1 /* 2 Open Asset Import Library (assimp) 3 ---------------------------------------------------------------------- 4 5 Copyright (c) 2006-2012, assimp team 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 34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 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 41 /** @file Definition of a helper step that processes texture transformations */ 42 #ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED 43 #define AI_TEXTURE_TRANSFORM_H_INCLUDED 44 45 #include "BaseImporter.h" 46 #include "BaseProcess.h" 47 48 struct aiNode; 49 50 namespace Assimp { 51 52 #define AI_TT_UV_IDX_LOCK_TBD 0xffffffff 53 #define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee 54 55 56 #define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5)) 57 58 // --------------------------------------------------------------------------- 59 /** Small helper structure representing a shortcut into the material list 60 * to be able to update some values quickly. 61 */ 62 struct TTUpdateInfo 63 { TTUpdateInfoTTUpdateInfo64 TTUpdateInfo() : 65 directShortcut (NULL) 66 , mat (NULL) 67 , semantic (0) 68 , index (0) 69 {} 70 71 //! Direct shortcut, if available 72 unsigned int* directShortcut; 73 74 //! Material 75 aiMaterial *mat; 76 77 //! Texture type and index 78 unsigned int semantic, index; 79 }; 80 81 82 // --------------------------------------------------------------------------- 83 /** Helper class representing texture coordinate transformations 84 */ 85 struct STransformVecInfo : public aiUVTransform 86 { 87 STransformVecInfoSTransformVecInfo88 STransformVecInfo() 89 : uvIndex (0) 90 , mapU (aiTextureMapMode_Wrap) 91 , mapV (aiTextureMapMode_Wrap) 92 , lockedPos (AI_TT_UV_IDX_LOCK_NONE) 93 {} 94 95 //! Source texture coordinate index 96 unsigned int uvIndex; 97 98 //! Texture mapping mode in the u, v direction 99 aiTextureMapMode mapU,mapV; 100 101 //! Locked destination UV index 102 //! AI_TT_UV_IDX_LOCK_TBD - to be determined 103 //! AI_TT_UV_IDX_LOCK_NONE - none (default) 104 unsigned int lockedPos; 105 106 //! Update info - shortcuts into all materials 107 //! that are referencing this transform setup 108 std::list<TTUpdateInfo> updateList; 109 110 111 // ------------------------------------------------------------------- 112 /** Compare two transform setups 113 */ 114 inline bool operator== (const STransformVecInfo& other) const 115 { 116 // We use a small epsilon here 117 const static float epsilon = 0.05f; 118 119 if (math::fabs( mTranslation.x - other.mTranslation.x ) > epsilon || 120 math::fabs( mTranslation.y - other.mTranslation.y ) > epsilon) 121 { 122 return false; 123 } 124 125 if (math::fabs( mScaling.x - other.mScaling.x ) > epsilon || 126 math::fabs( mScaling.y - other.mScaling.y ) > epsilon) 127 { 128 return false; 129 } 130 131 if (math::fabs( mRotation - other.mRotation) > epsilon) 132 { 133 return false; 134 } 135 return true; 136 } 137 138 inline bool operator!= (const STransformVecInfo& other) const 139 { 140 return !(*this == other); 141 } 142 143 144 // ------------------------------------------------------------------- 145 /** Returns whether this is an untransformed texture coordinate set 146 */ IsUntransformedSTransformVecInfo147 inline bool IsUntransformed() const 148 { 149 return (1.0f == mScaling.x && 1.f == mScaling.y && 150 !mTranslation.x && !mTranslation.y && 151 mRotation < AI_TT_ROTATION_EPSILON); 152 } 153 154 // ------------------------------------------------------------------- 155 /** Build a 3x3 matrix from the transformations 156 */ GetMatrixSTransformVecInfo157 inline void GetMatrix(aiMatrix3x3& mOut) 158 { 159 mOut = aiMatrix3x3(); 160 161 if (1.0f != mScaling.x || 1.0f != mScaling.y) 162 { 163 aiMatrix3x3 mScale; 164 mScale.a1 = mScaling.x; 165 mScale.b2 = mScaling.y; 166 mOut = mScale; 167 } 168 if (mRotation) 169 { 170 aiMatrix3x3 mRot; 171 mRot.a1 = mRot.b2 = math::cos(mRotation); 172 mRot.a2 = mRot.b1 = math::sin(mRotation); 173 mRot.a2 = -mRot.a2; 174 mOut *= mRot; 175 } 176 if (mTranslation.x || mTranslation.y) 177 { 178 aiMatrix3x3 mTrans; 179 mTrans.a3 = mTranslation.x; 180 mTrans.b3 = mTranslation.y; 181 mOut *= mTrans; 182 } 183 } 184 }; 185 186 187 // --------------------------------------------------------------------------- 188 /** Helper step to compute final UV coordinate sets if there are scalings 189 * or rotations in the original data read from the file. 190 */ 191 class TextureTransformStep : public BaseProcess 192 { 193 public: 194 195 TextureTransformStep(); 196 ~TextureTransformStep(); 197 198 public: 199 200 // ------------------------------------------------------------------- 201 bool IsActive( unsigned int pFlags) const; 202 203 // ------------------------------------------------------------------- 204 void Execute( aiScene* pScene); 205 206 // ------------------------------------------------------------------- 207 void SetupProperties(const Importer* pImp); 208 209 210 protected: 211 212 213 // ------------------------------------------------------------------- 214 /** Preprocess a specific UV transformation setup 215 * 216 * @param info Transformation setup to be preprocessed. 217 */ 218 void PreProcessUVTransform(STransformVecInfo& info); 219 220 private: 221 222 unsigned int configFlags; 223 }; 224 225 } 226 227 #endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED 228