pull/3042/head
iamAdrianIusca 2020-04-23 22:18:59 +03:00
parent 287030e720
commit 871f3fd337
1 changed files with 101 additions and 92 deletions

View File

@ -44,7 +44,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "LimitBoneWeightsProcess.h"
#include <assimp/SmallVector.h>
#include <assimp/StringUtils.h>
#include <assimp/postprocess.h>
#include <assimp/DefaultLogger.hpp>
@ -53,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
LimitBoneWeightsProcess::LimitBoneWeightsProcess()
@ -76,12 +76,10 @@ bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void LimitBoneWeightsProcess::Execute( aiScene* pScene)
{
void LimitBoneWeightsProcess::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess begin");
for (unsigned int m = 0; m < pScene->mNumMeshes; ++m) {
ProcessMesh(pScene->mMeshes[m]);
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a ) {
ProcessMesh(pScene->mMeshes[a]);
}
ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess end");
@ -103,90 +101,101 @@ void LimitBoneWeightsProcess::ProcessMesh(aiMesh* pMesh)
return;
// collect all bone weights per vertex
typedef SmallVector<Weight,8> VertexWeightArray;
typedef std::vector<VertexWeightArray> WeightsPerVertex;
typedef std::vector< std::vector< Weight > > WeightsPerVertex;
WeightsPerVertex vertexWeights( pMesh->mNumVertices);
size_t maxVertexWeights = 0;
for (unsigned int b = 0; b < pMesh->mNumBones; ++b)
// collect all weights per vertex
for( unsigned int a = 0; a < pMesh->mNumBones; a++)
{
const aiBone* bone = pMesh->mBones[b];
for (unsigned int w = 0; w < bone->mNumWeights; ++w)
const aiBone* bone = pMesh->mBones[a];
for( unsigned int b = 0; b < bone->mNumWeights; b++)
{
const aiVertexWeight& vw = bone->mWeights[w];
vertexWeights[vw.mVertexId].push_back(Weight(b, vw.mWeight));
maxVertexWeights = std::max(maxVertexWeights, vertexWeights[vw.mVertexId].size());
const aiVertexWeight& w = bone->mWeights[b];
vertexWeights[w.mVertexId].emplace_back( a, w.mWeight);
}
}
if (maxVertexWeights <= mMaxWeights)
return;
unsigned int removed = 0, old_bones = pMesh->mNumBones;
// now cut the weight count if it exceeds the maximum
bool bChanged = false;
for( WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit)
{
if( vit->size() <= mMaxWeights)
continue;
bChanged = true;
// more than the defined maximum -> first sort by weight in descending order. That's
// why we defined the < operator in such a weird way.
std::sort( vit->begin(), vit->end());
// now kill everything beyond the maximum count
unsigned int m = static_cast<unsigned int>(vit->size());
vit->resize(mMaxWeights);
vit->erase( vit->begin() + mMaxWeights, vit->end());
removed += static_cast<unsigned int>(m-vit->size());
// and renormalize the weights
float sum = 0.0f;
for(const Weight* it = vit->begin(); it != vit->end(); ++it) {
for( std::vector<Weight>::const_iterator it = vit->begin(); it != vit->end(); ++it ) {
sum += it->mWeight;
}
if( 0.0f != sum ) {
const float invSum = 1.0f / sum;
for(Weight* it = vit->begin(); it != vit->end(); ++it) {
for( std::vector<Weight>::iterator it = vit->begin(); it != vit->end(); ++it ) {
it->mWeight *= invSum;
}
}
}
// clear weight count for all bone
for (unsigned int a = 0; a < pMesh->mNumBones; ++a)
{
pMesh->mBones[a]->mNumWeights = 0;
}
if (bChanged) {
// rebuild the vertex weight array for all bones
for (unsigned int a = 0; a < vertexWeights.size(); ++a)
typedef std::vector< std::vector< aiVertexWeight > > WeightsPerBone;
WeightsPerBone boneWeights( pMesh->mNumBones);
for( unsigned int a = 0; a < vertexWeights.size(); a++)
{
const VertexWeightArray& vw = vertexWeights[a];
for (const Weight* it = vw.begin(); it != vw.end(); ++it)
{
aiBone* bone = pMesh->mBones[it->mBone];
bone->mWeights[bone->mNumWeights++] = aiVertexWeight(a, it->mWeight);
}
const std::vector<Weight>& vw = vertexWeights[a];
for( std::vector<Weight>::const_iterator it = vw.begin(); it != vw.end(); ++it)
boneWeights[it->mBone].emplace_back( a, it->mWeight);
}
// remove empty bones
unsigned int writeBone = 0;
// and finally copy the vertex weight list over to the mesh's bones
std::vector<bool> abNoNeed(pMesh->mNumBones,false);
bChanged = false;
for (unsigned int readBone = 0; readBone< pMesh->mNumBones; ++readBone)
for( unsigned int a = 0; a < pMesh->mNumBones; a++)
{
aiBone* bone = pMesh->mBones[readBone];
if (bone->mNumWeights > 0)
const std::vector<aiVertexWeight>& bw = boneWeights[a];
aiBone* bone = pMesh->mBones[a];
if ( bw.empty() )
{
pMesh->mBones[writeBone++] = bone;
abNoNeed[a] = bChanged = true;
continue;
}
else
{
delete bone;
// copy the weight list. should always be less weights than before, so we don't need a new allocation
ai_assert( bw.size() <= bone->mNumWeights);
bone->mNumWeights = static_cast<unsigned int>( bw.size() );
::memcpy( bone->mWeights, &bw[0], bw.size() * sizeof( aiVertexWeight));
}
if (bChanged) {
// the number of new bones is smaller than before, so we can reuse the old array
aiBone** ppcCur = pMesh->mBones;aiBone** ppcSrc = ppcCur;
for (std::vector<bool>::const_iterator iter = abNoNeed.begin();iter != abNoNeed.end() ;++iter) {
if (*iter) {
delete *ppcSrc;
--pMesh->mNumBones;
}
else *ppcCur++ = *ppcSrc;
++ppcSrc;
}
}
pMesh->mNumBones = writeBone;
if (!DefaultLogger::isNullLogger()) {
ASSIMP_LOG_INFO_F("Removed ", removed, " weights. Input bones: ", old_bones, ". Output bones: ", pMesh->mNumBones );
}
}
}