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Created: 2026-04-01 06:27

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/src/assimp/code/Common/SkeletonMeshBuilder.cpp
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2026, 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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/** @file  SkeletonMeshBuilder.cpp
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 *  @brief Implementation of a little class to construct a dummy mesh for a skeleton
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 */
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#include <assimp/SkeletonMeshBuilder.h>
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#include <assimp/scene.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// The constructor processes the given scene and adds a mesh there.
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SkeletonMeshBuilder::SkeletonMeshBuilder(aiScene *pScene, aiNode *root, bool bKnobsOnly) {
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    // nothing to do if there's mesh data already present at the scene
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    if (pScene->mNumMeshes > 0 || pScene->mRootNode == nullptr) {
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        return;
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    }
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    if (!root) {
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        root = pScene->mRootNode;
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    }
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    mKnobsOnly = bKnobsOnly;
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    // build some faces around each node
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    CreateGeometry(root);
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    // create a mesh to hold all the generated faces
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    pScene->mNumMeshes = 1;
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    pScene->mMeshes = new aiMesh *[1];
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    pScene->mMeshes[0] = CreateMesh();
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    // and install it at the root node
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    root->mNumMeshes = 1;
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    root->mMeshes = new unsigned int[1];
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    root->mMeshes[0] = 0;
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    // create a dummy material for the mesh
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    if (pScene->mNumMaterials == 0) {
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        pScene->mNumMaterials = 1;
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        pScene->mMaterials = new aiMaterial *[1];
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        pScene->mMaterials[0] = CreateMaterial();
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    }
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively builds a simple mesh representation for the given node
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void SkeletonMeshBuilder::CreateGeometry(const aiNode *pNode) {
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    // add a joint entry for the node.
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    const unsigned int vertexStartIndex = static_cast<unsigned int>(mVertices.size());
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    // now build the geometry.
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    if (pNode->mNumChildren > 0 && !mKnobsOnly) {
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        // If the node has children, we build little pointers to each of them
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        for (unsigned int a = 0; a < pNode->mNumChildren; a++) {
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            // find a suitable coordinate system
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            const aiMatrix4x4 &childTransform = pNode->mChildren[a]->mTransformation;
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            aiVector3D childpos(childTransform.a4, childTransform.b4, childTransform.c4);
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            ai_real distanceToChild = childpos.Length();
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            if (distanceToChild < ai_epsilon) {
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                continue;
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            }
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            aiVector3D up = aiVector3D(childpos).Normalize();
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            aiVector3D orth(1.0, 0.0, 0.0);
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            if (std::fabs(orth * up) > 0.99) {
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                orth.Set(0.0, 1.0, 0.0);
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            }
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            aiVector3D front = (up ^ orth).Normalize();
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            aiVector3D side = (front ^ up).Normalize();
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            unsigned int localVertexStart = static_cast<unsigned int>(mVertices.size());
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            mVertices.push_back(-front * distanceToChild * (ai_real)0.1);
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            mVertices.push_back(childpos);
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            mVertices.push_back(-side * distanceToChild * (ai_real)0.1);
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            mVertices.push_back(-side * distanceToChild * (ai_real)0.1);
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            mVertices.push_back(childpos);
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            mVertices.push_back(front * distanceToChild * (ai_real)0.1);
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            mVertices.push_back(front * distanceToChild * (ai_real)0.1);
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            mVertices.push_back(childpos);
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            mVertices.push_back(side * distanceToChild * (ai_real)0.1);
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            mVertices.push_back(side * distanceToChild * (ai_real)0.1);
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            mVertices.push_back(childpos);
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            mVertices.push_back(-front * distanceToChild * (ai_real)0.1);
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            mFaces.emplace_back(localVertexStart + 0, localVertexStart + 1, localVertexStart + 2);
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            mFaces.emplace_back(localVertexStart + 3, localVertexStart + 4, localVertexStart + 5);
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            mFaces.emplace_back(localVertexStart + 6, localVertexStart + 7, localVertexStart + 8);
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            mFaces.emplace_back(localVertexStart + 9, localVertexStart + 10, localVertexStart + 11);
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        }
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    } else {
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        // if the node has no children, it's an end node. Put a little knob there instead
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        aiVector3D ownpos(pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4);
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        ai_real sizeEstimate = ownpos.Length() * ai_real(0.18);
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        const ai_real zero(0.0);
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        mVertices.emplace_back(-sizeEstimate, zero, zero);
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        mVertices.emplace_back(zero, sizeEstimate, zero);
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        mVertices.emplace_back(zero, zero, -sizeEstimate);
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        mVertices.emplace_back(zero, sizeEstimate, zero);
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        mVertices.emplace_back(sizeEstimate, zero, zero);
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        mVertices.emplace_back(zero, zero, -sizeEstimate);
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        mVertices.emplace_back(sizeEstimate, zero, zero);
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        mVertices.emplace_back(zero, -sizeEstimate, zero);
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        mVertices.emplace_back(zero, zero, -sizeEstimate);
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        mVertices.emplace_back(zero, -sizeEstimate, zero);
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        mVertices.emplace_back(-sizeEstimate, zero, zero);
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        mVertices.emplace_back(zero, zero, -sizeEstimate);
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        mVertices.emplace_back(-sizeEstimate, zero, zero);
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        mVertices.emplace_back(zero, zero, sizeEstimate);
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        mVertices.emplace_back(zero, sizeEstimate, zero);
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        mVertices.emplace_back(zero, sizeEstimate, zero);
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        mVertices.emplace_back(zero, zero, sizeEstimate);
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        mVertices.emplace_back(sizeEstimate, zero, zero);
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        mVertices.emplace_back(sizeEstimate, zero, zero);
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        mVertices.emplace_back(zero, zero, sizeEstimate);
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        mVertices.emplace_back(zero, -sizeEstimate, zero);
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        mVertices.emplace_back(zero, -sizeEstimate, zero);
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        mVertices.emplace_back(zero, zero, sizeEstimate);
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        mVertices.emplace_back(-sizeEstimate, zero, zero);
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        mFaces.emplace_back(vertexStartIndex + 0, vertexStartIndex + 1, vertexStartIndex + 2);
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        mFaces.emplace_back(vertexStartIndex + 3, vertexStartIndex + 4, vertexStartIndex + 5);
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        mFaces.emplace_back(vertexStartIndex + 6, vertexStartIndex + 7, vertexStartIndex + 8);
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        mFaces.emplace_back(vertexStartIndex + 9, vertexStartIndex + 10, vertexStartIndex + 11);
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        mFaces.emplace_back(vertexStartIndex + 12, vertexStartIndex + 13, vertexStartIndex + 14);
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        mFaces.emplace_back(vertexStartIndex + 15, vertexStartIndex + 16, vertexStartIndex + 17);
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        mFaces.emplace_back(vertexStartIndex + 18, vertexStartIndex + 19, vertexStartIndex + 20);
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        mFaces.emplace_back(vertexStartIndex + 21, vertexStartIndex + 22, vertexStartIndex + 23);
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    }
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    unsigned int numVertices = static_cast<unsigned int>(mVertices.size() - vertexStartIndex);
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    if (numVertices > 0) {
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        // create a bone affecting all the newly created vertices
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        aiBone *bone = new aiBone;
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        mBones.push_back(bone);
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        bone->mName = pNode->mName;
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        // calculate the bone offset matrix by concatenating the inverse transformations of all parents
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        bone->mOffsetMatrix = aiMatrix4x4(pNode->mTransformation).Inverse();
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        for (aiNode *parent = pNode->mParent; parent != nullptr; parent = parent->mParent)
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            bone->mOffsetMatrix = aiMatrix4x4(parent->mTransformation).Inverse() * bone->mOffsetMatrix;
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        // add all the vertices to the bone's influences
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        bone->mNumWeights = numVertices;
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        bone->mWeights = new aiVertexWeight[numVertices];
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        for (unsigned int a = 0; a < numVertices; ++a) {
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            bone->mWeights[a] = aiVertexWeight(vertexStartIndex + a, 1.0);
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        }
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        // HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
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        // them to the array, but I'm tired now and I'm annoyed.
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        aiMatrix4x4 boneToMeshTransform = aiMatrix4x4(bone->mOffsetMatrix).Inverse();
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        for (unsigned int a = vertexStartIndex; a < mVertices.size(); a++)
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            mVertices[a] = boneToMeshTransform * mVertices[a];
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    }
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    // and finally recurse into the children list
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    for (unsigned int a = 0; a < pNode->mNumChildren; ++a) {
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        CreateGeometry(pNode->mChildren[a]);
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    }
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the mesh from the internally accumulated stuff and returns it.
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aiMesh *SkeletonMeshBuilder::CreateMesh() {
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    aiMesh *mesh = new aiMesh();
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    // add points
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    mesh->mNumVertices = static_cast<unsigned int>(mVertices.size());
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    mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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    std::copy(mVertices.begin(), mVertices.end(), mesh->mVertices);
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    mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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    // add faces
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    mesh->mNumFaces = static_cast<unsigned int>(mFaces.size());
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    mesh->mFaces = new aiFace[mesh->mNumFaces];
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    for (unsigned int a = 0; a < mesh->mNumFaces; a++) {
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        const Face &inface = mFaces[a];
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        aiFace &outface = mesh->mFaces[a];
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        outface.mNumIndices = 3;
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        outface.mIndices = new unsigned int[3];
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        outface.mIndices[0] = inface.mIndices[0];
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        outface.mIndices[1] = inface.mIndices[1];
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        outface.mIndices[2] = inface.mIndices[2];
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        // Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize
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        // the skeleton, so it's good if there's a visual difference to the rest of the geometry
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        aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
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                          (mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
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        if (nor.Length() < 1e-5) /* ensure that FindInvalidData won't remove us ...*/
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            nor = aiVector3D(1.0, 0.0, 0.0);
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        for (unsigned int n = 0; n < 3; ++n)
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            mesh->mNormals[inface.mIndices[n]] = nor;
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    }
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    // add the bones
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    mesh->mNumBones = static_cast<unsigned int>(mBones.size());
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    mesh->mBones = new aiBone *[mesh->mNumBones];
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    std::copy(mBones.begin(), mBones.end(), mesh->mBones);
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    // default
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    mesh->mMaterialIndex = 0;
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    return mesh;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates a dummy material and returns it.
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aiMaterial *SkeletonMeshBuilder::CreateMaterial() {
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    aiMaterial *matHelper = new aiMaterial;
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    // Name
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    aiString matName(std::string("SkeletonMaterial"));
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    matHelper->AddProperty(&matName, AI_MATKEY_NAME);
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    // Prevent backface culling
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    const int no_cull = 1;
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    matHelper->AddProperty(&no_cull, 1, AI_MATKEY_TWOSIDED);
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    return matHelper;
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}