virtualx-engine/thirdparty/assimp/code/PostProcessing/LimitBoneWeightsProcess.cpp
Rémi Verschelde 10012f9d49 Revert "assimp: Sync with upstream 0201fc5"
This reverts commit 78b22393a8.

It caused a regression in FBX import leading to crashes.
Fixes #36908.

(cherry picked from commit da1f80c1f2)
2020-03-09 10:43:08 +01:00

201 lines
7.5 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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All rights reserved.
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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,
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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 );
}
}
}