Bugfix: SplitByBoneCount process now updates "used"-flags for bones after having checked the whole face. Avoids the addition of empty bones to a submesh when a face requires multiple bones of which only a part fit into the bone count limit.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@882 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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09fbcfffd0
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9a47236bb3
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@ -174,6 +174,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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subMeshFaces.reserve( pMesh->mNumFaces);
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// accumulated vertex count of all the faces in this submesh
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size_t numSubMeshVertices = 0;
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// a small local array of new bones for the current face. State of all used bones for that face
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// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
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std::vector<size_t> newBonesAtCurrentFace;
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// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
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for( size_t a = 0; a < pMesh->mNumFaces; ++a)
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@ -184,7 +187,6 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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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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bool fitsInCurrentSubmesh = true;
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for( size_t b = 0; b < face.mNumIndices; ++b )
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{
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const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
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@ -194,23 +196,27 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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if( isBoneUsed[ vb[c].first ] )
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continue;
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// if it's not used, yet, we would need to add it. That only works
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// if we're still under the bone count limit
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if( numBones >= mMaxBoneCount )
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{
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fitsInCurrentSubmesh = false;
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break;
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} else
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{
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numBones++;
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isBoneUsed[ vb[c].first ] = true;
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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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newBonesAtCurrentFace.push_back( vb[c].first);
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}
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}
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if( !fitsInCurrentSubmesh )
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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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continue;
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// mark all new bones as necessary
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while( !newBonesAtCurrentFace.empty() )
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{
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size_t 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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continue;
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isBoneUsed[newIndex] = true;
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numBones++;
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}
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// store the face index and the vertex count
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subMeshFaces.push_back( a);
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numSubMeshVertices += face.mNumIndices;
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