+ SplitByBonesCountProcess: make bone limit configurable.

- fix tabbing.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@883 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2011-01-05 13:22:44 +00:00
parent 9a47236bb3
commit 24a0132598
3 changed files with 36 additions and 30 deletions

View File

@ -75,7 +75,7 @@ bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const
// Updates internal properties
void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
{
// ein andermal.
mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
}
// ------------------------------------------------------------------------------------------------
@ -174,9 +174,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
subMeshFaces.reserve( pMesh->mNumFaces);
// accumulated vertex count of all the faces in this submesh
size_t 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<size_t> newBonesAtCurrentFace;
// 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<size_t> newBonesAtCurrentFace;
// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
for( size_t a = 0; a < pMesh->mNumFaces; ++a)
@ -197,25 +197,25 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
continue;
// if it's not used, yet, we would need to add it. Store its bone index
newBonesAtCurrentFace.push_back( vb[c].first);
newBonesAtCurrentFace.push_back( vb[c].first);
}
}
// 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 )
// 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() )
{
size_t newIndex = newBonesAtCurrentFace.back();
newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
if( isBoneUsed[newIndex] )
continue;
// mark all new bones as necessary
while( !newBonesAtCurrentFace.empty() )
{
size_t newIndex = newBonesAtCurrentFace.back();
newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
if( isBoneUsed[newIndex] )
continue;
isBoneUsed[newIndex] = true;
numBones++;
}
isBoneUsed[newIndex] = true;
numBones++;
}
// store the face index and the vertex count
subMeshFaces.push_back( a);

View File

@ -52,19 +52,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp
{
// NOTE: If you change these limits, don't forget to change the
// corresponding values in all Assimp ports
// **********************************************************
// Java: ConfigProperty.java,
// ConfigProperty.DEFAULT_VERTEX_SPLIT_LIMIT
// ConfigProperty.DEFAULT_TRIANGLE_SPLIT_LIMIT
// **********************************************************
// default limit for bone count
#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
# define AI_SBBC_DEFAULT_MAX_BONES 60
#endif
/** Postprocessing filter to split meshes with many bones into submeshes
* so that each submesh has a certain max bone count.

View File

@ -102,6 +102,25 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Various stuff to fine-tune the behavior of a specific post processing step.
// ###########################################################################
// ---------------------------------------------------------------------------
/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
*
* Meshes are split until the maximum number of bones is reached. The default
* value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
* compile-time.
* Property data type: integer.
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_SBBC_MAX_BONES \
"PP_SBBC_MAX_BONES"
// default limit for bone count
#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
# define AI_SBBC_DEFAULT_MAX_BONES 60
#endif
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two vertex tangents
* that their tangents and bitangents are smoothed.