virtualx-engine/thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.cpp
RevoluPowered 243f400ee2 Updated assimp to commit 1d565b0 with iFire
Signed-off-by: RevoluPowered <gordon@gordonite.tech>
Signed-off-by: K. S. Ernest (iFIre) Lee <ernest.lee@chibifire.com>
2019-07-30 18:59:29 +01:00

201 lines
7.5 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
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following disclaimer.
* Redistributions in binary form must reproduce the above
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* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
/** Implementation of the LimitBoneWeightsProcess post processing step */
#include "LimitBoneWeightsProcess.h"
#include <assimp/StringUtils.h>
#include <assimp/postprocess.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <stdio.h>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
LimitBoneWeightsProcess::LimitBoneWeightsProcess()
{
mMaxWeights = AI_LMW_MAX_WEIGHTS;
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
LimitBoneWeightsProcess::~LimitBoneWeightsProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_LimitBoneWeights) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void LimitBoneWeightsProcess::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess begin");
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a ) {
ProcessMesh(pScene->mMeshes[a]);
}
ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess end");
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void LimitBoneWeightsProcess::SetupProperties(const Importer* pImp)
{
// get the current value of the property
this->mMaxWeights = pImp->GetPropertyInteger(AI_CONFIG_PP_LBW_MAX_WEIGHTS,AI_LMW_MAX_WEIGHTS);
}
// ------------------------------------------------------------------------------------------------
// Unites identical vertices in the given mesh
void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
{
if( !pMesh->HasBones())
return;
// collect all bone weights per vertex
typedef std::vector< std::vector< Weight > > WeightsPerVertex;
WeightsPerVertex vertexWeights( pMesh->mNumVertices);
// collect all weights per vertex
for( unsigned int a = 0; a < pMesh->mNumBones; a++)
{
const aiBone* bone = pMesh->mBones[a];
for( unsigned int b = 0; b < bone->mNumWeights; b++)
{
const aiVertexWeight& w = bone->mWeights[b];
vertexWeights[w.mVertexId].push_back( Weight( a, w.mWeight));
}
}
unsigned int removed = 0, old_bones = pMesh->mNumBones;
// now cut the weight count if it exceeds the maximum
bool bChanged = false;
for( WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit)
{
if( vit->size() <= mMaxWeights)
continue;
bChanged = true;
// more than the defined maximum -> first sort by weight in descending order. That's
// why we defined the < operator in such a weird way.
std::sort( vit->begin(), vit->end());
// now kill everything beyond the maximum count
unsigned int m = static_cast<unsigned int>(vit->size());
vit->erase( vit->begin() + mMaxWeights, vit->end());
removed += static_cast<unsigned int>(m-vit->size());
// and renormalize the weights
float sum = 0.0f;
for( std::vector<Weight>::const_iterator it = vit->begin(); it != vit->end(); ++it ) {
sum += it->mWeight;
}
if( 0.0f != sum ) {
const float invSum = 1.0f / sum;
for( std::vector<Weight>::iterator it = vit->begin(); it != vit->end(); ++it ) {
it->mWeight *= invSum;
}
}
}
if (bChanged) {
// rebuild the vertex weight array for all bones
typedef std::vector< std::vector< aiVertexWeight > > WeightsPerBone;
WeightsPerBone boneWeights( pMesh->mNumBones);
for( unsigned int a = 0; a < vertexWeights.size(); a++)
{
const std::vector<Weight>& vw = vertexWeights[a];
for( std::vector<Weight>::const_iterator it = vw.begin(); it != vw.end(); ++it)
boneWeights[it->mBone].push_back( aiVertexWeight( a, it->mWeight));
}
// and finally copy the vertex weight list over to the mesh's bones
std::vector<bool> abNoNeed(pMesh->mNumBones,false);
bChanged = false;
for( unsigned int a = 0; a < pMesh->mNumBones; a++)
{
const std::vector<aiVertexWeight>& bw = boneWeights[a];
aiBone* bone = pMesh->mBones[a];
if ( bw.empty() )
{
abNoNeed[a] = bChanged = true;
continue;
}
// copy the weight list. should always be less weights than before, so we don't need a new allocation
ai_assert( bw.size() <= bone->mNumWeights);
bone->mNumWeights = static_cast<unsigned int>( bw.size() );
::memcpy( bone->mWeights, &bw[0], bw.size() * sizeof( aiVertexWeight));
}
if (bChanged) {
// the number of new bones is smaller than before, so we can reuse the old array
aiBone** ppcCur = pMesh->mBones;aiBone** ppcSrc = ppcCur;
for (std::vector<bool>::const_iterator iter = abNoNeed.begin();iter != abNoNeed.end() ;++iter) {
if (*iter) {
delete *ppcSrc;
--pMesh->mNumBones;
}
else *ppcCur++ = *ppcSrc;
++ppcSrc;
}
}
if (!DefaultLogger::isNullLogger()) {
ASSIMP_LOG_INFO_F("Removed ", removed, " weights. Input bones: ", old_bones, ". Output bones: ", pMesh->mNumBones );
}
}
}