/src/assimp/code/PostProcessing/TextureTransform.cpp
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1 | | /* |
2 | | Open Asset Import Library (assimp) |
3 | | ---------------------------------------------------------------------- |
4 | | Copyright (c) 2006-2025, assimp team |
5 | | |
6 | | All rights reserved. |
7 | | |
8 | | Redistribution and use of this software in source and binary forms, |
9 | | with or without modification, are permitted provided that the |
10 | | following conditions are met: |
11 | | |
12 | | * Redistributions of source code must retain the above |
13 | | copyright notice, this list of conditions and the |
14 | | following disclaimer. |
15 | | |
16 | | * Redistributions in binary form must reproduce the above |
17 | | copyright notice, this list of conditions and the |
18 | | following disclaimer in the documentation and/or other |
19 | | materials provided with the distribution. |
20 | | |
21 | | * Neither the name of the assimp team, nor the names of its |
22 | | contributors may be used to endorse or promote products |
23 | | derived from this software without specific prior |
24 | | written permission of the assimp team. |
25 | | |
26 | | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
27 | | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
28 | | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
29 | | A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
30 | | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
31 | | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
32 | | LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
33 | | DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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35 | | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
36 | | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
37 | | ---------------------------------------------------------------------- |
38 | | */ |
39 | | |
40 | | /** @file A helper class that processes texture transformations */ |
41 | | |
42 | | #include "TextureTransform.h" |
43 | | |
44 | | #include <assimp/Importer.hpp> |
45 | | #include <assimp/postprocess.h> |
46 | | #include <assimp/DefaultLogger.hpp> |
47 | | #include <assimp/scene.h> |
48 | | #include <assimp/StringUtils.h> |
49 | | |
50 | | namespace Assimp { |
51 | | |
52 | | // ------------------------------------------------------------------------------------------------ |
53 | | // Returns whether the processing step is present in the given flag field. |
54 | 165 | bool TextureTransformStep::IsActive( unsigned int pFlags) const { |
55 | 165 | return (pFlags & aiProcess_TransformUVCoords) != 0; |
56 | 165 | } |
57 | | |
58 | | // ------------------------------------------------------------------------------------------------ |
59 | | // Setup properties |
60 | 0 | void TextureTransformStep::SetupProperties(const Importer* pImp) { |
61 | 0 | configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL); |
62 | 0 | } |
63 | | |
64 | | // ------------------------------------------------------------------------------------------------ |
65 | 0 | void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info) { |
66 | | /* This function tries to simplify the input UV transformation. |
67 | | * That's very important as it allows us to reduce the number |
68 | | * of output UV channels. The order in which the transformations |
69 | | * are applied is - as always - scaling, rotation, translation. |
70 | | */ |
71 | |
|
72 | 0 | int rounded; |
73 | 0 | char szTemp[512] = {}; |
74 | | |
75 | | /* Optimize the rotation angle. That's slightly difficult as |
76 | | * we have an inprecise floating-point number (when comparing |
77 | | * UV transformations we'll take that into account by using |
78 | | * an epsilon of 5 degrees). If there is a rotation value, we can't |
79 | | * perform any further optimizations. |
80 | | */ |
81 | 0 | if (info.mRotation) { |
82 | 0 | float out = info.mRotation; |
83 | 0 | rounded = static_cast<int>((info.mRotation / static_cast<float>(AI_MATH_TWO_PI))); |
84 | 0 | if (rounded) { |
85 | 0 | out -= rounded * static_cast<float>(AI_MATH_PI); |
86 | 0 | ASSIMP_LOG_INFO("Texture coordinate rotation ", info.mRotation, " can be simplified to ", out); |
87 | 0 | } |
88 | | |
89 | | // Next step - convert negative rotation angles to positives |
90 | 0 | if (out < 0.f) |
91 | 0 | out = (float)AI_MATH_TWO_PI * 2 + out; |
92 | |
|
93 | 0 | info.mRotation = out; |
94 | 0 | return; |
95 | 0 | } |
96 | | |
97 | | |
98 | | /* Optimize UV translation in the U direction. To determine whether |
99 | | * or not we can optimize we need to look at the requested mapping |
100 | | * type (e.g. if mirroring is active there IS a difference between |
101 | | * offset 2 and 3) |
102 | | */ |
103 | 0 | rounded = (int)info.mTranslation.x; |
104 | 0 | if (rounded) { |
105 | 0 | float out = 0.0f; |
106 | 0 | szTemp[0] = 0; |
107 | 0 | if (aiTextureMapMode_Wrap == info.mapU) { |
108 | | // Wrap - simple take the fraction of the field |
109 | 0 | out = info.mTranslation.x-(float)rounded; |
110 | 0 | ai_snprintf(szTemp, 512, "[w] UV U offset %f can be simplified to %f", info.mTranslation.x, out); |
111 | 0 | } |
112 | 0 | else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) { |
113 | | // Mirror |
114 | 0 | if (rounded % 2) |
115 | 0 | rounded--; |
116 | 0 | out = info.mTranslation.x-(float)rounded; |
117 | |
|
118 | 0 | ai_snprintf(szTemp,512,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out); |
119 | 0 | } |
120 | 0 | else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU) { |
121 | | // Clamp - translations beyond 1,1 are senseless |
122 | 0 | ai_snprintf(szTemp,512,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x); |
123 | |
|
124 | 0 | out = 1.f; |
125 | 0 | } |
126 | 0 | if (szTemp[0]) { |
127 | 0 | ASSIMP_LOG_INFO(szTemp); |
128 | 0 | info.mTranslation.x = out; |
129 | 0 | } |
130 | 0 | } |
131 | | |
132 | | /* Optimize UV translation in the V direction. To determine whether |
133 | | * or not we can optimize we need to look at the requested mapping |
134 | | * type (e.g. if mirroring is active there IS a difference between |
135 | | * offset 2 and 3) |
136 | | */ |
137 | 0 | rounded = (int)info.mTranslation.y; |
138 | 0 | if (rounded) { |
139 | 0 | float out = 0.0f; |
140 | 0 | szTemp[0] = 0; |
141 | 0 | if (aiTextureMapMode_Wrap == info.mapV) { |
142 | | // Wrap - simple take the fraction of the field |
143 | 0 | out = info.mTranslation.y-(float)rounded; |
144 | 0 | ::ai_snprintf(szTemp,512,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out); |
145 | 0 | } |
146 | 0 | else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) { |
147 | | // Mirror |
148 | 0 | if (rounded % 2) |
149 | 0 | rounded--; |
150 | 0 | out = info.mTranslation.x-(float)rounded; |
151 | |
|
152 | 0 | ::ai_snprintf(szTemp,512,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out); |
153 | 0 | } |
154 | 0 | else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) { |
155 | | // Clamp - translations beyond 1,1 are senseless |
156 | 0 | ::ai_snprintf(szTemp,512,"[c] UV V offset %f can be clamped to 1.0f",info.mTranslation.y); |
157 | |
|
158 | 0 | out = 1.f; |
159 | 0 | } |
160 | 0 | if (szTemp[0]) { |
161 | 0 | ASSIMP_LOG_INFO(szTemp); |
162 | 0 | info.mTranslation.y = out; |
163 | 0 | } |
164 | 0 | } |
165 | 0 | } |
166 | | |
167 | | // ------------------------------------------------------------------------------------------------ |
168 | 0 | void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n) { |
169 | | // Don't set if == 0 && wasn't set before |
170 | 0 | for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) { |
171 | 0 | const TTUpdateInfo& info = *it; |
172 | |
|
173 | 0 | if (info.directShortcut) |
174 | 0 | *info.directShortcut = n; |
175 | 0 | else if (!n) |
176 | 0 | { |
177 | 0 | info.mat->AddProperty<int>((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index)); |
178 | 0 | } |
179 | 0 | } |
180 | 0 | } |
181 | | |
182 | | // ------------------------------------------------------------------------------------------------ |
183 | 0 | inline static const char* MappingModeToChar(aiTextureMapMode map) { |
184 | 0 | if (aiTextureMapMode_Wrap == map) |
185 | 0 | return "-w"; |
186 | | |
187 | 0 | if (aiTextureMapMode_Mirror == map) |
188 | 0 | return "-m"; |
189 | | |
190 | 0 | return "-c"; |
191 | 0 | } |
192 | | |
193 | | // ------------------------------------------------------------------------------------------------ |
194 | 0 | void TextureTransformStep::Execute( aiScene* pScene) { |
195 | 0 | ASSIMP_LOG_DEBUG("TransformUVCoordsProcess begin"); |
196 | | |
197 | | /* We build a per-mesh list of texture transformations we'll need |
198 | | * to apply. To achieve this, we iterate through all materials, |
199 | | * find all textures and get their transformations and UV indices. |
200 | | * Then we search for all meshes using this material. |
201 | | */ |
202 | 0 | typedef std::list<STransformVecInfo> MeshTrafoList; |
203 | 0 | std::vector<MeshTrafoList> meshLists(pScene->mNumMeshes); |
204 | |
|
205 | 0 | for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { |
206 | |
|
207 | 0 | aiMaterial* mat = pScene->mMaterials[i]; |
208 | 0 | for (unsigned int a = 0; a < mat->mNumProperties;++a) { |
209 | |
|
210 | 0 | aiMaterialProperty* prop = mat->mProperties[a]; |
211 | 0 | if (!::strcmp( prop->mKey.data, "$tex.file")) { |
212 | 0 | STransformVecInfo info; |
213 | | |
214 | | // Setup a shortcut structure to allow for a fast updating |
215 | | // of the UV index later |
216 | 0 | TTUpdateInfo update; |
217 | 0 | update.mat = (aiMaterial*) mat; |
218 | 0 | update.semantic = prop->mSemantic; |
219 | 0 | update.index = prop->mIndex; |
220 | | |
221 | | // Get textured properties and transform |
222 | 0 | for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) { |
223 | 0 | aiMaterialProperty* prop2 = mat->mProperties[a2]; |
224 | 0 | if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) { |
225 | 0 | continue; |
226 | 0 | } |
227 | | |
228 | 0 | if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) { |
229 | 0 | info.uvIndex = *((int*)prop2->mData); |
230 | | |
231 | | // Store a direct pointer for later use |
232 | 0 | update.directShortcut = (unsigned int*) prop2->mData; |
233 | 0 | } |
234 | | |
235 | 0 | else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) { |
236 | 0 | info.mapU = *((aiTextureMapMode*)prop2->mData); |
237 | 0 | } |
238 | 0 | else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) { |
239 | 0 | info.mapV = *((aiTextureMapMode*)prop2->mData); |
240 | 0 | } |
241 | 0 | else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) { |
242 | | // ValidateDS should check this |
243 | 0 | ai_assert(prop2->mDataLength >= 20); |
244 | 0 | ::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5); |
245 | | |
246 | | // Directly remove this property from the list |
247 | 0 | mat->mNumProperties--; |
248 | 0 | for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) { |
249 | 0 | mat->mProperties[a3] = mat->mProperties[a3+1]; |
250 | 0 | } |
251 | |
|
252 | 0 | delete prop2; |
253 | | |
254 | | // Warn: could be an underflow, but this does not invoke undefined behaviour |
255 | 0 | --a2; |
256 | 0 | } |
257 | 0 | } |
258 | | |
259 | | // Find out which transformations are to be evaluated |
260 | 0 | if (!(configFlags & AI_UVTRAFO_ROTATION)) { |
261 | 0 | info.mRotation = 0.f; |
262 | 0 | } |
263 | 0 | if (!(configFlags & AI_UVTRAFO_SCALING)) { |
264 | 0 | info.mScaling = aiVector2D(1.f,1.f); |
265 | 0 | } |
266 | 0 | if (!(configFlags & AI_UVTRAFO_TRANSLATION)) { |
267 | 0 | info.mTranslation = aiVector2D(0.f,0.f); |
268 | 0 | } |
269 | | |
270 | | // Do some preprocessing |
271 | 0 | PreProcessUVTransform(info); |
272 | 0 | info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u); |
273 | | |
274 | | // Find out whether this material is used by more than |
275 | | // one mesh. This will make our task much, much more difficult! |
276 | 0 | unsigned int cnt = 0; |
277 | 0 | for (unsigned int n = 0; n < pScene->mNumMeshes;++n) { |
278 | 0 | if (pScene->mMeshes[n]->mMaterialIndex == i) |
279 | 0 | ++cnt; |
280 | 0 | } |
281 | |
|
282 | 0 | if (!cnt) |
283 | 0 | continue; |
284 | 0 | else if (1 != cnt) { |
285 | | // This material is referenced by more than one mesh! |
286 | | // So we need to make sure the UV index for the texture |
287 | | // is identical for each of it ... |
288 | 0 | info.lockedPos = AI_TT_UV_IDX_LOCK_TBD; |
289 | 0 | } |
290 | | |
291 | | // Get all corresponding meshes |
292 | 0 | for (unsigned int n = 0; n < pScene->mNumMeshes;++n) { |
293 | 0 | aiMesh* mesh = pScene->mMeshes[n]; |
294 | 0 | if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0]) |
295 | 0 | continue; |
296 | | |
297 | 0 | unsigned int uv = info.uvIndex; |
298 | 0 | if (!mesh->mTextureCoords[uv]) { |
299 | | // If the requested UV index is not available, take the first one instead. |
300 | 0 | uv = 0; |
301 | 0 | } |
302 | |
|
303 | 0 | if (mesh->mNumUVComponents[info.uvIndex] >= 3){ |
304 | 0 | ASSIMP_LOG_WARN("UV transformations on 3D mapping channels are not supported"); |
305 | 0 | continue; |
306 | 0 | } |
307 | | |
308 | 0 | MeshTrafoList::iterator it; |
309 | | |
310 | | // Check whether we have this transform setup already |
311 | 0 | for (it = meshLists[n].begin();it != meshLists[n].end(); ++it) { |
312 | |
|
313 | 0 | if ((*it) == info && (*it).uvIndex == uv) { |
314 | 0 | (*it).updateList.push_back(update); |
315 | 0 | break; |
316 | 0 | } |
317 | 0 | } |
318 | |
|
319 | 0 | if (it == meshLists[n].end()) { |
320 | 0 | meshLists[n].push_back(info); |
321 | 0 | meshLists[n].back().uvIndex = uv; |
322 | 0 | meshLists[n].back().updateList.push_back(update); |
323 | 0 | } |
324 | 0 | } |
325 | 0 | } |
326 | 0 | } |
327 | 0 | } |
328 | |
|
329 | 0 | char buffer[1024]; // should be sufficiently large |
330 | 0 | unsigned int outChannels = 0, inChannels = 0, transformedChannels = 0; |
331 | | |
332 | | // Now process all meshes. Important: we don't remove unreferenced UV channels. |
333 | | // This is a job for the RemoveUnreferencedData-Step. |
334 | 0 | for (unsigned int q = 0; q < pScene->mNumMeshes;++q) { |
335 | |
|
336 | 0 | aiMesh* mesh = pScene->mMeshes[q]; |
337 | 0 | MeshTrafoList& trafo = meshLists[q]; |
338 | |
|
339 | 0 | inChannels += mesh->GetNumUVChannels(); |
340 | |
|
341 | 0 | if (!mesh->mTextureCoords[0] || trafo.empty() || (trafo.size() == 1 && trafo.begin()->IsUntransformed())) { |
342 | 0 | outChannels += mesh->GetNumUVChannels(); |
343 | 0 | continue; |
344 | 0 | } |
345 | | |
346 | | // Move untransformed UV channels to the first position in the list .... |
347 | | // except if we need a new locked index which should be as small as possible |
348 | 0 | bool veto = false, need = false; |
349 | 0 | unsigned int cnt = 0; |
350 | 0 | unsigned int untransformed = 0; |
351 | |
|
352 | 0 | MeshTrafoList::iterator it,it2; |
353 | 0 | for (it = trafo.begin();it != trafo.end(); ++it,++cnt) { |
354 | |
|
355 | 0 | if (!(*it).IsUntransformed()) { |
356 | 0 | need = true; |
357 | 0 | } |
358 | |
|
359 | 0 | if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD) { |
360 | | // Lock this index and make sure it won't be changed |
361 | 0 | (*it).lockedPos = cnt; |
362 | 0 | veto = true; |
363 | 0 | continue; |
364 | 0 | } |
365 | | |
366 | 0 | if (!veto && it != trafo.begin() && (*it).IsUntransformed()) { |
367 | 0 | for (it2 = trafo.begin();it2 != it; ++it2) { |
368 | 0 | if (!(*it2).IsUntransformed()) |
369 | 0 | break; |
370 | 0 | } |
371 | 0 | trafo.insert(it2,*it); |
372 | 0 | trafo.erase(it); |
373 | 0 | break; |
374 | 0 | } |
375 | 0 | } |
376 | 0 | if (!need) |
377 | 0 | continue; |
378 | | |
379 | | // Find all that are not at their 'locked' position and move them to it. |
380 | | // Conflicts are possible but quite unlikely. |
381 | 0 | cnt = 0; |
382 | 0 | for (it = trafo.begin();it != trafo.end(); ++it,++cnt) { |
383 | 0 | if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) { |
384 | 0 | it2 = trafo.begin(); |
385 | 0 | while ((*it2).lockedPos != (*it).lockedPos) |
386 | 0 | ++it2; |
387 | |
|
388 | 0 | if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) { |
389 | 0 | ASSIMP_LOG_ERROR("Channel mismatch, can't compute all transformations properly [design bug]"); |
390 | 0 | continue; |
391 | 0 | } |
392 | | |
393 | 0 | std::swap(*it2,*it); |
394 | 0 | if ((*it).lockedPos == untransformed) |
395 | 0 | untransformed = cnt; |
396 | 0 | } |
397 | 0 | } |
398 | | |
399 | | // ... and add dummies for all unreferenced channels |
400 | | // at the end of the list |
401 | 0 | bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS]; |
402 | 0 | for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) |
403 | 0 | ref[n] = !mesh->mTextureCoords[n]; |
404 | |
|
405 | 0 | for (it = trafo.begin();it != trafo.end(); ++it) |
406 | 0 | ref[(*it).uvIndex] = true; |
407 | |
|
408 | 0 | for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { |
409 | 0 | if (ref[n]) |
410 | 0 | continue; |
411 | 0 | trafo.emplace_back(); |
412 | 0 | trafo.back().uvIndex = n; |
413 | 0 | } |
414 | | |
415 | | // Then check whether this list breaks the channel limit. |
416 | | // The unimportant ones are at the end of the list, so |
417 | | // it shouldn't be too worse if we remove them. |
418 | 0 | unsigned int size = (unsigned int)trafo.size(); |
419 | 0 | if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) { |
420 | 0 | if (!DefaultLogger::isNullLogger()) { |
421 | 0 | ASSIMP_LOG_ERROR(static_cast<unsigned int>(trafo.size()), " UV channels required but just ", |
422 | 0 | AI_MAX_NUMBER_OF_TEXTURECOORDS, " available"); |
423 | 0 | } |
424 | 0 | size = AI_MAX_NUMBER_OF_TEXTURECOORDS; |
425 | 0 | } |
426 | |
|
427 | 0 | aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS]; |
428 | 0 | for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) |
429 | 0 | old[n] = mesh->mTextureCoords[n]; |
430 | | |
431 | | // Now continue and generate the output channels. Channels |
432 | | // that we're not going to need later can be overridden. |
433 | 0 | it = trafo.begin(); |
434 | 0 | for (unsigned int n = 0; n < trafo.size();++n,++it) { |
435 | 0 | if (n >= size) { |
436 | | // Try to use an untransformed channel for all channels we threw over board |
437 | 0 | UpdateUVIndex((*it).updateList,untransformed); |
438 | 0 | continue; |
439 | 0 | } |
440 | | |
441 | 0 | ++outChannels; |
442 | | |
443 | | // Write to the log |
444 | 0 | if (!DefaultLogger::isNullLogger()) { |
445 | 0 | ::ai_snprintf(buffer,1024,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s", |
446 | 0 | q,n, |
447 | 0 | (*it).mTranslation.x, |
448 | 0 | (*it).mTranslation.y, |
449 | 0 | (*it).mScaling.x, |
450 | 0 | (*it).mScaling.y, |
451 | 0 | AI_RAD_TO_DEG( (*it).mRotation), |
452 | 0 | MappingModeToChar ((*it).mapU), |
453 | 0 | MappingModeToChar ((*it).mapV)); |
454 | |
|
455 | 0 | ASSIMP_LOG_INFO(buffer); |
456 | 0 | } |
457 | | |
458 | | // Check whether we need a new buffer here |
459 | 0 | if (mesh->mTextureCoords[n]) { |
460 | |
|
461 | 0 | it2 = it; |
462 | 0 | ++it2; |
463 | 0 | for (unsigned int m = n+1; m < size;++m, ++it2) { |
464 | 0 | if ((*it2).uvIndex == n){ |
465 | 0 | it2 = trafo.begin(); |
466 | 0 | break; |
467 | 0 | } |
468 | 0 | } |
469 | 0 | if (it2 == trafo.begin()) { |
470 | 0 | { |
471 | 0 | std::unique_ptr<aiVector3D[]> oldTextureCoords(mesh->mTextureCoords[n]); |
472 | 0 | } |
473 | 0 | mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices]; |
474 | 0 | } |
475 | 0 | } |
476 | 0 | else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices]; |
477 | |
|
478 | 0 | aiVector3D* src = old[(*it).uvIndex]; |
479 | 0 | aiVector3D* dest, *end; |
480 | 0 | dest = mesh->mTextureCoords[n]; |
481 | |
|
482 | 0 | ai_assert(nullptr != src); |
483 | | |
484 | | // Copy the data to the destination array |
485 | 0 | if (dest != src) { |
486 | 0 | ::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices); |
487 | 0 | } |
488 | |
|
489 | 0 | end = dest + mesh->mNumVertices; |
490 | | |
491 | | // Build a transformation matrix and transform all UV coords with it |
492 | 0 | if (!(*it).IsUntransformed()) { |
493 | 0 | const aiVector2D& trl = (*it).mTranslation; |
494 | 0 | const aiVector2D& scl = (*it).mScaling; |
495 | | |
496 | | // fixme: simplify .. |
497 | 0 | ++transformedChannels; |
498 | 0 | aiMatrix3x3 matrix; |
499 | |
|
500 | 0 | aiMatrix3x3 m2,m3,m4,m5; |
501 | |
|
502 | 0 | m4.a1 = scl.x; |
503 | 0 | m4.b2 = scl.y; |
504 | |
|
505 | 0 | m2.a3 = m2.b3 = 0.5f; |
506 | 0 | m3.a3 = m3.b3 = -0.5f; |
507 | |
|
508 | 0 | if ((*it).mRotation > AI_TT_ROTATION_EPSILON ) |
509 | 0 | aiMatrix3x3::RotationZ((*it).mRotation,matrix); |
510 | |
|
511 | 0 | m5.a3 += trl.x; m5.b3 += trl.y; |
512 | 0 | matrix = m2 * m4 * matrix * m3 * m5; |
513 | |
|
514 | 0 | for (src = dest; src != end; ++src) { /* manual homogeneous divide */ |
515 | 0 | src->z = 1.f; |
516 | 0 | *src = matrix * *src; |
517 | 0 | src->x /= src->z; |
518 | 0 | src->y /= src->z; |
519 | 0 | src->z = 0.f; |
520 | 0 | } |
521 | 0 | } |
522 | | |
523 | | // Update all UV indices |
524 | 0 | UpdateUVIndex((*it).updateList,n); |
525 | 0 | } |
526 | 0 | } |
527 | | |
528 | | // Print some detailed statistics into the log |
529 | 0 | if (!DefaultLogger::isNullLogger()) { |
530 | 0 | if (transformedChannels) { |
531 | 0 | ASSIMP_LOG_INFO("TransformUVCoordsProcess end: ", outChannels, " output channels (in: ", inChannels, ", modified: ", transformedChannels,")"); |
532 | 0 | } else { |
533 | 0 | ASSIMP_LOG_INFO("TransformUVCoordsProcess finished"); |
534 | 0 | } |
535 | 0 | } |
536 | 0 | } |
537 | | |
538 | | } // namespace Assimp |