virtualx-engine/thirdparty/assimp/code/Common/SplitByBoneCountProcess.cpp
2020-03-06 14:43:31 +01:00

447 lines
18 KiB
C++

/*
Open Asset Import Library (assimp)
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/// @file SplitByBoneCountProcess.cpp
/// Implementation of the SplitByBoneCount postprocessing step
// internal headers of the post-processing framework
#include "SplitByBoneCountProcess.h"
#include <assimp/postprocess.h>
#include <assimp/DefaultLogger.hpp>
#include <limits>
#include <assimp/TinyFormatter.h>
#include <assimp/Exceptional.h>
using namespace Assimp;
using namespace Assimp::Formatter;
// ------------------------------------------------------------------------------------------------
// Constructor
SplitByBoneCountProcess::SplitByBoneCountProcess()
{
// set default, might be overridden by importer config
mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
}
// ------------------------------------------------------------------------------------------------
// Destructor
SplitByBoneCountProcess::~SplitByBoneCountProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag.
bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const
{
return !!(pFlags & aiProcess_SplitByBoneCount);
}
// ------------------------------------------------------------------------------------------------
// Updates internal properties
void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
{
mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitByBoneCountProcess::Execute( aiScene* pScene)
{
ASSIMP_LOG_DEBUG("SplitByBoneCountProcess begin");
// early out
bool isNecessary = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
{
isNecessary = true;
break;
}
if( !isNecessary )
{
ASSIMP_LOG_DEBUG( format() << "SplitByBoneCountProcess early-out: no meshes with more than " << mMaxBoneCount << " bones." );
return;
}
// we need to do something. Let's go.
mSubMeshIndices.clear();
mSubMeshIndices.resize( pScene->mNumMeshes);
// build a new array of meshes for the scene
std::vector<aiMesh*> meshes;
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
{
aiMesh* srcMesh = pScene->mMeshes[a];
std::vector<aiMesh*> newMeshes;
SplitMesh( pScene->mMeshes[a], newMeshes);
// mesh was split
if( !newMeshes.empty() )
{
// store new meshes and indices of the new meshes
for( unsigned int b = 0; b < newMeshes.size(); ++b)
{
mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
meshes.push_back( newMeshes[b]);
}
// and destroy the source mesh. It should be completely contained inside the new submeshes
delete srcMesh;
}
else
{
// Mesh is kept unchanged - store it's new place in the mesh array
mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
meshes.push_back( srcMesh);
}
}
// rebuild the scene's mesh array
pScene->mNumMeshes = static_cast<unsigned int>(meshes.size());
delete [] pScene->mMeshes;
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
std::copy( meshes.begin(), meshes.end(), pScene->mMeshes);
// recurse through all nodes and translate the node's mesh indices to fit the new mesh array
UpdateNode( pScene->mRootNode);
ASSIMP_LOG_DEBUG( format() << "SplitByBoneCountProcess end: split " << mSubMeshIndices.size() << " meshes into " << meshes.size() << " submeshes." );
}
// ------------------------------------------------------------------------------------------------
// Splits the given mesh by bone count.
void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const
{
// skip if not necessary
if( pMesh->mNumBones <= mMaxBoneCount )
{
return;
}
// necessary optimisation: build a list of all affecting bones for each vertex
// TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
typedef std::pair<unsigned int, float> BoneWeight;
std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
for( unsigned int a = 0; a < pMesh->mNumBones; ++a)
{
const aiBone* bone = pMesh->mBones[a];
for( unsigned int b = 0; b < bone->mNumWeights; ++b)
{
vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
}
}
unsigned int numFacesHandled = 0;
std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
while( numFacesHandled < pMesh->mNumFaces )
{
// which bones are used in the current submesh
unsigned int numBones = 0;
std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
// indices of the faces which are going to go into this submesh
std::vector<unsigned int> subMeshFaces;
subMeshFaces.reserve( pMesh->mNumFaces);
// accumulated vertex count of all the faces in this submesh
unsigned int numSubMeshVertices = 0;
// a small local array of new bones for the current face. State of all used bones for that face
// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
std::vector<unsigned int> newBonesAtCurrentFace;
// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
for( unsigned int a = 0; a < pMesh->mNumFaces; ++a)
{
// skip if the face is already stored in a submesh
if( isFaceHandled[a] )
{
continue;
}
const aiFace& face = pMesh->mFaces[a];
// check every vertex if its bones would still fit into the current submesh
for( unsigned int b = 0; b < face.mNumIndices; ++b )
{
const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
for( unsigned int c = 0; c < vb.size(); ++c)
{
unsigned int boneIndex = vb[c].first;
// if the bone is already used in this submesh, it's ok
if( isBoneUsed[boneIndex] )
{
continue;
}
// if it's not used, yet, we would need to add it. Store its bone index
if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
{
newBonesAtCurrentFace.push_back( boneIndex);
}
}
}
if (newBonesAtCurrentFace.size() > mMaxBoneCount)
{
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
}
// leave out the face if the new bones required for this face don't fit the bone count limit anymore
if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
{
continue;
}
// mark all new bones as necessary
while( !newBonesAtCurrentFace.empty() )
{
unsigned int newIndex = newBonesAtCurrentFace.back();
newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
if( isBoneUsed[newIndex] )
{
continue;
}
isBoneUsed[newIndex] = true;
numBones++;
}
// store the face index and the vertex count
subMeshFaces.push_back( a);
numSubMeshVertices += face.mNumIndices;
// remember that this face is handled
isFaceHandled[a] = true;
numFacesHandled++;
}
// create a new mesh to hold this subset of the source mesh
aiMesh* newMesh = new aiMesh;
if( pMesh->mName.length > 0 )
{
newMesh->mName.Set( format() << pMesh->mName.data << "_sub" << poNewMeshes.size());
}
newMesh->mMaterialIndex = pMesh->mMaterialIndex;
newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
poNewMeshes.push_back( newMesh);
// create all the arrays for this mesh if the old mesh contained them
newMesh->mNumVertices = numSubMeshVertices;
newMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
if( pMesh->HasNormals() )
{
newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
}
if( pMesh->HasTangentsAndBitangents() )
{
newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
{
if( pMesh->HasTextureCoords( a) )
{
newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
}
newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
{
if( pMesh->HasVertexColors( a) )
{
newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
}
}
// and copy over the data, generating faces with linear indices along the way
newMesh->mFaces = new aiFace[subMeshFaces.size()];
unsigned int nvi = 0; // next vertex index
std::vector<unsigned int> previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
for( unsigned int a = 0; a < subMeshFaces.size(); ++a )
{
const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
aiFace& dstFace = newMesh->mFaces[a];
dstFace.mNumIndices = srcFace.mNumIndices;
dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
// accumulate linearly all the vertices of the source face
for( unsigned int b = 0; b < dstFace.mNumIndices; ++b )
{
unsigned int srcIndex = srcFace.mIndices[b];
dstFace.mIndices[b] = nvi;
previousVertexIndices[nvi] = srcIndex;
newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
if( pMesh->HasNormals() )
{
newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
}
if( pMesh->HasTangentsAndBitangents() )
{
newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
}
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c )
{
if( pMesh->HasTextureCoords( c) )
{
newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
}
}
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c )
{
if( pMesh->HasVertexColors( c) )
{
newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
}
}
nvi++;
}
}
ai_assert( nvi == numSubMeshVertices );
// Create the bones for the new submesh: first create the bone array
newMesh->mNumBones = 0;
newMesh->mBones = new aiBone*[numBones];
std::vector<unsigned int> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<unsigned int>::max());
for( unsigned int a = 0; a < pMesh->mNumBones; ++a )
{
if( !isBoneUsed[a] )
{
continue;
}
// create the new bone
const aiBone* srcBone = pMesh->mBones[a];
aiBone* dstBone = new aiBone;
mappedBoneIndex[a] = newMesh->mNumBones;
newMesh->mBones[newMesh->mNumBones++] = dstBone;
dstBone->mName = srcBone->mName;
dstBone->mOffsetMatrix = srcBone->mOffsetMatrix;
dstBone->mNumWeights = 0;
}
ai_assert( newMesh->mNumBones == numBones );
// iterate over all new vertices and count which bones affected its old vertex in the source mesh
for( unsigned int a = 0; a < numSubMeshVertices; ++a )
{
unsigned int oldIndex = previousVertexIndices[a];
const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];
for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b )
{
unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
if( newBoneIndex != std::numeric_limits<unsigned int>::max() )
{
newMesh->mBones[newBoneIndex]->mNumWeights++;
}
}
}
// allocate all bone weight arrays accordingly
for( unsigned int a = 0; a < newMesh->mNumBones; ++a )
{
aiBone* bone = newMesh->mBones[a];
ai_assert( bone->mNumWeights > 0 );
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
bone->mNumWeights = 0; // for counting up in the next step
}
// now copy all the bone vertex weights for all the vertices which made it into the new submesh
for( unsigned int a = 0; a < numSubMeshVertices; ++a)
{
// find the source vertex for it in the source mesh
unsigned int previousIndex = previousVertexIndices[a];
// these bones were affecting it
const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
// all of the bones affecting it should be present in the new submesh, or else
// the face it comprises shouldn't be present
for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b)
{
unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
ai_assert( newBoneIndex != std::numeric_limits<unsigned int>::max() );
aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
newMesh->mBones[newBoneIndex]->mNumWeights++;
dstWeight->mVertexId = a;
dstWeight->mWeight = bonesOnThisVertex[b].second;
}
}
// I have the strange feeling that this will break apart at some point in time...
}
}
// ------------------------------------------------------------------------------------------------
// Recursively updates the node's mesh list to account for the changed mesh list
void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
{
// rebuild the node's mesh index list
if( pNode->mNumMeshes > 0 )
{
std::vector<unsigned int> newMeshList;
for( unsigned int a = 0; a < pNode->mNumMeshes; ++a)
{
unsigned int srcIndex = pNode->mMeshes[a];
const std::vector<unsigned int>& replaceMeshes = mSubMeshIndices[srcIndex];
newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
}
delete [] pNode->mMeshes;
pNode->mNumMeshes = static_cast<unsigned int>(newMeshList.size());
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
}
// do that also recursively for all children
for( unsigned int a = 0; a < pNode->mNumChildren; ++a )
{
UpdateNode( pNode->mChildren[a]);
}
}