Coverage Report

Created: 2026-02-05 07:01

next uncovered line (L), next uncovered region (R), next uncovered branch (B)
/src/assimp/code/PostProcessing/ProcessHelper.cpp
Line
Count
Source
1
/*
2
Open Asset Import Library (assimp)
3
----------------------------------------------------------------------
4
5
Copyright (c) 2006-2026, assimp team
6
7
All rights reserved.
8
9
Redistribution and use of this software in source and binary forms,
10
with or without modification, are permitted provided that the
11
following conditions are met:
12
13
* Redistributions of source code must retain the above
14
  copyright notice, this list of conditions and the
15
  following disclaimer.
16
17
* Redistributions in binary form must reproduce the above
18
  copyright notice, this list of conditions and the
19
  following disclaimer in the documentation and/or other
20
  materials provided with the distribution.
21
22
* Neither the name of the assimp team, nor the names of its
23
  contributors may be used to endorse or promote products
24
  derived from this software without specific prior
25
  written permission of the assimp team.
26
27
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
29
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
30
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
31
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
32
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
33
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
34
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
35
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
36
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
37
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38
39
----------------------------------------------------------------------
40
*/
41
42
/// @file ProcessHelper.cpp
43
/** Implement shared utility functions for postprocessing steps */
44
45
#include "ProcessHelper.h"
46
47
#include <limits>
48
49
namespace Assimp {
50
51
// -------------------------------------------------------------------------------
52
0
void ConvertListToStrings(const std::string &in, std::list<std::string> &out) {
53
0
    const char *s = in.c_str();
54
0
    const char *end = in.c_str() + in.size();
55
0
    while (*s) {
56
0
        SkipSpacesAndLineEnd(&s, end);
57
0
        if (*s == '\'') {
58
0
            const char *base = ++s;
59
0
            while (*s != '\'') {
60
0
                ++s;
61
0
                if (*s == '\0') {
62
0
                    ASSIMP_LOG_ERROR("ConvertListToString: String list is ill-formatted");
63
0
                    return;
64
0
                }
65
0
            }
66
0
            out.emplace_back(base, (size_t)(s - base));
67
0
            ++s;
68
0
        } else {
69
0
            out.push_back(GetNextToken(s, end));
70
0
        }
71
0
    }
72
0
}
73
74
// -------------------------------------------------------------------------------
75
void FindAABBTransformed(const aiMesh *mesh, aiVector3D &min, aiVector3D &max,
76
0
        const aiMatrix4x4 &m) {
77
0
    min = aiVector3D(ai_real(10e10), ai_real(10e10), ai_real(10e10));
78
0
    max = aiVector3D(ai_real(-10e10), ai_real(-10e10), ai_real(-10e10));
79
0
    for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
80
0
        const aiVector3D v = m * mesh->mVertices[i];
81
0
        min = std::min(v, min);
82
0
        max = std::max(v, max);
83
0
    }
84
0
}
85
86
// -------------------------------------------------------------------------------
87
0
void FindMeshCenter(aiMesh *mesh, aiVector3D &out, aiVector3D &min, aiVector3D &max) {
88
0
    ArrayBounds(mesh->mVertices, mesh->mNumVertices, min, max);
89
0
    out = min + (max - min) * (ai_real)0.5;
90
0
}
91
92
// -------------------------------------------------------------------------------
93
0
void FindSceneCenter(aiScene *scene, aiVector3D &out, aiVector3D &min, aiVector3D &max) {
94
0
    if (nullptr == scene) {
95
0
        return;
96
0
    }
97
98
0
    if (0 == scene->mNumMeshes) {
99
0
        return;
100
0
    }
101
0
    FindMeshCenter(scene->mMeshes[0], out, min, max);
102
0
    for (unsigned int i = 1; i < scene->mNumMeshes; ++i) {
103
0
        aiVector3D tout, tmin, tmax;
104
0
        FindMeshCenter(scene->mMeshes[i], tout, tmin, tmax);
105
0
        if (min[0] > tmin[0]) min[0] = tmin[0];
106
0
        if (min[1] > tmin[1]) min[1] = tmin[1];
107
0
        if (min[2] > tmin[2]) min[2] = tmin[2];
108
0
        if (max[0] < tmax[0]) max[0] = tmax[0];
109
0
        if (max[1] < tmax[1]) max[1] = tmax[1];
110
0
        if (max[2] < tmax[2]) max[2] = tmax[2];
111
0
    }
112
0
    out = min + (max - min) * (ai_real)0.5;
113
0
}
114
115
// -------------------------------------------------------------------------------
116
void FindMeshCenterTransformed(aiMesh *mesh, aiVector3D &out, aiVector3D &min,
117
0
        aiVector3D &max, const aiMatrix4x4 &m) {
118
0
    FindAABBTransformed(mesh, min, max, m);
119
0
    out = min + (max - min) * (ai_real)0.5;
120
0
}
121
122
// -------------------------------------------------------------------------------
123
0
void FindMeshCenter(aiMesh *mesh, aiVector3D &out) {
124
0
    aiVector3D min, max;
125
0
    FindMeshCenter(mesh, out, min, max);
126
0
}
127
128
// -------------------------------------------------------------------------------
129
void FindMeshCenterTransformed(aiMesh *mesh, aiVector3D &out,
130
0
        const aiMatrix4x4 &m) {
131
0
    aiVector3D min, max;
132
0
    FindMeshCenterTransformed(mesh, out, min, max, m);
133
0
}
134
135
// -------------------------------------------------------------------------------
136
172k
ai_real ComputePositionEpsilon(const aiMesh *pMesh) {
137
172k
    const ai_real epsilon = ai_real(1e-4);
138
139
    // calculate the position bounds so we have a reliable epsilon to check position differences against
140
172k
    aiVector3D minVec, maxVec;
141
172k
    ArrayBounds(pMesh->mVertices, pMesh->mNumVertices, minVec, maxVec);
142
172k
    return (maxVec - minVec).Length() * epsilon;
143
172k
}
144
145
// -------------------------------------------------------------------------------
146
8
ai_real ComputePositionEpsilon(const aiMesh *const *pMeshes, size_t num) {
147
8
    ai_assert(nullptr != pMeshes);
148
149
8
    const ai_real epsilon = ai_real(1e-4);
150
151
    // calculate the position bounds so we have a reliable epsilon to check position differences against
152
8
    aiVector3D minVec, maxVec, mi, ma;
153
8
    MinMaxChooser<aiVector3D>()(minVec, maxVec);
154
155
18
    for (size_t a = 0; a < num; ++a) {
156
10
        const aiMesh *pMesh = pMeshes[a];
157
10
        ArrayBounds(pMesh->mVertices, pMesh->mNumVertices, mi, ma);
158
159
10
        minVec = std::min(minVec, mi);
160
10
        maxVec = std::max(maxVec, ma);
161
10
    }
162
8
    return (maxVec - minVec).Length() * epsilon;
163
8
}
164
165
// -------------------------------------------------------------------------------
166
0
unsigned int GetMeshVFormatUnique(const aiMesh *pcMesh) {
167
0
    ai_assert(nullptr != pcMesh);
168
169
    // FIX: the hash may never be 0. Otherwise a comparison against
170
    // nullptr could be successful
171
0
    unsigned int iRet = 1;
172
173
    // normals
174
0
    if (pcMesh->HasNormals()) iRet |= 0x2;
175
    // tangents and bitangents
176
0
    if (pcMesh->HasTangentsAndBitangents()) iRet |= 0x4;
177
178
179
0
    static_assert(8 >= AI_MAX_NUMBER_OF_COLOR_SETS, "static_assert(8 >= AI_MAX_NUMBER_OF_COLOR_SETS)");
180
0
    static_assert(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS, "static_assert(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS)");
181
182
    // texture coordinates
183
0
    unsigned int p = 0;
184
0
    while (pcMesh->HasTextureCoords(p)) {
185
0
        iRet |= (0x100 << p);
186
0
        if (3 == pcMesh->mNumUVComponents[p])
187
0
            iRet |= (0x10000 << p);
188
189
0
        ++p;
190
0
    }
191
    // vertex colors
192
0
    p = 0;
193
0
    while (pcMesh->HasVertexColors(p))
194
0
        iRet |= (0x1000000 << p++);
195
0
    return iRet;
196
0
}
197
198
// -------------------------------------------------------------------------------
199
41.7k
VertexWeightTable *ComputeVertexBoneWeightTable(const aiMesh *pMesh) {
200
41.7k
    if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
201
40.9k
        return nullptr;
202
40.9k
    }
203
204
844
    VertexWeightTable *avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
205
20.5k
    for (unsigned int i = 0; i < pMesh->mNumBones; ++i) {
206
207
19.6k
        aiBone *bone = pMesh->mBones[i];
208
473k
        for (unsigned int a = 0; a < bone->mNumWeights; ++a) {
209
453k
            const aiVertexWeight &weight = bone->mWeights[a];
210
453k
            avPerVertexWeights[weight.mVertexId].emplace_back(i, weight.mWeight);
211
453k
        }
212
19.6k
    }
213
844
    return avPerVertexWeights;
214
41.7k
}
215
216
// -------------------------------------------------------------------------------
217
0
const char *MappingTypeToString(aiTextureMapping in) {
218
0
    switch (in) {
219
0
    case aiTextureMapping_UV:
220
0
        return "UV";
221
0
    case aiTextureMapping_BOX:
222
0
        return "Box";
223
0
    case aiTextureMapping_SPHERE:
224
0
        return "Sphere";
225
0
    case aiTextureMapping_CYLINDER:
226
0
        return "Cylinder";
227
0
    case aiTextureMapping_PLANE:
228
0
        return "Plane";
229
0
    case aiTextureMapping_OTHER:
230
0
        return "Other";
231
0
    default:
232
0
        break;
233
0
    }
234
235
0
    ai_assert(false);
236
0
    return "BUG";
237
0
}
238
239
// -------------------------------------------------------------------------------
240
0
aiMesh *MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags) {
241
0
    aiMesh *oMesh = new aiMesh();
242
0
    std::vector<unsigned int> vMap(pMesh->mNumVertices, UINT_MAX);
243
244
0
    size_t numSubVerts = 0;
245
0
    size_t numSubFaces = subMeshFaces.size();
246
247
0
    for (unsigned int i = 0; i < numSubFaces; i++) {
248
0
        const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
249
250
0
        for (unsigned int j = 0; j < f.mNumIndices; j++) {
251
0
            if (vMap[f.mIndices[j]] == UINT_MAX) {
252
0
                vMap[f.mIndices[j]] = static_cast<unsigned int>(numSubVerts++);
253
0
            }
254
0
        }
255
0
    }
256
257
0
    oMesh->mName = pMesh->mName;
258
259
0
    oMesh->mMaterialIndex = pMesh->mMaterialIndex;
260
0
    oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
261
262
    // create all the arrays for this mesh if the old mesh contained them
263
264
0
    oMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
265
0
    oMesh->mNumVertices = static_cast<unsigned int>(numSubVerts);
266
0
    oMesh->mVertices = new aiVector3D[numSubVerts];
267
0
    if (pMesh->HasNormals()) {
268
0
        oMesh->mNormals = new aiVector3D[numSubVerts];
269
0
    }
270
271
0
    if (pMesh->HasTangentsAndBitangents()) {
272
0
        oMesh->mTangents = new aiVector3D[numSubVerts];
273
0
        oMesh->mBitangents = new aiVector3D[numSubVerts];
274
0
    }
275
276
0
    for (size_t a = 0; pMesh->HasTextureCoords(static_cast<unsigned int>(a)); ++a) {
277
0
        oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
278
0
        oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
279
0
    }
280
281
0
    for (size_t a = 0; pMesh->HasVertexColors(static_cast<unsigned int>(a)); ++a) {
282
0
        oMesh->mColors[a] = new aiColor4D[numSubVerts];
283
0
    }
284
285
    // and copy over the data, generating faces with linear indices along the way
286
0
    oMesh->mFaces = new aiFace[numSubFaces];
287
288
0
    for (unsigned int a = 0; a < numSubFaces; ++a) {
289
290
0
        const aiFace &srcFace = pMesh->mFaces[subMeshFaces[a]];
291
0
        aiFace &dstFace = oMesh->mFaces[a];
292
0
        dstFace.mNumIndices = srcFace.mNumIndices;
293
0
        dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
294
295
        // accumulate linearly all the vertices of the source face
296
0
        for (size_t b = 0; b < dstFace.mNumIndices; ++b) {
297
0
            dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
298
0
        }
299
0
    }
300
301
0
    for (unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex) {
302
0
        unsigned int nvi = vMap[srcIndex];
303
0
        if (nvi == UINT_MAX) {
304
0
            continue;
305
0
        }
306
307
0
        oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
308
0
        if (pMesh->HasNormals()) {
309
0
            oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
310
0
        }
311
312
0
        if (pMesh->HasTangentsAndBitangents()) {
313
0
            oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
314
0
            oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
315
0
        }
316
0
        for (size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c) {
317
0
            oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
318
0
        }
319
0
        for (size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c) {
320
0
            oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
321
0
        }
322
0
    }
323
324
0
    if (~subFlags & AI_SUBMESH_FLAGS_SANS_BONES) {
325
0
        std::vector<unsigned int> subBones(pMesh->mNumBones, 0);
326
327
0
        for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
328
0
            const aiBone *bone = pMesh->mBones[a];
329
330
0
            for (unsigned int b = 0; b < bone->mNumWeights; b++) {
331
0
                unsigned int v = vMap[bone->mWeights[b].mVertexId];
332
333
0
                if (v != UINT_MAX) {
334
0
                    subBones[a]++;
335
0
                }
336
0
            }
337
0
        }
338
339
0
        for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
340
0
            if (subBones[a] > 0) {
341
0
                oMesh->mNumBones++;
342
0
            }
343
0
        }
344
345
0
        if (oMesh->mNumBones) {
346
0
            oMesh->mBones = new aiBone *[oMesh->mNumBones]();
347
0
            unsigned int nbParanoia = oMesh->mNumBones;
348
349
0
            oMesh->mNumBones = 0; //rewind
350
351
0
            for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
352
0
                if (subBones[a] == 0) {
353
0
                    continue;
354
0
                }
355
0
                aiBone *newBone = new aiBone;
356
0
                oMesh->mBones[oMesh->mNumBones++] = newBone;
357
358
0
                const aiBone *bone = pMesh->mBones[a];
359
360
0
                newBone->mName = bone->mName;
361
0
                newBone->mOffsetMatrix = bone->mOffsetMatrix;
362
0
                newBone->mWeights = new aiVertexWeight[subBones[a]];
363
364
0
                for (unsigned int b = 0; b < bone->mNumWeights; b++) {
365
0
                    const unsigned int v = vMap[bone->mWeights[b].mVertexId];
366
367
0
                    if (v != UINT_MAX) {
368
0
                        aiVertexWeight w(v, bone->mWeights[b].mWeight);
369
0
                        newBone->mWeights[newBone->mNumWeights++] = w;
370
0
                    }
371
0
                }
372
0
            }
373
374
0
            ai_assert(nbParanoia == oMesh->mNumBones);
375
0
            (void)nbParanoia; // remove compiler warning on release build
376
0
        }
377
0
    }
378
379
0
    return oMesh;
380
0
}
381
382
} // namespace Assimp