The "SplitLargeMeshes"-Process handles bones correctly now. Added Unittest for it and fixed some minor details.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@73 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2008-07-29 20:36:27 +00:00
parent 0209fba554
commit 76ebdecd7a
7 changed files with 288 additions and 6 deletions

View File

@ -234,6 +234,56 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
}
}
if (pMesh->HasBones())
{
// assume the number of bones won't change in most cases
pcMesh->mBones = new aiBone*[pMesh->mNumBones];
// iterate through all bones of the mesh and find those which
// need to be copied to the splitted mesh
std::vector<aiVertexWeight> avTempWeights;
for (unsigned int p = 0; p < pcMesh->mNumBones;++p)
{
aiBone* const bone = pcMesh->mBones[p];
avTempWeights.clear();
avTempWeights.reserve(bone->mNumWeights / iSubMeshes);
for (unsigned int q = 0; q < bone->mNumWeights;++q)
{
aiVertexWeight& weight = bone->mWeights[q];
if(weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum)
{
avTempWeights.push_back(weight);
weight = avTempWeights.back();
weight.mVertexId -= iBase;
}
}
if (!avTempWeights.empty())
{
// we'll need this bone. Copy it ...
aiBone* pc = new aiBone();
pcMesh->mBones[pcMesh->mNumBones++] = pc;
pc->mName = aiString(bone->mName);
pc->mNumWeights = avTempWeights.size();
pc->mOffsetMatrix = bone->mOffsetMatrix;
// no need to reallocate the array for the last submesh.
// Here we can reuse the (large) source array, although
// we'll waste some memory
if (iSubMeshes-1 == i)
{
pc->mWeights = bone->mWeights;
bone->mWeights = NULL;
}
else pc->mWeights = new aiVertexWeight[pc->mNumWeights];
// copy the weights
::memcpy(pc->mWeights,&avTempWeights[0],sizeof(aiVertexWeight)*pc->mNumWeights);
}
}
}
// (we will also need to copy the array of indices)
unsigned int iCurrent = 0;
for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
@ -356,6 +406,25 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
{
if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT)
{
typedef std::vector< std::pair<unsigned int,float> > VertexWeightTable;
VertexWeightTable* avPerVertexWeights = NULL;
// build a per-vertex weight list if necessary
if (pMesh->HasBones())
{
avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
for (unsigned int i = 0; i < pMesh->mNumBones;++i)
{
aiBone* bone = pMesh->mBones[i];
for (unsigned int a = 0; a < bone->mNumWeights;++a)
{
aiVertexWeight& weight = bone->mWeights[a];
avPerVertexWeights[weight.mVertexId].push_back(
std::pair<unsigned int,float>(a,weight.mWeight));
}
}
}
// we need to split this mesh into sub meshes
// determine the estimated size of a submesh
// (this could be too large. Max waste is a single digit percentage)
@ -382,6 +451,13 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
pcMesh->mNumVertices = 0;
pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
typedef std::vector<aiVertexWeight> BoneWeightList;
if (pMesh->HasBones())
{
pcMesh->mBones = new aiBone*[pMesh->mNumBones];
::memset(pcMesh->mBones,0,sizeof(void*)*pMesh->mNumBones);
}
// clear the temporary helper array
if (0 != iBase)
{
@ -491,7 +567,28 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex];
}
}
// check whether we have bone weights assigned to this vertex
rFace.mIndices[v] = pcMesh->mNumVertices;
if (avPerVertexWeights)
{
VertexWeightTable& table = avPerVertexWeights[ pcMesh->mNumVertices ];
if( !table.empty() )
{
for (VertexWeightTable::const_iterator
iter = table.begin();
iter != table.end();++iter)
{
// allocate the bone weight array if necessary
BoneWeightList* pcWeightList = (BoneWeightList*)pcMesh->mBones[(*iter).first];
if (!pcWeightList)
{
pcMesh->mBones[(*iter).first] = (aiBone*)(pcWeightList = new BoneWeightList());
}
pcWeightList->push_back(aiVertexWeight(pcMesh->mNumVertices,(*iter).second));
}
}
}
avWasCopied[iIndex] = pcMesh->mNumVertices;
pcMesh->mNumVertices++;
}
@ -502,6 +599,36 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
break;
}
}
// check which bones we'll need to create for this submesh
if (pMesh->HasBones())
{
aiBone** ppCurrent = pcMesh->mBones;
for (unsigned int k = 0; k < pMesh->mNumBones;++k)
{
// check whether the bone is existing
BoneWeightList* pcWeightList;
if (pcWeightList = (BoneWeightList*)pcMesh->mBones[k])
{
aiBone* pcOldBone = pMesh->mBones[k];
aiBone* pcOut;
*ppCurrent++ = pcOut = new aiBone();
pcOut->mName = aiString(pcOldBone->mName);
pcOut->mOffsetMatrix = pcOldBone->mOffsetMatrix;
pcOut->mNumWeights = pcWeightList->size();
pcOut->mWeights = new aiVertexWeight[pcOut->mNumWeights];
// copy the vertex weights
::memcpy(pcOut->mWeights,&pcWeightList->operator[](0),
pcOut->mNumWeights * sizeof(aiVertexWeight));
// delete the temporary bone weight list
delete pcWeightList;
pcMesh->mNumBones++;
}
}
}
// copy the face list to the mesh
pcMesh->mFaces = new aiFace[vFaces.size()];
pcMesh->mNumFaces = (unsigned int)vFaces.size();
@ -519,6 +646,9 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
}
}
// delete the per-vertex weight list again
delete[] avPerVertexWeights;
// now delete the old mesh data
delete pMesh;
return;

View File

@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
class SplitLargeMeshesTest;
namespace Assimp
{
@ -84,6 +85,7 @@ class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess
{
friend class Importer;
friend class SplitLargeMeshesProcess_Vertex;
friend class ::SplitLargeMeshesTest;
protected:
/** Constructor to be privately used by Importer */
@ -134,6 +136,7 @@ public:
class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess
{
friend class Importer;
friend class ::SplitLargeMeshesTest;
protected:
/** Constructor to be privately used by Importer */

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@ -7,9 +7,15 @@
#include <cppunit/TestRunner.h>
#include <cppunit/BriefTestProgressListener.h>
#include <math.h>
#include <time.h>
int main (int argc, char* argv[])
{
// seed the randomizer with the current system time
time_t t;time(&t);
srand((unsigned int)t);
// Informiert Test-Listener ueber Testresultate
CPPUNIT_NS :: TestResult testresult;

View File

@ -0,0 +1,103 @@
#include "utSplitLargeMeshes.h"
#include "aiPostProcess.h"
#include <math.h>
CPPUNIT_TEST_SUITE_REGISTRATION (SplitLargeMeshesTest);
void SplitLargeMeshesTest :: setUp (void)
{
aiSetVertexSplitLimit(1000);
aiSetTriangleSplitLimit(1000);
// construct the processes
this->piProcessTriangle = new SplitLargeMeshesProcess_Triangle();
this->piProcessVertex = new SplitLargeMeshesProcess_Vertex();
this->pcMesh1 = new aiMesh();
pcMesh1->mNumVertices = 2100; // quersumme: 3
pcMesh1->mVertices = new aiVector3D[pcMesh1->mNumVertices];
pcMesh1->mNormals = new aiVector3D[pcMesh1->mNumVertices];
pcMesh1->mNumFaces = pcMesh1->mNumVertices / 3;
pcMesh1->mFaces = new aiFace[pcMesh1->mNumFaces];
unsigned int qq = 0;
for (unsigned int i = 0; i < pcMesh1->mNumFaces;++i)
{
aiFace& face = pcMesh1->mFaces[i];
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
face.mIndices[0] = qq++;
face.mIndices[1] = qq++;
face.mIndices[2] = qq++;
}
// generate many, many faces with randomized indices for
// the second mesh
this->pcMesh2 = new aiMesh();
pcMesh2->mNumVertices = 3000;
pcMesh2->mVertices = new aiVector3D[pcMesh2->mNumVertices];
pcMesh2->mNormals = new aiVector3D[pcMesh2->mNumVertices];
pcMesh2->mNumFaces = 10000;
pcMesh2->mFaces = new aiFace[pcMesh2->mNumFaces];
for (unsigned int i = 0; i < pcMesh2->mNumFaces;++i)
{
aiFace& face = pcMesh2->mFaces[i];
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
face.mIndices[0] = unsigned int((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
face.mIndices[1] = unsigned int((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
face.mIndices[2] = unsigned int((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
}
}
void SplitLargeMeshesTest :: tearDown (void)
{
delete this->piProcessTriangle;
delete this->piProcessVertex;
}
void SplitLargeMeshesTest :: testVertexSplit()
{
std::vector< std::pair<aiMesh*, unsigned int> > avOut;
int iOldFaceNum = (int)pcMesh1->mNumFaces;
piProcessVertex->SplitMesh(0,pcMesh1,avOut);
for (std::vector< std::pair<aiMesh*, unsigned int> >::const_iterator
iter = avOut.begin(), end = avOut.end();
iter != end; ++iter)
{
aiMesh* mesh = (*iter).first;
CPPUNIT_ASSERT(mesh->mNumVertices < 1000);
CPPUNIT_ASSERT(0 != mesh->mNormals && 0 != mesh->mVertices);
iOldFaceNum -= mesh->mNumFaces;
delete mesh;
}
CPPUNIT_ASSERT(0 == iOldFaceNum);
}
void SplitLargeMeshesTest :: testTriangleSplit()
{
std::vector< std::pair<aiMesh*, unsigned int> > avOut;
// the number of faces shouldn't change
int iOldFaceNum = (int)pcMesh2->mNumFaces;
piProcessTriangle->SplitMesh(0,pcMesh2,avOut);
for (std::vector< std::pair<aiMesh*, unsigned int> >::const_iterator
iter = avOut.begin(), end = avOut.end();
iter != end; ++iter)
{
aiMesh* mesh = (*iter).first;
CPPUNIT_ASSERT(mesh->mNumFaces < 1000);
CPPUNIT_ASSERT(0 != mesh->mNormals && 0 != mesh->mVertices);
iOldFaceNum -= mesh->mNumFaces;
delete mesh;
}
CPPUNIT_ASSERT(0 == iOldFaceNum);
}

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@ -0,0 +1,41 @@
#ifndef TESTLM_H
#define TESTLM_H
#include <cppunit/TestFixture.h>
#include <cppunit/extensions/HelperMacros.h>
#include <aiTypes.h>
#include <aiMesh.h>
#include <aiScene.h>
#include <SplitLargeMeshes.h>
using namespace std;
using namespace Assimp;
class SplitLargeMeshesTest : public CPPUNIT_NS :: TestFixture
{
CPPUNIT_TEST_SUITE (SplitLargeMeshesTest);
CPPUNIT_TEST (testVertexSplit);
CPPUNIT_TEST (testTriangleSplit);
CPPUNIT_TEST_SUITE_END ();
public:
void setUp (void);
void tearDown (void);
protected:
void testVertexSplit (void);
void testTriangleSplit (void);
private:
SplitLargeMeshesProcess_Triangle* piProcessTriangle;
SplitLargeMeshesProcess_Vertex* piProcessVertex;
aiMesh* pcMesh1;
aiMesh* pcMesh2;
};
#endif

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@ -2,17 +2,12 @@
#include "utVertexTriangleAdjacency.h"
#include <math.h>
#include <time.h>
CPPUNIT_TEST_SUITE_REGISTRATION (VTAdjacency);
void VTAdjacency :: setUp (void)
{
// seed the randomizer
time_t t;time(&t);
srand((unsigned int)t);
// build a test mesh with randomized input data
// *******************************************************************************
pMesh = new aiMesh();

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@ -753,6 +753,10 @@
RelativePath="..\..\test\unit\utRemoveComments.h"
>
</File>
<File
RelativePath="..\..\test\unit\utSplitLargeMeshes.h"
>
</File>
<File
RelativePath="..\..\test\unit\utVertexTriangleAdjacency.h"
>