/*Open Asset Import Library (assimp)----------------------------------------------------------------------Copyright (c) 2006-2022, assimp teamAll rights reserved.Redistribution and use of this software in source and binary forms,with or without modification, are permitted provided that thefollowing conditions are met:* Redistributions of source code must retain the abovecopyright notice, this list of conditions and thefollowing disclaimer.* Redistributions in binary form must reproduce the abovecopyright notice, this list of conditions and thefollowing disclaimer in the documentation and/or othermaterials provided with the distribution.* Neither the name of the assimp team, nor the names of itscontributors may be used to endorse or promote productsderived from this software without specific priorwritten permission of the assimp team.THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOTLIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FORA PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHTOWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOTLIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANYTHEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USEOF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.----------------------------------------------------------------------*//** @file A helper class that processes texture transformations */#include <assimp/Importer.hpp>#include <assimp/postprocess.h>#include <assimp/DefaultLogger.hpp>#include <assimp/scene.h>#include "TextureTransform.h"#include <assimp/StringUtils.h>using namespace Assimp;// ------------------------------------------------------------------------------------------------// Constructor to be privately used by ImporterTextureTransformStep::TextureTransformStep() :configFlags(){// nothing to do here}// ------------------------------------------------------------------------------------------------// Destructor, private as wellTextureTransformStep::~TextureTransformStep() = default;// ------------------------------------------------------------------------------------------------// Returns whether the processing step is present in the given flag field.bool TextureTransformStep::IsActive( unsigned int pFlags) const{return (pFlags & aiProcess_TransformUVCoords) != 0;}// ------------------------------------------------------------------------------------------------// Setup propertiesvoid TextureTransformStep::SetupProperties(const Importer* pImp){configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL);}// ------------------------------------------------------------------------------------------------void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info){/* This function tries to simplify the input UV transformation.* That's very important as it allows us to reduce the number* of output UV channels. The order in which the transformations* are applied is - as always - scaling, rotation, translation.*/int rounded;char szTemp[512];/* Optimize the rotation angle. That's slightly difficult as* we have an inprecise floating-point number (when comparing* UV transformations we'll take that into account by using* an epsilon of 5 degrees). If there is a rotation value, we can't* perform any further optimizations.*/if (info.mRotation){float out = info.mRotation;rounded = static_cast<int>((info.mRotation / static_cast<float>(AI_MATH_TWO_PI)));if (rounded){out -= rounded * static_cast<float>(AI_MATH_PI);ASSIMP_LOG_INFO("Texture coordinate rotation ", info.mRotation, " can be simplified to ", out);}// Next step - convert negative rotation angles to positivesif (out < 0.f)out = (float)AI_MATH_TWO_PI * 2 + out;info.mRotation = out;return;}/* Optimize UV translation in the U direction. To determine whether* or not we can optimize we need to look at the requested mapping* type (e.g. if mirroring is active there IS a difference between* offset 2 and 3)*/rounded = (int)info.mTranslation.x;if (rounded) {float out = 0.0f;szTemp[0] = 0;if (aiTextureMapMode_Wrap == info.mapU) {// Wrap - simple take the fraction of the fieldout = info.mTranslation.x-(float)rounded;ai_snprintf(szTemp, 512, "[w] UV U offset %f can be simplified to %f", info.mTranslation.x, out);}else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) {// Mirrorif (rounded % 2)rounded--;out = info.mTranslation.x-(float)rounded;ai_snprintf(szTemp,512,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out);}else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU) {// Clamp - translations beyond 1,1 are senselessai_snprintf(szTemp,512,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x);out = 1.f;}if (szTemp[0]) {ASSIMP_LOG_INFO(szTemp);info.mTranslation.x = out;}}/* Optimize UV translation in the V direction. To determine whether* or not we can optimize we need to look at the requested mapping* type (e.g. if mirroring is active there IS a difference between* offset 2 and 3)*/rounded = (int)info.mTranslation.y;if (rounded) {float out = 0.0f;szTemp[0] = 0;if (aiTextureMapMode_Wrap == info.mapV) {// Wrap - simple take the fraction of the fieldout = info.mTranslation.y-(float)rounded;::ai_snprintf(szTemp,512,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out);}else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) {// Mirrorif (rounded % 2)rounded--;out = info.mTranslation.x-(float)rounded;::ai_snprintf(szTemp,512,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out);}else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) {// Clamp - translations beyond 1,1 are senseless::ai_snprintf(szTemp,512,"[c] UV V offset %f can be clamped to 1.0f",info.mTranslation.y);out = 1.f;}if (szTemp[0]) {ASSIMP_LOG_INFO(szTemp);info.mTranslation.y = out;}}}// ------------------------------------------------------------------------------------------------void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n){// Don't set if == 0 && wasn't set beforefor (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) {const TTUpdateInfo& info = *it;if (info.directShortcut)*info.directShortcut = n;else if (!n){info.mat->AddProperty<int>((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index));}}}// ------------------------------------------------------------------------------------------------inline const char* MappingModeToChar(aiTextureMapMode map){if (aiTextureMapMode_Wrap == map)return "-w";if (aiTextureMapMode_Mirror == map)return "-m";return "-c";}// ------------------------------------------------------------------------------------------------void TextureTransformStep::Execute( aiScene* pScene){ASSIMP_LOG_DEBUG("TransformUVCoordsProcess begin");/* We build a per-mesh list of texture transformations we'll need* to apply. To achieve this, we iterate through all materials,* find all textures and get their transformations and UV indices.* Then we search for all meshes using this material.*/typedef std::list<STransformVecInfo> MeshTrafoList;std::vector<MeshTrafoList> meshLists(pScene->mNumMeshes);for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {aiMaterial* mat = pScene->mMaterials[i];for (unsigned int a = 0; a < mat->mNumProperties;++a) {aiMaterialProperty* prop = mat->mProperties[a];if (!::strcmp( prop->mKey.data, "$tex.file")) {STransformVecInfo info;// Setup a shortcut structure to allow for a fast updating// of the UV index laterTTUpdateInfo update;update.mat = (aiMaterial*) mat;update.semantic = prop->mSemantic;update.index = prop->mIndex;// Get textured properties and transformfor (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) {aiMaterialProperty* prop2 = mat->mProperties[a2];if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) {continue;}if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) {info.uvIndex = *((int*)prop2->mData);// Store a direct pointer for later useupdate.directShortcut = (unsigned int*) prop2->mData;}else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) {info.mapU = *((aiTextureMapMode*)prop2->mData);}else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) {info.mapV = *((aiTextureMapMode*)prop2->mData);}else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) {// ValidateDS should check thisai_assert(prop2->mDataLength >= 20);::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5);// Directly remove this property from the listmat->mNumProperties--;for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) {mat->mProperties[a3] = mat->mProperties[a3+1];}delete prop2;// Warn: could be an underflow, but this does not invoke undefined behaviour--a2;}}// Find out which transformations are to be evaluatedif (!(configFlags & AI_UVTRAFO_ROTATION)) {info.mRotation = 0.f;}if (!(configFlags & AI_UVTRAFO_SCALING)) {info.mScaling = aiVector2D(1.f,1.f);}if (!(configFlags & AI_UVTRAFO_TRANSLATION)) {info.mTranslation = aiVector2D(0.f,0.f);}// Do some preprocessingPreProcessUVTransform(info);info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u);// Find out whether this material is used by more than// one mesh. This will make our task much, much more difficult!unsigned int cnt = 0;for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {if (pScene->mMeshes[n]->mMaterialIndex == i)++cnt;}if (!cnt)continue;else if (1 != cnt) {// This material is referenced by more than one mesh!// So we need to make sure the UV index for the texture// is identical for each of it ...info.lockedPos = AI_TT_UV_IDX_LOCK_TBD;}// Get all corresponding meshesfor (unsigned int n = 0; n < pScene->mNumMeshes;++n) {aiMesh* mesh = pScene->mMeshes[n];if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0])continue;unsigned int uv = info.uvIndex;if (!mesh->mTextureCoords[uv]) {// If the requested UV index is not available, take the first one instead.uv = 0;}if (mesh->mNumUVComponents[info.uvIndex] >= 3){ASSIMP_LOG_WARN("UV transformations on 3D mapping channels are not supported");continue;}MeshTrafoList::iterator it;// Check whether we have this transform setup alreadyfor (it = meshLists[n].begin();it != meshLists[n].end(); ++it) {if ((*it) == info && (*it).uvIndex == uv) {(*it).updateList.push_back(update);break;}}if (it == meshLists[n].end()) {meshLists[n].push_back(info);meshLists[n].back().uvIndex = uv;meshLists[n].back().updateList.push_back(update);}}}}}char buffer[1024]; // should be sufficiently largeunsigned int outChannels = 0, inChannels = 0, transformedChannels = 0;// Now process all meshes. Important: we don't remove unreferenced UV channels.// This is a job for the RemoveUnreferencedData-Step.for (unsigned int q = 0; q < pScene->mNumMeshes;++q) {aiMesh* mesh = pScene->mMeshes[q];MeshTrafoList& trafo = meshLists[q];inChannels += mesh->GetNumUVChannels();if (!mesh->mTextureCoords[0] || trafo.empty() || (trafo.size() == 1 && trafo.begin()->IsUntransformed())) {outChannels += mesh->GetNumUVChannels();continue;}// Move untransformed UV channels to the first position in the list ....// except if we need a new locked index which should be as small as possiblebool veto = false, need = false;unsigned int cnt = 0;unsigned int untransformed = 0;MeshTrafoList::iterator it,it2;for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {if (!(*it).IsUntransformed()) {need = true;}if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD) {// Lock this index and make sure it won't be changed(*it).lockedPos = cnt;veto = true;continue;}if (!veto && it != trafo.begin() && (*it).IsUntransformed()) {for (it2 = trafo.begin();it2 != it; ++it2) {if (!(*it2).IsUntransformed())break;}trafo.insert(it2,*it);trafo.erase(it);break;}}if (!need)continue;// Find all that are not at their 'locked' position and move them to it.// Conflicts are possible but quite unlikely.cnt = 0;for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) {it2 = trafo.begin();unsigned int t = 0;while (t != (*it).lockedPos)++it2;if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) {ASSIMP_LOG_ERROR("Channel mismatch, can't compute all transformations properly [design bug]");continue;}std::swap(*it2,*it);if ((*it).lockedPos == untransformed)untransformed = cnt;}}// ... and add dummies for all unreferenced channels// at the end of the listbool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS];for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)ref[n] = !mesh->mTextureCoords[n];for (it = trafo.begin();it != trafo.end(); ++it)ref[(*it).uvIndex] = true;for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {if (ref[n])continue;trafo.emplace_back();trafo.back().uvIndex = n;}// Then check whether this list breaks the channel limit.// The unimportant ones are at the end of the list, so// it shouldn't be too worse if we remove them.unsigned int size = (unsigned int)trafo.size();if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) {if (!DefaultLogger::isNullLogger()) {ASSIMP_LOG_ERROR(static_cast<unsigned int>(trafo.size()), " UV channels required but just ",AI_MAX_NUMBER_OF_TEXTURECOORDS, " available");}size = AI_MAX_NUMBER_OF_TEXTURECOORDS;}aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS];for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)old[n] = mesh->mTextureCoords[n];// Now continue and generate the output channels. Channels// that we're not going to need later can be overridden.it = trafo.begin();for (unsigned int n = 0; n < trafo.size();++n,++it) {if (n >= size) {// Try to use an untransformed channel for all channels we threw over boardUpdateUVIndex((*it).updateList,untransformed);continue;}outChannels++;// Write to the logif (!DefaultLogger::isNullLogger()) {::ai_snprintf(buffer,1024,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s",q,n,(*it).mTranslation.x,(*it).mTranslation.y,(*it).mScaling.x,(*it).mScaling.y,AI_RAD_TO_DEG( (*it).mRotation),MappingModeToChar ((*it).mapU),MappingModeToChar ((*it).mapV));ASSIMP_LOG_INFO(buffer);}// Check whether we need a new buffer hereif (mesh->mTextureCoords[n]) {it2 = it;++it2;for (unsigned int m = n+1; m < size;++m, ++it2) {if ((*it2).uvIndex == n){it2 = trafo.begin();break;}}if (it2 == trafo.begin()){mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];}}else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];aiVector3D* src = old[(*it).uvIndex];aiVector3D* dest, *end;dest = mesh->mTextureCoords[n];ai_assert(nullptr != src);// Copy the data to the destination arrayif (dest != src)::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices);end = dest + mesh->mNumVertices;// Build a transformation matrix and transform all UV coords with itif (!(*it).IsUntransformed()) {const aiVector2D& trl = (*it).mTranslation;const aiVector2D& scl = (*it).mScaling;// fixme: simplify ..++transformedChannels;aiMatrix3x3 matrix;aiMatrix3x3 m2,m3,m4,m5;m4.a1 = scl.x;m4.b2 = scl.y;m2.a3 = m2.b3 = 0.5f;m3.a3 = m3.b3 = -0.5f;if ((*it).mRotation > AI_TT_ROTATION_EPSILON )aiMatrix3x3::RotationZ((*it).mRotation,matrix);m5.a3 += trl.x; m5.b3 += trl.y;matrix = m2 * m4 * matrix * m3 * m5;for (src = dest; src != end; ++src) { /* manual homogeneous divide */src->z = 1.f;*src = matrix * *src;src->x /= src->z;src->y /= src->z;src->z = 0.f;}}// Update all UV indicesUpdateUVIndex((*it).updateList,n);}}// Print some detailed statistics into the logif (!DefaultLogger::isNullLogger()) {if (transformedChannels) {ASSIMP_LOG_INFO("TransformUVCoordsProcess end: ", outChannels, " output channels (in: ", inChannels, ", modified: ", transformedChannels,")");} else {ASSIMP_LOG_DEBUG("TransformUVCoordsProcess finished");}}}
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