Merge branch 'master' into gltf2_broken_bones_count
commit
0b227219b7
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@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <limits>
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#include <assimp/TinyFormatter.h>
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#include <assimp/Exceptional.h>
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using namespace Assimp;
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using namespace Assimp::Formatter;
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@ -94,7 +95,10 @@ void SplitByBoneCountProcess::Execute( aiScene* pScene)
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bool isNecessary = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
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if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
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{
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isNecessary = true;
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break;
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}
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if( !isNecessary )
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{
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@ -155,7 +159,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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{
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// skip if not necessary
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if( pMesh->mNumBones <= mMaxBoneCount )
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{
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return;
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}
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// necessary optimisation: build a list of all affecting bones for each vertex
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// TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
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@ -165,7 +171,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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{
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const aiBone* bone = pMesh->mBones[a];
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for( unsigned int b = 0; b < bone->mNumWeights; ++b)
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{
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vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
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}
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}
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unsigned int numFacesHandled = 0;
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@ -189,7 +197,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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{
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// skip if the face is already stored in a submesh
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if( isFaceHandled[a] )
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{
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continue;
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}
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const aiFace& face = pMesh->mFaces[a];
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// check every vertex if its bones would still fit into the current submesh
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@ -201,17 +211,27 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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unsigned int boneIndex = vb[c].first;
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// if the bone is already used in this submesh, it's ok
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if( isBoneUsed[boneIndex] )
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{
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continue;
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}
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// if it's not used, yet, we would need to add it. Store its bone index
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if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
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{
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newBonesAtCurrentFace.push_back( boneIndex);
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}
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}
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}
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if (newBonesAtCurrentFace.size() > mMaxBoneCount)
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{
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throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
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}
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// leave out the face if the new bones required for this face don't fit the bone count limit anymore
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if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
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{
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continue;
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}
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// mark all new bones as necessary
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while( !newBonesAtCurrentFace.empty() )
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@ -219,7 +239,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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unsigned int newIndex = newBonesAtCurrentFace.back();
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newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
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if( isBoneUsed[newIndex] )
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{
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continue;
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}
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isBoneUsed[newIndex] = true;
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numBones++;
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@ -237,7 +259,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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// create a new mesh to hold this subset of the source mesh
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aiMesh* newMesh = new aiMesh;
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if( pMesh->mName.length > 0 )
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{
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newMesh->mName.Set( format() << pMesh->mName.data << "_sub" << poNewMeshes.size());
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}
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newMesh->mMaterialIndex = pMesh->mMaterialIndex;
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newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
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poNewMeshes.push_back( newMesh);
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@ -247,7 +271,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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newMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
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newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
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if( pMesh->HasNormals() )
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{
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newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
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}
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if( pMesh->HasTangentsAndBitangents() )
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{
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newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
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@ -256,13 +282,17 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
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{
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if( pMesh->HasTextureCoords( a) )
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{
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newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
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}
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newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
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}
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
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{
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if( pMesh->HasVertexColors( a) )
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{
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newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
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}
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}
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// and copy over the data, generating faces with linear indices along the way
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@ -285,7 +315,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
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if( pMesh->HasNormals() )
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{
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newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
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}
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if( pMesh->HasTangentsAndBitangents() )
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{
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newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
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@ -294,12 +326,16 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c )
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{
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if( pMesh->HasTextureCoords( c) )
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{
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newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
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}
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}
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c )
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{
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if( pMesh->HasVertexColors( c) )
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{
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newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
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}
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}
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nvi++;
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@ -316,7 +352,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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for( unsigned int a = 0; a < pMesh->mNumBones; ++a )
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{
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if( !isBoneUsed[a] )
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{
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continue;
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}
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// create the new bone
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const aiBone* srcBone = pMesh->mBones[a];
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@ -340,7 +378,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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{
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unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
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if( newBoneIndex != std::numeric_limits<unsigned int>::max() )
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{
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newMesh->mBones[newBoneIndex]->mNumWeights++;
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}
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}
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}
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