2015-05-19 03:48:29 +00:00
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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2018-01-28 18:42:05 +00:00
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Copyright (c) 2006-2018, assimp team
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2017-05-09 17:57:36 +00:00
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2015-05-19 03:48:29 +00:00
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All rights reserved.
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2015-05-19 03:52:10 +00:00
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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2015-05-19 03:48:29 +00:00
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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2015-05-19 03:52:10 +00:00
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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2015-05-19 03:48:29 +00:00
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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2015-05-19 03:52:10 +00:00
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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2015-05-19 03:48:29 +00:00
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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2015-05-19 03:52:10 +00:00
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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2015-05-19 03:48:29 +00:00
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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2015-05-19 03:52:10 +00:00
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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2015-05-19 03:48:29 +00:00
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the post processing step to join identical vertices
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* for all imported meshes
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*/
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#ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
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#include "JoinVerticesProcess.h"
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#include "ProcessHelper.h"
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2018-01-06 00:18:33 +00:00
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#include <assimp/Vertex.h>
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#include <assimp/TinyFormatter.h>
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2015-05-19 03:48:29 +00:00
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#include <stdio.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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JoinVerticesProcess::JoinVerticesProcess()
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{
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2015-05-19 03:57:13 +00:00
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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JoinVerticesProcess::~JoinVerticesProcess()
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{
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2015-05-19 03:57:13 +00:00
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool JoinVerticesProcess::IsActive( unsigned int pFlags) const
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{
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2015-05-19 03:57:13 +00:00
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return (pFlags & aiProcess_JoinIdenticalVertices) != 0;
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2015-05-19 03:48:29 +00:00
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void JoinVerticesProcess::Execute( aiScene* pScene)
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{
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2015-05-19 03:57:13 +00:00
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DefaultLogger::get()->debug("JoinVerticesProcess begin");
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// get the total number of vertices BEFORE the step is executed
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int iNumOldVertices = 0;
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if (!DefaultLogger::isNullLogger()) {
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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iNumOldVertices += pScene->mMeshes[a]->mNumVertices;
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}
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}
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// execute the step
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int iNumVertices = 0;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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iNumVertices += ProcessMesh( pScene->mMeshes[a],a);
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// if logging is active, print detailed statistics
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if (!DefaultLogger::isNullLogger())
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{
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if (iNumOldVertices == iNumVertices)
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{
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DefaultLogger::get()->debug("JoinVerticesProcess finished ");
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} else
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{
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char szBuff[128]; // should be sufficiently large in every case
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2016-01-06 14:35:25 +00:00
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::ai_snprintf(szBuff,128,"JoinVerticesProcess finished | Verts in: %i out: %i | ~%.1f%%",
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iNumOldVertices,
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iNumVertices,
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((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f);
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DefaultLogger::get()->info(szBuff);
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}
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}
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pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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}
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2018-04-26 16:34:27 +00:00
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namespace {
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bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex)
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{
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// A little helper to find locally close vertices faster.
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// Try to reuse the lookup table from the last step.
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const static float epsilon = 1e-5f;
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// Squared because we check against squared length of the vector difference
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static const float squareEpsilon = epsilon * epsilon;
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// Square compare is useful for animeshes vertexes compare
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if ((lhs.position - rhs.position).SquareLength() > squareEpsilon) {
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return false;
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}
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// We just test the other attributes even if they're not present in the mesh.
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// In this case they're initialized to 0 so the comparison succeeds.
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// By this method the non-present attributes are effectively ignored in the comparison.
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if ((lhs.normal - rhs.normal).SquareLength() > squareEpsilon) {
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return false;
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}
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if ((lhs.texcoords[0] - rhs.texcoords[0]).SquareLength() > squareEpsilon) {
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return false;
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}
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if ((lhs.tangent - rhs.tangent).SquareLength() > squareEpsilon) {
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return false;
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}
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if ((lhs.bitangent - rhs.bitangent).SquareLength() > squareEpsilon) {
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return false;
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}
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// Usually we won't have vertex colors or multiple UVs, so we can skip from here
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// Actually this increases runtime performance slightly, at least if branch
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// prediction is on our side.
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if (complex) {
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for (int i = 0; i < 8; i++) {
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if (i > 0 && (lhs.texcoords[i] - rhs.texcoords[i]).SquareLength() > squareEpsilon) {
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return false;
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}
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if (GetColorDifference(lhs.colors[i], rhs.colors[i]) > squareEpsilon) {
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return false;
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}
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}
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}
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return true;
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}
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template<class XMesh>
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void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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// replace vertex data with the unique data sets
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pMesh->mNumVertices = (unsigned int)uniqueVertices.size();
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// ----------------------------------------------------------------------------
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// NOTE - we're *not* calling Vertex::SortBack() because it would check for
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// presence of every single vertex component once PER VERTEX. And our CPU
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// dislikes branches, even if they're easily predictable.
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// ----------------------------------------------------------------------------
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// Position, if present (check made for aiAnimMesh)
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if (pMesh->mVertices)
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{
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delete [] pMesh->mVertices;
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mVertices[a] = uniqueVertices[a].position;
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}
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}
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// Normals, if present
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if (pMesh->mNormals)
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{
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delete [] pMesh->mNormals;
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mNormals[a] = uniqueVertices[a].normal;
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}
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}
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// Tangents, if present
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if (pMesh->mTangents)
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{
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delete [] pMesh->mTangents;
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pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mTangents[a] = uniqueVertices[a].tangent;
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}
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}
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// Bitangents as well
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if (pMesh->mBitangents)
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{
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delete [] pMesh->mBitangents;
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pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mBitangents[a] = uniqueVertices[a].bitangent;
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}
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}
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// Vertex colors
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for (unsigned int a = 0; pMesh->HasVertexColors(a); a++)
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{
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delete [] pMesh->mColors[a];
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pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
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for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
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pMesh->mColors[a][b] = uniqueVertices[b].colors[a];
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}
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}
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// Texture coords
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for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++)
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{
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delete [] pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int b = 0; b < pMesh->mNumVertices; b++) {
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pMesh->mTextureCoords[a][b] = uniqueVertices[b].texcoords[a];
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}
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}
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}
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} // namespace
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2015-05-19 03:48:29 +00:00
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// ------------------------------------------------------------------------------------------------
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// Unites identical vertices in the given mesh
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int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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{
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2016-03-19 00:02:39 +00:00
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static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8");
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static_assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8, "AI_MAX_NUMBER_OF_TEXTURECOORDS == 8");
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2015-05-19 03:57:13 +00:00
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// Return early if we don't have any positions
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if (!pMesh->HasPositions() || !pMesh->HasFaces()) {
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return 0;
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}
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// We'll never have more vertices afterwards.
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std::vector<Vertex> uniqueVertices;
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uniqueVertices.reserve( pMesh->mNumVertices);
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// For each vertex the index of the vertex it was replaced by.
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// Since the maximal number of vertices is 2^31-1, the most significand bit can be used to mark
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// whether a new vertex was created for the index (true) or if it was replaced by an existing
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// unique vertex (false). This saves an additional std::vector<bool> and greatly enhances
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// branching performance.
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2016-03-19 00:02:39 +00:00
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static_assert(AI_MAX_VERTICES == 0x7fffffff, "AI_MAX_VERTICES == 0x7fffffff");
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2015-05-19 03:57:13 +00:00
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std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff);
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// float posEpsilonSqr;
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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typedef std::pair<SpatialSort,float> SpatPair;
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if (shared) {
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std::vector<SpatPair >* avf;
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shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
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if (avf) {
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SpatPair& blubb = (*avf)[meshIndex];
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vertexFinder = &blubb.first;
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// posEpsilonSqr = blubb.second;
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}
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}
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if (!vertexFinder) {
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// bad, need to compute it.
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_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
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vertexFinder = &_vertexFinder;
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// posEpsilonSqr = ComputePositionEpsilon(pMesh);
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}
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// Again, better waste some bytes than a realloc ...
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std::vector<unsigned int> verticesFound;
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verticesFound.reserve(10);
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// Run an optimized code path if we don't have multiple UVs or vertex colors.
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// This should yield false in more than 99% of all imports ...
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const bool complex = ( pMesh->GetNumColorChannels() > 0 || pMesh->GetNumUVChannels() > 1);
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2018-04-26 16:34:27 +00:00
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const bool hasAnimMeshes = pMesh->mNumAnimMeshes > 0;
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// We'll never have more vertices afterwards.
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std::vector<Vertex> uniqueAnimatedVertices[pMesh->mNumAnimMeshes];
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if (hasAnimMeshes) {
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices);
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}
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}
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2015-05-19 03:57:13 +00:00
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// Now check each vertex if it brings something new to the table
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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// collect the vertex data
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Vertex v(pMesh,a);
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// collect all vertices that are close enough to the given position
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vertexFinder->FindIdenticalPositions( v.position, verticesFound);
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unsigned int matchIndex = 0xffffffff;
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// check all unique vertices close to the position if this vertex is already present among them
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for( unsigned int b = 0; b < verticesFound.size(); b++) {
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const unsigned int vidx = verticesFound[b];
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const unsigned int uidx = replaceIndex[ vidx];
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if( uidx & 0x80000000)
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continue;
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const Vertex& uv = uniqueVertices[ uidx];
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2018-04-26 16:34:27 +00:00
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if (!areVerticesEqual(v, uv, complex)) {
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2015-05-19 03:57:13 +00:00
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continue;
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2018-04-26 16:34:27 +00:00
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}
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2015-05-19 03:57:13 +00:00
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2018-04-26 16:34:27 +00:00
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if (hasAnimMeshes) {
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// If given vertex is animated, then it has to be preserver 1 to 1 (base mesh and animated mesh require same topology)
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// NOTE: not doing this totaly breaks anim meshes as they don't have their own faces (they use pMesh->mFaces)
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bool breaksAnimMesh = false;
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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const Vertex& animatedUV = uniqueAnimatedVertices[animMeshIndex][ uidx];
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Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a);
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if (!areVerticesEqual(aniMeshVertex, animatedUV, complex)) {
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breaksAnimMesh = true;
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break;
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}
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|
}
|
|
|
|
if (breaksAnimMesh) {
|
2015-05-19 03:57:13 +00:00
|
|
|
continue;
|
2018-04-26 16:34:27 +00:00
|
|
|
}
|
2015-05-19 03:57:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// we're still here -> this vertex perfectly matches our given vertex
|
|
|
|
matchIndex = uidx;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// found a replacement vertex among the uniques?
|
|
|
|
if( matchIndex != 0xffffffff)
|
|
|
|
{
|
|
|
|
// store where to found the matching unique vertex
|
|
|
|
replaceIndex[a] = matchIndex | 0x80000000;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-04-03 00:38:00 +00:00
|
|
|
// no unique vertex matches it up to now -> so add it
|
2015-05-19 03:57:13 +00:00
|
|
|
replaceIndex[a] = (unsigned int)uniqueVertices.size();
|
|
|
|
uniqueVertices.push_back( v);
|
2018-04-26 16:34:27 +00:00
|
|
|
if (hasAnimMeshes) {
|
|
|
|
for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
|
|
|
|
Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a);
|
|
|
|
uniqueAnimatedVertices[animMeshIndex].push_back(aniMeshVertex);
|
|
|
|
}
|
|
|
|
}
|
2015-05-19 03:57:13 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!DefaultLogger::isNullLogger() && DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
|
|
|
|
DefaultLogger::get()->debug((Formatter::format(),
|
|
|
|
"Mesh ",meshIndex,
|
|
|
|
" (",
|
|
|
|
(pMesh->mName.length ? pMesh->mName.data : "unnamed"),
|
|
|
|
") | Verts in: ",pMesh->mNumVertices,
|
|
|
|
" out: ",
|
|
|
|
uniqueVertices.size(),
|
|
|
|
" | ~",
|
|
|
|
((pMesh->mNumVertices - uniqueVertices.size()) / (float)pMesh->mNumVertices) * 100.f,
|
|
|
|
"%"
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
2018-04-26 16:34:27 +00:00
|
|
|
updateXMeshVertices(pMesh, uniqueVertices);
|
|
|
|
if (hasAnimMeshes) {
|
|
|
|
for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
|
|
|
|
updateXMeshVertices(pMesh->mAnimMeshes[animMeshIndex], uniqueAnimatedVertices[animMeshIndex]);
|
2015-05-19 03:57:13 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// adjust the indices in all faces
|
|
|
|
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
|
|
|
|
{
|
|
|
|
aiFace& face = pMesh->mFaces[a];
|
|
|
|
for( unsigned int b = 0; b < face.mNumIndices; b++) {
|
|
|
|
face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// adjust bone vertex weights.
|
2016-02-05 17:53:23 +00:00
|
|
|
for( int a = 0; a < (int)pMesh->mNumBones; a++) {
|
2015-05-19 03:57:13 +00:00
|
|
|
aiBone* bone = pMesh->mBones[a];
|
|
|
|
std::vector<aiVertexWeight> newWeights;
|
|
|
|
newWeights.reserve( bone->mNumWeights);
|
|
|
|
|
2016-02-05 17:53:23 +00:00
|
|
|
if ( NULL != bone->mWeights ) {
|
|
|
|
for ( unsigned int b = 0; b < bone->mNumWeights; b++ ) {
|
|
|
|
const aiVertexWeight& ow = bone->mWeights[ b ];
|
|
|
|
// if the vertex is a unique one, translate it
|
|
|
|
if ( !( replaceIndex[ ow.mVertexId ] & 0x80000000 ) ) {
|
|
|
|
aiVertexWeight nw;
|
|
|
|
nw.mVertexId = replaceIndex[ ow.mVertexId ];
|
|
|
|
nw.mWeight = ow.mWeight;
|
|
|
|
newWeights.push_back( nw );
|
|
|
|
}
|
2015-05-19 03:57:13 +00:00
|
|
|
}
|
2016-02-05 17:53:23 +00:00
|
|
|
} else {
|
|
|
|
DefaultLogger::get()->error( "X-Export: aiBone shall contain weights, but pointer to them is NULL." );
|
2015-05-19 03:57:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (newWeights.size() > 0) {
|
|
|
|
// kill the old and replace them with the translated weights
|
|
|
|
delete [] bone->mWeights;
|
|
|
|
bone->mNumWeights = (unsigned int)newWeights.size();
|
|
|
|
|
|
|
|
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
|
|
|
memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
/* NOTE:
|
|
|
|
*
|
|
|
|
* In the algorithm above we're assuming that there are no vertices
|
|
|
|
* with a different bone weight setup at the same position. That wouldn't
|
|
|
|
* make sense, but it is not absolutely impossible. SkeletonMeshBuilder
|
|
|
|
* for example generates such input data if two skeleton points
|
|
|
|
* share the same position. Again this doesn't make sense but is
|
|
|
|
* reality for some model formats (MD5 for example uses these special
|
|
|
|
* nodes as attachment tags for its weapons).
|
|
|
|
*
|
|
|
|
* Then it is possible that a bone has no weights anymore .... as a quick
|
|
|
|
* workaround, we're just removing these bones. If they're animated,
|
|
|
|
* model geometry might be modified but at least there's no risk of a crash.
|
|
|
|
*/
|
|
|
|
delete bone;
|
|
|
|
--pMesh->mNumBones;
|
|
|
|
for (unsigned int n = a; n < pMesh->mNumBones; ++n) {
|
|
|
|
pMesh->mBones[n] = pMesh->mBones[n+1];
|
|
|
|
}
|
|
|
|
|
|
|
|
--a;
|
|
|
|
DefaultLogger::get()->warn("Removing bone -> no weights remaining");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return pMesh->mNumVertices;
|
2015-05-19 03:48:29 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
|