; //|= (*cur)->mFlags; |
365 | if ((*cur)->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) { |
366 | dest->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT; |
367 | } |
368 | } |
369 | |
370 | // generate the output texture list + an offset table for all texture indices |
371 | if (dest->mNumTextures) { |
372 | aiTexture **pip = dest->mTextures = new aiTexture *[dest->mNumTextures]; |
373 | cnt = 0; |
374 | for (unsigned int n = 0; n < src.size(); ++n) { |
375 | SceneHelper *cur = &src[n]; |
376 | for (unsigned int i = 0; i < (*cur)->mNumTextures; ++i) { |
377 | if (n != duplicates[n]) { |
378 | if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) |
379 | Copy(dest: pip, src: (*cur)->mTextures[i]); |
380 | |
381 | else |
382 | continue; |
383 | } else |
384 | *pip = (*cur)->mTextures[i]; |
385 | ++pip; |
386 | } |
387 | |
388 | offset[n] = cnt; |
389 | cnt = (unsigned int)(pip - dest->mTextures); |
390 | } |
391 | } |
392 | |
393 | // generate the output material list + an offset table for all material indices |
394 | if (dest->mNumMaterials) { |
395 | aiMaterial **pip = dest->mMaterials = new aiMaterial *[dest->mNumMaterials]; |
396 | cnt = 0; |
397 | for (unsigned int n = 0; n < src.size(); ++n) { |
398 | SceneHelper *cur = &src[n]; |
399 | for (unsigned int i = 0; i < (*cur)->mNumMaterials; ++i) { |
400 | if (n != duplicates[n]) { |
401 | if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) |
402 | Copy(dest: pip, src: (*cur)->mMaterials[i]); |
403 | |
404 | else |
405 | continue; |
406 | } else |
407 | *pip = (*cur)->mMaterials[i]; |
408 | |
409 | if ((*cur)->mNumTextures != dest->mNumTextures) { |
410 | // We need to update all texture indices of the mesh. So we need to search for |
411 | // a material property called '$tex.file' |
412 | |
413 | for (unsigned int a = 0; a < (*pip)->mNumProperties; ++a) { |
414 | aiMaterialProperty *prop = (*pip)->mProperties[a]; |
415 | if (!strncmp(s1: prop->mKey.data, s2: "$tex.file", n: 9)) { |
416 | // Check whether this texture is an embedded texture. |
417 | // In this case the property looks like this: *<n>, |
418 | // where n is the index of the texture. |
419 | // Copy here because we overwrite the string data in-place and the buffer inside of aiString |
420 | // will be a lie if we just reinterpret from prop->mData. The size of mData is not guaranteed to be |
421 | // AI_MAXLEN in size. |
422 | aiString s(*(aiString *)prop->mData); |
423 | if ('*' == s.data[0]) { |
424 | // Offset the index and write it back .. |
425 | const unsigned int idx = strtoul10(in: &s.data[1]) + offset[n]; |
426 | const unsigned int oldLen = s.length; |
427 | |
428 | s.length = 1 + ASSIMP_itoa10(out: &s.data[1], max: sizeof(s.data) - 1, number: idx); |
429 | |
430 | // The string changed in size so we need to reallocate the buffer for the property. |
431 | if (oldLen < s.length) { |
432 | prop->mDataLength += s.length - oldLen; |
433 | delete[] prop->mData; |
434 | prop->mData = new char[prop->mDataLength]; |
435 | } |
436 | |
437 | memcpy(dest: prop->mData, src: static_cast<void*>(&s), n: prop->mDataLength); |
438 | } |
439 | } |
440 | |
441 | // Need to generate new, unique material names? |
442 | else if (!::strcmp(s1: prop->mKey.data, s2: "$mat.name") && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) { |
443 | aiString *pcSrc = (aiString *)prop->mData; |
444 | PrefixString(string&: *pcSrc, prefix: (*cur).id, len: (*cur).idlen); |
445 | } |
446 | } |
447 | } |
448 | ++pip; |
449 | } |
450 | |
451 | offset[n] = cnt; |
452 | cnt = (unsigned int)(pip - dest->mMaterials); |
453 | } |
454 | } |
455 | |
456 | // generate the output mesh list + again an offset table for all mesh indices |
457 | if (dest->mNumMeshes) { |
458 | aiMesh **pip = dest->mMeshes = new aiMesh *[dest->mNumMeshes]; |
459 | cnt = 0; |
460 | for (unsigned int n = 0; n < src.size(); ++n) { |
461 | SceneHelper *cur = &src[n]; |
462 | for (unsigned int i = 0; i < (*cur)->mNumMeshes; ++i) { |
463 | if (n != duplicates[n]) { |
464 | if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) |
465 | Copy(dest: pip, src: (*cur)->mMeshes[i]); |
466 | |
467 | else |
468 | continue; |
469 | } else |
470 | *pip = (*cur)->mMeshes[i]; |
471 | |
472 | // update the material index of the mesh |
473 | (*pip)->mMaterialIndex += offset[n]; |
474 | ++pip; |
475 | } |
476 | |
477 | // reuse the offset array - store now the mesh offset in it |
478 | offset[n] = cnt; |
479 | cnt = (unsigned int)(pip - dest->mMeshes); |
480 | } |
481 | } |
482 | |
483 | std::vector<NodeAttachmentInfo> nodes; |
484 | nodes.reserve(n: srcList.size()); |
485 | |
486 | // ---------------------------------------------------------------------------- |
487 | // Now generate the output node graph. We need to make those |
488 | // names in the graph that are referenced by anims or lights |
489 | // or cameras unique. So we add a prefix to them ... $<rand>_ |
490 | // We could also use a counter, but using a random value allows us to |
491 | // use just one prefix if we are joining multiple scene hierarchies recursively. |
492 | // Chances are quite good we don't collide, so we try that ... |
493 | // ---------------------------------------------------------------------------- |
494 | |
495 | // Allocate space for light sources, cameras and animations |
496 | aiLight **ppLights = dest->mLights = (dest->mNumLights ? new aiLight *[dest->mNumLights] : nullptr); |
497 | |
498 | aiCamera **ppCameras = dest->mCameras = (dest->mNumCameras ? new aiCamera *[dest->mNumCameras] : nullptr); |
499 | |
500 | aiAnimation **ppAnims = dest->mAnimations = (dest->mNumAnimations ? new aiAnimation *[dest->mNumAnimations] : nullptr); |
501 | |
502 | for (int n = static_cast<int>(src.size() - 1); n >= 0; --n) /* !!! important !!! */ |
503 | { |
504 | SceneHelper *cur = &src[n]; |
505 | aiNode *node; |
506 | |
507 | // To offset or not to offset, this is the question |
508 | if (n != (int)duplicates[n]) { |
509 | // Get full scene-graph copy |
510 | Copy(dest: &node, src: (*cur)->mRootNode); |
511 | OffsetNodeMeshIndices(node, offset: offset[duplicates[n]]); |
512 | |
513 | if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) { |
514 | // (note:) they are already 'offseted' by offset[duplicates[n]] |
515 | OffsetNodeMeshIndices(node, offset: offset[n] - offset[duplicates[n]]); |
516 | } |
517 | } else // if (n == duplicates[n]) |
518 | { |
519 | node = (*cur)->mRootNode; |
520 | OffsetNodeMeshIndices(node, offset: offset[n]); |
521 | } |
522 | if (n) // src[0] is the master node |
523 | nodes.emplace_back(args&: node, args&: srcList[n - 1].attachToNode, args&: n); |
524 | |
525 | // add name prefixes? |
526 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { |
527 | |
528 | // or the whole scenegraph |
529 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { |
530 | AddNodePrefixesChecked(node, prefix: (*cur).id, len: (*cur).idlen, input&: src, cur: n); |
531 | } else |
532 | AddNodePrefixes(node, prefix: (*cur).id, len: (*cur).idlen); |
533 | |
534 | // meshes |
535 | for (unsigned int i = 0; i < (*cur)->mNumMeshes; ++i) { |
536 | aiMesh *mesh = (*cur)->mMeshes[i]; |
537 | |
538 | // rename all bones |
539 | for (unsigned int a = 0; a < mesh->mNumBones; ++a) { |
540 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { |
541 | if (!FindNameMatch(name: mesh->mBones[a]->mName, input&: src, cur: n)) |
542 | continue; |
543 | } |
544 | PrefixString(string&: mesh->mBones[a]->mName, prefix: (*cur).id, len: (*cur).idlen); |
545 | } |
546 | } |
547 | } |
548 | |
549 | // -------------------------------------------------------------------- |
550 | // Copy light sources |
551 | for (unsigned int i = 0; i < (*cur)->mNumLights; ++i, ++ppLights) { |
552 | if (n != (int)duplicates[n]) // duplicate scene? |
553 | { |
554 | Copy(dest: ppLights, src: (*cur)->mLights[i]); |
555 | } else |
556 | *ppLights = (*cur)->mLights[i]; |
557 | |
558 | // Add name prefixes? |
559 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { |
560 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { |
561 | if (!FindNameMatch(name: (*ppLights)->mName, input&: src, cur: n)) |
562 | continue; |
563 | } |
564 | |
565 | PrefixString(string&: (*ppLights)->mName, prefix: (*cur).id, len: (*cur).idlen); |
566 | } |
567 | } |
568 | |
569 | // -------------------------------------------------------------------- |
570 | // Copy cameras |
571 | for (unsigned int i = 0; i < (*cur)->mNumCameras; ++i, ++ppCameras) { |
572 | if (n != (int)duplicates[n]) // duplicate scene? |
573 | { |
574 | Copy(dest: ppCameras, src: (*cur)->mCameras[i]); |
575 | } else |
576 | *ppCameras = (*cur)->mCameras[i]; |
577 | |
578 | // Add name prefixes? |
579 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { |
580 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { |
581 | if (!FindNameMatch(name: (*ppCameras)->mName, input&: src, cur: n)) |
582 | continue; |
583 | } |
584 | |
585 | PrefixString(string&: (*ppCameras)->mName, prefix: (*cur).id, len: (*cur).idlen); |
586 | } |
587 | } |
588 | |
589 | // -------------------------------------------------------------------- |
590 | // Copy animations |
591 | for (unsigned int i = 0; i < (*cur)->mNumAnimations; ++i, ++ppAnims) { |
592 | if (n != (int)duplicates[n]) // duplicate scene? |
593 | { |
594 | Copy(dest: ppAnims, src: (*cur)->mAnimations[i]); |
595 | } else |
596 | *ppAnims = (*cur)->mAnimations[i]; |
597 | |
598 | // Add name prefixes? |
599 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) { |
600 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { |
601 | if (!FindNameMatch(name: (*ppAnims)->mName, input&: src, cur: n)) |
602 | continue; |
603 | } |
604 | |
605 | PrefixString(string&: (*ppAnims)->mName, prefix: (*cur).id, len: (*cur).idlen); |
606 | |
607 | // don't forget to update all node animation channels |
608 | for (unsigned int a = 0; a < (*ppAnims)->mNumChannels; ++a) { |
609 | if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) { |
610 | if (!FindNameMatch(name: (*ppAnims)->mChannels[a]->mNodeName, input&: src, cur: n)) |
611 | continue; |
612 | } |
613 | |
614 | PrefixString(string&: (*ppAnims)->mChannels[a]->mNodeName, prefix: (*cur).id, len: (*cur).idlen); |
615 | } |
616 | } |
617 | } |
618 | } |
619 | |
620 | // Now build the output graph |
621 | AttachToGraph(master, src&: nodes); |
622 | dest->mRootNode = master->mRootNode; |
623 | |
624 | // Check whether we succeeded at building the output graph |
625 | for (std::vector<NodeAttachmentInfo>::iterator it = nodes.begin(); |
626 | it != nodes.end(); ++it) { |
627 | if (!(*it).resolved) { |
628 | if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) { |
629 | // search for this attachment point in all other imported scenes, too. |
630 | for (unsigned int n = 0; n < src.size(); ++n) { |
631 | if (n != (*it).src_idx) { |
632 | AttachToGraph(master: src[n].scene, src&: nodes); |
633 | if ((*it).resolved) |
634 | break; |
635 | } |
636 | } |
637 | } |
638 | if (!(*it).resolved) { |
639 | ASSIMP_LOG_ERROR("SceneCombiner: Failed to resolve attachment ", (*it).node->mName.data, |
640 | " ", (*it).attachToNode->mName.data); |
641 | } |
642 | } |
643 | } |
644 | |
645 | // now delete all input scenes. Make sure duplicate scenes aren't |
646 | // deleted more than one time |
647 | for (unsigned int n = 0; n < src.size(); ++n) { |
648 | if (n != duplicates[n]) // duplicate scene? |
649 | continue; |
650 | |
651 | aiScene *deleteMe = src[n].scene; |
652 | |
653 | // We need to delete the arrays before the destructor is called - |
654 | // we are reusing the array members |
655 | delete[] deleteMe->mMeshes; |
656 | deleteMe->mMeshes = nullptr; |
657 | delete[] deleteMe->mCameras; |
658 | deleteMe->mCameras = nullptr; |
659 | delete[] deleteMe->mLights; |
660 | deleteMe->mLights = nullptr; |
661 | delete[] deleteMe->mMaterials; |
662 | deleteMe->mMaterials = nullptr; |
663 | delete[] deleteMe->mAnimations; |
664 | deleteMe->mAnimations = nullptr; |
665 | delete[] deleteMe->mTextures; |
666 | deleteMe->mTextures = nullptr; |
667 | |
668 | deleteMe->mRootNode = nullptr; |
669 | |
670 | // Now we can safely delete the scene |
671 | delete deleteMe; |
672 | } |
673 | |
674 | // Check flags |
675 | if (!dest->mNumMeshes || !dest->mNumMaterials) { |
676 | dest->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; |
677 | } |
678 | |
679 | // We're finished |
680 | } |
681 | |
682 | // ------------------------------------------------------------------------------------------------ |
683 | // Build a list of unique bones |
684 | void SceneCombiner::BuildUniqueBoneList(std::list<BoneWithHash> &asBones, |
685 | std::vector<aiMesh *>::const_iterator it, |
686 | std::vector<aiMesh *>::const_iterator end) { |
687 | unsigned int iOffset = 0; |
688 | for (; it != end; ++it) { |
689 | for (unsigned int l = 0; l < (*it)->mNumBones; ++l) { |
690 | aiBone *p = (*it)->mBones[l]; |
691 | uint32_t itml = SuperFastHash(data: p->mName.data, len: (unsigned int)p->mName.length); |
692 | |
693 | std::list<BoneWithHash>::iterator it2 = asBones.begin(); |
694 | std::list<BoneWithHash>::iterator end2 = asBones.end(); |
695 | |
696 | for (; it2 != end2; ++it2) { |
697 | if ((*it2).first == itml) { |
698 | (*it2).pSrcBones.emplace_back(args&: p, args&: iOffset); |
699 | break; |
700 | } |
701 | } |
702 | if (end2 == it2) { |
703 | // need to begin a new bone entry |
704 | asBones.emplace_back(); |
705 | BoneWithHash &btz = asBones.back(); |
706 | |
707 | // setup members |
708 | btz.first = itml; |
709 | btz.second = &p->mName; |
710 | btz.pSrcBones.emplace_back(args&: p, args&: iOffset); |
711 | } |
712 | } |
713 | iOffset += (*it)->mNumVertices; |
714 | } |
715 | } |
716 | |
717 | // ------------------------------------------------------------------------------------------------ |
718 | // Merge a list of bones |
719 | void SceneCombiner::MergeBones(aiMesh *out, std::vector<aiMesh *>::const_iterator it, |
720 | std::vector<aiMesh *>::const_iterator end) { |
721 | if (nullptr == out || out->mNumBones == 0) { |
722 | return; |
723 | } |
724 | |
725 | // find we need to build an unique list of all bones. |
726 | // we work with hashes to make the comparisons MUCH faster, |
727 | // at least if we have many bones. |
728 | std::list<BoneWithHash> asBones; |
729 | BuildUniqueBoneList(asBones, it, end); |
730 | |
731 | // now create the output bones |
732 | out->mNumBones = 0; |
733 | out->mBones = new aiBone *[asBones.size()]; |
734 | |
735 | for (std::list<BoneWithHash>::const_iterator boneIt = asBones.begin(), boneEnd = asBones.end(); boneIt != boneEnd; ++boneIt) { |
736 | // Allocate a bone and setup it's name |
737 | aiBone *pc = out->mBones[out->mNumBones++] = new aiBone(); |
738 | pc->mName = aiString(*(boneIt->second)); |
739 | |
740 | std::vector<BoneSrcIndex>::const_iterator wend = boneIt->pSrcBones.end(); |
741 | |
742 | // Loop through all bones to be joined for this bone |
743 | for (std::vector<BoneSrcIndex>::const_iterator wmit = boneIt->pSrcBones.begin(); wmit != wend; ++wmit) { |
744 | pc->mNumWeights += (*wmit).first->mNumWeights; |
745 | |
746 | // NOTE: different offset matrices for bones with equal names |
747 | // are - at the moment - not handled correctly. |
748 | if (wmit != boneIt->pSrcBones.begin() && pc->mOffsetMatrix != wmit->first->mOffsetMatrix) { |
749 | ASSIMP_LOG_WARN("Bones with equal names but different offset matrices can't be joined at the moment"); |
750 | continue; |
751 | } |
752 | pc->mOffsetMatrix = wmit->first->mOffsetMatrix; |
753 | } |
754 | |
755 | // Allocate the vertex weight array |
756 | aiVertexWeight *avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights]; |
757 | |
758 | // And copy the final weights - adjust the vertex IDs by the |
759 | // face index offset of the corresponding mesh. |
760 | for (std::vector<BoneSrcIndex>::const_iterator wmit = (*boneIt).pSrcBones.begin(); wmit != (*boneIt).pSrcBones.end(); ++wmit) { |
761 | if (wmit == wend) { |
762 | break; |
763 | } |
764 | |
765 | aiBone *pip = (*wmit).first; |
766 | for (unsigned int mp = 0; mp < pip->mNumWeights; ++mp, ++avw) { |
767 | const aiVertexWeight &vfi = pip->mWeights[mp]; |
768 | avw->mWeight = vfi.mWeight; |
769 | avw->mVertexId = vfi.mVertexId + (*wmit).second; |
770 | } |
771 | } |
772 | } |
773 | } |
774 | |
775 | // ------------------------------------------------------------------------------------------------ |
776 | // Merge a list of meshes |
777 | void SceneCombiner::MergeMeshes(aiMesh **_out, unsigned int /*flags*/, |
778 | std::vector<aiMesh *>::const_iterator begin, |
779 | std::vector<aiMesh *>::const_iterator end) { |
780 | if (nullptr == _out) { |
781 | return; |
782 | } |
783 | |
784 | if (begin == end) { |
785 | *_out = nullptr; // no meshes ... |
786 | return; |
787 | } |
788 | |
789 | // Allocate the output mesh |
790 | aiMesh *out = *_out = new aiMesh(); |
791 | out->mMaterialIndex = (*begin)->mMaterialIndex; |
792 | |
793 | std::string name; |
794 | // Find out how much output storage we'll need |
795 | for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) { |
796 | const char *meshName((*it)->mName.C_Str()); |
797 | name += std::string(meshName); |
798 | if (it != end - 1) { |
799 | name += "."; |
800 | } |
801 | out->mNumVertices += (*it)->mNumVertices; |
802 | out->mNumFaces += (*it)->mNumFaces; |
803 | out->mNumBones += (*it)->mNumBones; |
804 | |
805 | // combine primitive type flags |
806 | out->mPrimitiveTypes |= (*it)->mPrimitiveTypes; |
807 | } |
808 | out->mName.Set(name.c_str()); |
809 | |
810 | if (out->mNumVertices) { |
811 | aiVector3D *pv2; |
812 | |
813 | // copy vertex positions |
814 | if ((**begin).HasPositions()) { |
815 | |
816 | pv2 = out->mVertices = new aiVector3D[out->mNumVertices]; |
817 | for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) { |
818 | if ((*it)->mVertices) { |
819 | ::memcpy(dest: pv2, src: (*it)->mVertices, n: (*it)->mNumVertices * sizeof(aiVector3D)); |
820 | } else |
821 | ASSIMP_LOG_WARN("JoinMeshes: Positions expected but input mesh contains no positions"); |
822 | pv2 += (*it)->mNumVertices; |
823 | } |
824 | } |
825 | // copy normals |
826 | if ((**begin).HasNormals()) { |
827 | |
828 | pv2 = out->mNormals = new aiVector3D[out->mNumVertices]; |
829 | for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) { |
830 | if ((*it)->mNormals) { |
831 | ::memcpy(dest: pv2, src: (*it)->mNormals, n: (*it)->mNumVertices * sizeof(aiVector3D)); |
832 | } else { |
833 | ASSIMP_LOG_WARN("JoinMeshes: Normals expected but input mesh contains no normals"); |
834 | } |
835 | pv2 += (*it)->mNumVertices; |
836 | } |
837 | } |
838 | // copy tangents and bi-tangents |
839 | if ((**begin).HasTangentsAndBitangents()) { |
840 | |
841 | pv2 = out->mTangents = new aiVector3D[out->mNumVertices]; |
842 | aiVector3D *pv2b = out->mBitangents = new aiVector3D[out->mNumVertices]; |
843 | |
844 | for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) { |
845 | if ((*it)->mTangents) { |
846 | ::memcpy(dest: pv2, src: (*it)->mTangents, n: (*it)->mNumVertices * sizeof(aiVector3D)); |
847 | ::memcpy(dest: pv2b, src: (*it)->mBitangents, n: (*it)->mNumVertices * sizeof(aiVector3D)); |
848 | } else { |
849 | ASSIMP_LOG_WARN("JoinMeshes: Tangents expected but input mesh contains no tangents"); |
850 | } |
851 | pv2 += (*it)->mNumVertices; |
852 | pv2b += (*it)->mNumVertices; |
853 | } |
854 | } |
855 | // copy texture coordinates |
856 | unsigned int n = 0; |
857 | while ((**begin).HasTextureCoords(index: n)) { |
858 | out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n]; |
859 | |
860 | pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices]; |
861 | for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) { |
862 | if ((*it)->mTextureCoords[n]) { |
863 | ::memcpy(dest: pv2, src: (*it)->mTextureCoords[n], n: (*it)->mNumVertices * sizeof(aiVector3D)); |
864 | } else { |
865 | ASSIMP_LOG_WARN("JoinMeshes: UVs expected but input mesh contains no UVs"); |
866 | } |
867 | pv2 += (*it)->mNumVertices; |
868 | } |
869 | ++n; |
870 | } |
871 | // copy vertex colors |
872 | n = 0; |
873 | while ((**begin).HasVertexColors(index: n)) { |
874 | aiColor4D *pVec2 = out->mColors[n] = new aiColor4D[out->mNumVertices]; |
875 | for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) { |
876 | if ((*it)->mColors[n]) { |
877 | ::memcpy(dest: pVec2, src: (*it)->mColors[n], n: (*it)->mNumVertices * sizeof(aiColor4D)); |
878 | } else { |
879 | ASSIMP_LOG_WARN("JoinMeshes: VCs expected but input mesh contains no VCs"); |
880 | } |
881 | pVec2 += (*it)->mNumVertices; |
882 | } |
883 | ++n; |
884 | } |
885 | } |
886 | |
887 | if (out->mNumFaces) // just for safety |
888 | { |
889 | // copy faces |
890 | out->mFaces = new aiFace[out->mNumFaces]; |
891 | aiFace *pf2 = out->mFaces; |
892 | |
893 | unsigned int ofs = 0; |
894 | for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) { |
895 | for (unsigned int m = 0; m < (*it)->mNumFaces; ++m, ++pf2) { |
896 | aiFace &face = (*it)->mFaces[m]; |
897 | pf2->mNumIndices = face.mNumIndices; |
898 | pf2->mIndices = face.mIndices; |
899 | |
900 | if (ofs) { |
901 | // add the offset to the vertex |
902 | for (unsigned int q = 0; q < face.mNumIndices; ++q) { |
903 | face.mIndices[q] += ofs; |
904 | } |
905 | } |
906 | face.mIndices = nullptr; |
907 | } |
908 | ofs += (*it)->mNumVertices; |
909 | } |
910 | } |
911 | |
912 | // bones - as this is quite lengthy, I moved the code to a separate function |
913 | if (out->mNumBones) |
914 | MergeBones(out, it: begin, end); |
915 | |
916 | // delete all source meshes |
917 | for (std::vector<aiMesh *>::const_iterator it = begin; it != end; ++it) |
918 | delete *it; |
919 | } |
920 | |
921 | // ------------------------------------------------------------------------------------------------ |
922 | void SceneCombiner::MergeMaterials(aiMaterial **dest, |
923 | std::vector<aiMaterial *>::const_iterator begin, |
924 | std::vector<aiMaterial *>::const_iterator end) { |
925 | if (nullptr == dest) { |
926 | return; |
927 | } |
928 | |
929 | if (begin == end) { |
930 | *dest = nullptr; // no materials ... |
931 | return; |
932 | } |
933 | |
934 | // Allocate the output material |
935 | aiMaterial *out = *dest = new aiMaterial(); |
936 | |
937 | // Get the maximal number of properties |
938 | unsigned int size = 0; |
939 | for (std::vector<aiMaterial *>::const_iterator it = begin; it != end; ++it) { |
940 | size += (*it)->mNumProperties; |
941 | } |
942 | |
943 | out->Clear(); |
944 | delete[] out->mProperties; |
945 | |
946 | out->mNumAllocated = size; |
947 | out->mNumProperties = 0; |
948 | out->mProperties = new aiMaterialProperty *[out->mNumAllocated]; |
949 | |
950 | for (std::vector<aiMaterial *>::const_iterator it = begin; it != end; ++it) { |
951 | for (unsigned int i = 0; i < (*it)->mNumProperties; ++i) { |
952 | aiMaterialProperty *sprop = (*it)->mProperties[i]; |
953 | |
954 | // Test if we already have a matching property |
955 | const aiMaterialProperty *prop_exist; |
956 | if (aiGetMaterialProperty(pMat: out, pKey: sprop->mKey.C_Str(), type: sprop->mSemantic, index: sprop->mIndex, pPropOut: &prop_exist) != AI_SUCCESS) { |
957 | // If not, we add it to the new material |
958 | aiMaterialProperty *prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty(); |
959 | |
960 | prop->mDataLength = sprop->mDataLength; |
961 | prop->mData = new char[prop->mDataLength]; |
962 | ::memcpy(dest: prop->mData, src: sprop->mData, n: prop->mDataLength); |
963 | |
964 | prop->mIndex = sprop->mIndex; |
965 | prop->mSemantic = sprop->mSemantic; |
966 | prop->mKey = sprop->mKey; |
967 | prop->mType = sprop->mType; |
968 | |
969 | out->mNumProperties++; |
970 | } |
971 | } |
972 | } |
973 | } |
974 | |
975 | // ------------------------------------------------------------------------------------------------ |
976 | template <typename Type> |
977 | inline void CopyPtrArray(Type **&dest, const Type *const *src, ai_uint num) { |
978 | if (!num) { |
979 | dest = nullptr; |
980 | return; |
981 | } |
982 | dest = new Type *[num]; |
983 | for (ai_uint i = 0; i < num; ++i) { |
984 | SceneCombiner::Copy(&dest[i], src[i]); |
985 | } |
986 | } |
987 | |
988 | // ------------------------------------------------------------------------------------------------ |
989 | template <typename Type> |
990 | inline void GetArrayCopy(Type *&dest, ai_uint num) { |
991 | if (!dest) { |
992 | return; |
993 | } |
994 | Type *old = dest; |
995 | |
996 | dest = new Type[num]; |
997 | ::memcpy(dest: dest, src: old, n: sizeof(Type) * num); |
998 | } |
999 | |
1000 | // ------------------------------------------------------------------------------------------------ |
1001 | void SceneCombiner::CopySceneFlat(aiScene **_dest, const aiScene *src) { |
1002 | if (nullptr == _dest || nullptr == src) { |
1003 | return; |
1004 | } |
1005 | |
1006 | // reuse the old scene or allocate a new? |
1007 | if (*_dest) { |
1008 | (*_dest)->~aiScene(); |
1009 | new (*_dest) aiScene(); |
1010 | } else { |
1011 | *_dest = new aiScene(); |
1012 | } |
1013 | CopyScene(dest: _dest, source: src, allocate: false); |
1014 | } |
1015 | |
1016 | // ------------------------------------------------------------------------------------------------ |
1017 | void SceneCombiner::CopyScene(aiScene **_dest, const aiScene *src, bool allocate) { |
1018 | if (nullptr == _dest || nullptr == src) { |
1019 | return; |
1020 | } |
1021 | |
1022 | if (allocate) { |
1023 | *_dest = new aiScene(); |
1024 | } |
1025 | aiScene *dest = *_dest; |
1026 | ai_assert(nullptr != dest); |
1027 | |
1028 | // copy metadata |
1029 | if (nullptr != src->mMetaData) { |
1030 | dest->mMetaData = new aiMetadata(*src->mMetaData); |
1031 | } |
1032 | |
1033 | // copy animations |
1034 | dest->mNumAnimations = src->mNumAnimations; |
1035 | CopyPtrArray(dest&: dest->mAnimations, src: src->mAnimations, |
1036 | num: dest->mNumAnimations); |
1037 | |
1038 | // copy textures |
1039 | dest->mNumTextures = src->mNumTextures; |
1040 | CopyPtrArray(dest&: dest->mTextures, src: src->mTextures, |
1041 | num: dest->mNumTextures); |
1042 | |
1043 | // copy materials |
1044 | dest->mNumMaterials = src->mNumMaterials; |
1045 | CopyPtrArray(dest&: dest->mMaterials, src: src->mMaterials, |
1046 | num: dest->mNumMaterials); |
1047 | |
1048 | // copy lights |
1049 | dest->mNumLights = src->mNumLights; |
1050 | CopyPtrArray(dest&: dest->mLights, src: src->mLights, |
1051 | num: dest->mNumLights); |
1052 | |
1053 | // copy cameras |
1054 | dest->mNumCameras = src->mNumCameras; |
1055 | CopyPtrArray(dest&: dest->mCameras, src: src->mCameras, |
1056 | num: dest->mNumCameras); |
1057 | |
1058 | // copy meshes |
1059 | dest->mNumMeshes = src->mNumMeshes; |
1060 | CopyPtrArray(dest&: dest->mMeshes, src: src->mMeshes, |
1061 | num: dest->mNumMeshes); |
1062 | |
1063 | // now - copy the root node of the scene (deep copy, too) |
1064 | Copy(dest: &dest->mRootNode, src: src->mRootNode); |
1065 | |
1066 | // and keep the flags ... |
1067 | dest->mFlags = src->mFlags; |
1068 | |
1069 | // source private data might be nullptr if the scene is user-allocated (i.e. for use with the export API) |
1070 | if (src->mPrivate != nullptr) { |
1071 | ScenePriv(in: dest)->mPPStepsApplied = ScenePriv(in: src) ? ScenePriv(in: src)->mPPStepsApplied : 0; |
1072 | } |
1073 | } |
1074 | |
1075 | // ------------------------------------------------------------------------------------------------ |
1076 | void SceneCombiner::Copy(aiMesh **_dest, const aiMesh *src) { |
1077 | if (nullptr == _dest || nullptr == src) { |
1078 | return; |
1079 | } |
1080 | |
1081 | aiMesh *dest = *_dest = new aiMesh(); |
1082 | |
1083 | // get a flat copy |
1084 | *dest = *src; |
1085 | |
1086 | // and reallocate all arrays |
1087 | GetArrayCopy(dest&: dest->mVertices, num: dest->mNumVertices); |
1088 | GetArrayCopy(dest&: dest->mNormals, num: dest->mNumVertices); |
1089 | GetArrayCopy(dest&: dest->mTangents, num: dest->mNumVertices); |
1090 | GetArrayCopy(dest&: dest->mBitangents, num: dest->mNumVertices); |
1091 | |
1092 | unsigned int n = 0; |
1093 | while (dest->HasTextureCoords(index: n)) { |
1094 | GetArrayCopy(dest&: dest->mTextureCoords[n++], num: dest->mNumVertices); |
1095 | } |
1096 | |
1097 | n = 0; |
1098 | while (dest->HasVertexColors(index: n)) { |
1099 | GetArrayCopy(dest&: dest->mColors[n++], num: dest->mNumVertices); |
1100 | } |
1101 | |
1102 | // make a deep copy of all bones |
1103 | CopyPtrArray(dest&: dest->mBones, src: dest->mBones, num: dest->mNumBones); |
1104 | |
1105 | // make a deep copy of all faces |
1106 | GetArrayCopy(dest&: dest->mFaces, num: dest->mNumFaces); |
1107 | for (unsigned int i = 0; i < dest->mNumFaces; ++i) { |
1108 | aiFace &f = dest->mFaces[i]; |
1109 | GetArrayCopy(dest&: f.mIndices, num: f.mNumIndices); |
1110 | } |
1111 | |
1112 | // make a deep copy of all blend shapes |
1113 | CopyPtrArray(dest&: dest->mAnimMeshes, src: dest->mAnimMeshes, num: dest->mNumAnimMeshes); |
1114 | |
1115 | // make a deep copy of all texture coordinate names |
1116 | if (src->mTextureCoordsNames != nullptr) { |
1117 | dest->mTextureCoordsNames = new aiString *[AI_MAX_NUMBER_OF_TEXTURECOORDS] {}; |
1118 | for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { |
1119 | Copy(dest: &dest->mTextureCoordsNames[i], src: src->mTextureCoordsNames[i]); |
1120 | } |
1121 | } |
1122 | } |
1123 | |
1124 | // ------------------------------------------------------------------------------------------------ |
1125 | void SceneCombiner::Copy(aiAnimMesh **_dest, const aiAnimMesh *src) { |
1126 | if (nullptr == _dest || nullptr == src) { |
1127 | return; |
1128 | } |
1129 | |
1130 | aiAnimMesh *dest = *_dest = new aiAnimMesh(); |
1131 | |
1132 | // get a flat copy |
1133 | *dest = *src; |
1134 | |
1135 | // and reallocate all arrays |
1136 | GetArrayCopy(dest&: dest->mVertices, num: dest->mNumVertices); |
1137 | GetArrayCopy(dest&: dest->mNormals, num: dest->mNumVertices); |
1138 | GetArrayCopy(dest&: dest->mTangents, num: dest->mNumVertices); |
1139 | GetArrayCopy(dest&: dest->mBitangents, num: dest->mNumVertices); |
1140 | |
1141 | unsigned int n = 0; |
1142 | while (dest->HasTextureCoords(pIndex: n)) |
1143 | GetArrayCopy(dest&: dest->mTextureCoords[n++], num: dest->mNumVertices); |
1144 | |
1145 | n = 0; |
1146 | while (dest->HasVertexColors(pIndex: n)) |
1147 | GetArrayCopy(dest&: dest->mColors[n++], num: dest->mNumVertices); |
1148 | } |
1149 | |
1150 | // ------------------------------------------------------------------------------------------------ |
1151 | void SceneCombiner::Copy(aiMaterial **_dest, const aiMaterial *src) { |
1152 | if (nullptr == _dest || nullptr == src) { |
1153 | return; |
1154 | } |
1155 | |
1156 | aiMaterial *dest = (aiMaterial *)(*_dest = new aiMaterial()); |
1157 | |
1158 | dest->Clear(); |
1159 | delete[] dest->mProperties; |
1160 | |
1161 | dest->mNumAllocated = src->mNumAllocated; |
1162 | dest->mNumProperties = src->mNumProperties; |
1163 | dest->mProperties = new aiMaterialProperty *[dest->mNumAllocated]; |
1164 | |
1165 | for (unsigned int i = 0; i < dest->mNumProperties; ++i) { |
1166 | aiMaterialProperty *prop = dest->mProperties[i] = new aiMaterialProperty(); |
1167 | aiMaterialProperty *sprop = src->mProperties[i]; |
1168 | |
1169 | prop->mDataLength = sprop->mDataLength; |
1170 | prop->mData = new char[prop->mDataLength]; |
1171 | ::memcpy(dest: prop->mData, src: sprop->mData, n: prop->mDataLength); |
1172 | |
1173 | prop->mIndex = sprop->mIndex; |
1174 | prop->mSemantic = sprop->mSemantic; |
1175 | prop->mKey = sprop->mKey; |
1176 | prop->mType = sprop->mType; |
1177 | } |
1178 | } |
1179 | |
1180 | // ------------------------------------------------------------------------------------------------ |
1181 | void SceneCombiner::Copy(aiTexture **_dest, const aiTexture *src) { |
1182 | if (nullptr == _dest || nullptr == src) { |
1183 | return; |
1184 | } |
1185 | |
1186 | aiTexture *dest = *_dest = new aiTexture(); |
1187 | |
1188 | // get a flat copy |
1189 | *dest = *src; |
1190 | |
1191 | // and reallocate all arrays. We must do it manually here |
1192 | const char *old = (const char *)dest->pcData; |
1193 | if (old) { |
1194 | unsigned int cpy; |
1195 | if (!dest->mHeight) |
1196 | cpy = dest->mWidth; |
1197 | else |
1198 | cpy = dest->mHeight * dest->mWidth * sizeof(aiTexel); |
1199 | |
1200 | if (!cpy) { |
1201 | dest->pcData = nullptr; |
1202 | return; |
1203 | } |
1204 | // the cast is legal, the aiTexel c'tor does nothing important |
1205 | dest->pcData = (aiTexel *)new char[cpy]; |
1206 | ::memcpy(dest: dest->pcData, src: old, n: cpy); |
1207 | } |
1208 | } |
1209 | |
1210 | // ------------------------------------------------------------------------------------------------ |
1211 | void SceneCombiner::Copy(aiAnimation **_dest, const aiAnimation *src) { |
1212 | if (nullptr == _dest || nullptr == src) { |
1213 | return; |
1214 | } |
1215 | |
1216 | aiAnimation *dest = *_dest = new aiAnimation(); |
1217 | |
1218 | // get a flat copy |
1219 | *dest = *src; |
1220 | |
1221 | // and reallocate all arrays |
1222 | CopyPtrArray(dest&: dest->mChannels, src: src->mChannels, num: dest->mNumChannels); |
1223 | CopyPtrArray(dest&: dest->mMorphMeshChannels, src: src->mMorphMeshChannels, num: dest->mNumMorphMeshChannels); |
1224 | } |
1225 | |
1226 | // ------------------------------------------------------------------------------------------------ |
1227 | void SceneCombiner::Copy(aiNodeAnim **_dest, const aiNodeAnim *src) { |
1228 | if (nullptr == _dest || nullptr == src) { |
1229 | return; |
1230 | } |
1231 | |
1232 | aiNodeAnim *dest = *_dest = new aiNodeAnim(); |
1233 | |
1234 | // get a flat copy |
1235 | *dest = *src; |
1236 | |
1237 | // and reallocate all arrays |
1238 | GetArrayCopy(dest&: dest->mPositionKeys, num: dest->mNumPositionKeys); |
1239 | GetArrayCopy(dest&: dest->mScalingKeys, num: dest->mNumScalingKeys); |
1240 | GetArrayCopy(dest&: dest->mRotationKeys, num: dest->mNumRotationKeys); |
1241 | } |
1242 | |
1243 | void SceneCombiner::Copy(aiMeshMorphAnim **_dest, const aiMeshMorphAnim *src) { |
1244 | if (nullptr == _dest || nullptr == src) { |
1245 | return; |
1246 | } |
1247 | |
1248 | aiMeshMorphAnim *dest = *_dest = new aiMeshMorphAnim(); |
1249 | |
1250 | // get a flat copy |
1251 | *dest = *src; |
1252 | |
1253 | // and reallocate all arrays |
1254 | GetArrayCopy(dest&: dest->mKeys, num: dest->mNumKeys); |
1255 | for (ai_uint i = 0; i < dest->mNumKeys; ++i) { |
1256 | dest->mKeys[i].mValues = new unsigned int[dest->mKeys[i].mNumValuesAndWeights]; |
1257 | dest->mKeys[i].mWeights = new double[dest->mKeys[i].mNumValuesAndWeights]; |
1258 | ::memcpy(dest: dest->mKeys[i].mValues, src: src->mKeys[i].mValues, n: dest->mKeys[i].mNumValuesAndWeights * sizeof(unsigned int)); |
1259 | ::memcpy(dest: dest->mKeys[i].mWeights, src: src->mKeys[i].mWeights, n: dest->mKeys[i].mNumValuesAndWeights * sizeof(double)); |
1260 | } |
1261 | } |
1262 | |
1263 | // ------------------------------------------------------------------------------------------------ |
1264 | void SceneCombiner::Copy(aiCamera **_dest, const aiCamera *src) { |
1265 | if (nullptr == _dest || nullptr == src) { |
1266 | return; |
1267 | } |
1268 | |
1269 | aiCamera *dest = *_dest = new aiCamera(); |
1270 | |
1271 | // get a flat copy, that's already OK |
1272 | *dest = *src; |
1273 | } |
1274 | |
1275 | // ------------------------------------------------------------------------------------------------ |
1276 | void SceneCombiner::Copy(aiLight **_dest, const aiLight *src) { |
1277 | if (nullptr == _dest || nullptr == src) { |
1278 | return; |
1279 | } |
1280 | |
1281 | aiLight *dest = *_dest = new aiLight(); |
1282 | |
1283 | // get a flat copy, that's already OK |
1284 | *dest = *src; |
1285 | } |
1286 | |
1287 | // ------------------------------------------------------------------------------------------------ |
1288 | void SceneCombiner::Copy(aiBone **_dest, const aiBone *src) { |
1289 | if (nullptr == _dest || nullptr == src) { |
1290 | return; |
1291 | } |
1292 | |
1293 | aiBone *dest = *_dest = new aiBone(); |
1294 | |
1295 | // get a flat copy |
1296 | *dest = *src; |
1297 | } |
1298 | |
1299 | // ------------------------------------------------------------------------------------------------ |
1300 | void SceneCombiner::Copy(aiNode **_dest, const aiNode *src) { |
1301 | ai_assert(nullptr != _dest); |
1302 | ai_assert(nullptr != src); |
1303 | |
1304 | aiNode *dest = *_dest = new aiNode(); |
1305 | |
1306 | // get a flat copy |
1307 | *dest = *src; |
1308 | |
1309 | if (src->mMetaData) { |
1310 | Copy(dest: &dest->mMetaData, src: src->mMetaData); |
1311 | } |
1312 | |
1313 | // and reallocate all arrays |
1314 | GetArrayCopy(dest&: dest->mMeshes, num: dest->mNumMeshes); |
1315 | CopyPtrArray(dest&: dest->mChildren, src: src->mChildren, num: dest->mNumChildren); |
1316 | |
1317 | // need to set the mParent fields to the created aiNode. |
1318 | for (unsigned int i = 0; i < dest->mNumChildren; i++) { |
1319 | dest->mChildren[i]->mParent = dest; |
1320 | } |
1321 | } |
1322 | |
1323 | // ------------------------------------------------------------------------------------------------ |
1324 | void SceneCombiner::Copy(aiMetadata **_dest, const aiMetadata *src) { |
1325 | if (nullptr == _dest || nullptr == src) { |
1326 | return; |
1327 | } |
1328 | |
1329 | if (0 == src->mNumProperties) { |
1330 | return; |
1331 | } |
1332 | |
1333 | aiMetadata *dest = *_dest = aiMetadata::Alloc(numProperties: src->mNumProperties); |
1334 | std::copy(first: src->mKeys, last: src->mKeys + src->mNumProperties, result: dest->mKeys); |
1335 | |
1336 | for (unsigned int i = 0; i < src->mNumProperties; ++i) { |
1337 | aiMetadataEntry &in = src->mValues[i]; |
1338 | aiMetadataEntry &out = dest->mValues[i]; |
1339 | out.mType = in.mType; |
1340 | switch (dest->mValues[i].mType) { |
1341 | case AI_BOOL: |
1342 | out.mData = new bool(*static_cast<bool *>(in.mData)); |
1343 | break; |
1344 | case AI_INT32: |
1345 | out.mData = new int32_t(*static_cast<int32_t *>(in.mData)); |
1346 | break; |
1347 | case AI_UINT64: |
1348 | out.mData = new uint64_t(*static_cast<uint64_t *>(in.mData)); |
1349 | break; |
1350 | case AI_FLOAT: |
1351 | out.mData = new float(*static_cast<float *>(in.mData)); |
1352 | break; |
1353 | case AI_DOUBLE: |
1354 | out.mData = new double(*static_cast<double *>(in.mData)); |
1355 | break; |
1356 | case AI_AISTRING: |
1357 | out.mData = new aiString(*static_cast<aiString *>(in.mData)); |
1358 | break; |
1359 | case AI_AIVECTOR3D: |
1360 | out.mData = new aiVector3D(*static_cast<aiVector3D *>(in.mData)); |
1361 | break; |
1362 | case AI_AIMETADATA: |
1363 | out.mData = new aiMetadata(*static_cast<aiMetadata *>(in.mData)); |
1364 | break; |
1365 | default: |
1366 | ai_assert(false); |
1367 | break; |
1368 | } |
1369 | } |
1370 | } |
1371 | |
1372 | // ------------------------------------------------------------------------------------------------ |
1373 | void SceneCombiner::Copy(aiString **_dest, const aiString *src) { |
1374 | if (nullptr == _dest || nullptr == src) { |
1375 | return; |
1376 | } |
1377 | |
1378 | aiString *dest = *_dest = new aiString(); |
1379 | |
1380 | // get a flat copy |
1381 | *dest = *src; |
1382 | } |
1383 | |
1384 | #if (__GNUC__ >= 8 && __GNUC_MINOR__ >= 0) |
1385 | #pragma GCC diagnostic pop |
1386 | #endif |
1387 | |
1388 | } // Namespace Assimp |
1389 |
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