From 24a0132598d9d6bf496aca2d3762bdd1f9896278 Mon Sep 17 00:00:00 2001 From: aramis_acg Date: Wed, 5 Jan 2011 13:22:44 +0000 Subject: [PATCH] + SplitByBonesCountProcess: make bone limit configurable. - fix tabbing. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@883 67173fc5-114c-0410-ac8e-9d2fd5bffc1f --- code/SplitByBoneCountProcess.cpp | 34 ++++++++++++++++---------------- code/SplitByBoneCountProcess.h | 13 ------------ include/aiConfig.h | 19 ++++++++++++++++++ 3 files changed, 36 insertions(+), 30 deletions(-) diff --git a/code/SplitByBoneCountProcess.cpp b/code/SplitByBoneCountProcess.cpp index 959d93abc..47e6563cf 100644 --- a/code/SplitByBoneCountProcess.cpp +++ b/code/SplitByBoneCountProcess.cpp @@ -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::vectormNumFaces); // 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 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 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 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); diff --git a/code/SplitByBoneCountProcess.h b/code/SplitByBoneCountProcess.h index c51150544..59802c66d 100644 --- a/code/SplitByBoneCountProcess.h +++ b/code/SplitByBoneCountProcess.h @@ -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. diff --git a/include/aiConfig.h b/include/aiConfig.h index b10682577..436a7e29e 100644 --- a/include/aiConfig.h +++ b/include/aiConfig.h @@ -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.