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-9d2fd5bffc1f
pull/1/head
ulfjorensen 2011-01-04 19:31:54 +00:00
parent 09fbcfffd0
commit 9a47236bb3
1 changed files with 19 additions and 13 deletions

View File

@ -174,6 +174,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
subMeshFaces.reserve( pMesh->mNumFaces); subMeshFaces.reserve( pMesh->mNumFaces);
// accumulated vertex count of all the faces in this submesh // accumulated vertex count of all the faces in this submesh
size_t numSubMeshVertices = 0; 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;
// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit // 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) for( size_t a = 0; a < pMesh->mNumFaces; ++a)
@ -184,7 +187,6 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
const aiFace& face = pMesh->mFaces[a]; const aiFace& face = pMesh->mFaces[a];
// check every vertex if its bones would still fit into the current submesh // check every vertex if its bones would still fit into the current submesh
bool fitsInCurrentSubmesh = true;
for( size_t b = 0; b < face.mNumIndices; ++b ) for( size_t b = 0; b < face.mNumIndices; ++b )
{ {
const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]]; const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
@ -194,23 +196,27 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
if( isBoneUsed[ vb[c].first ] ) if( isBoneUsed[ vb[c].first ] )
continue; continue;
// if it's not used, yet, we would need to add it. That only works // if it's not used, yet, we would need to add it. Store its bone index
// if we're still under the bone count limit newBonesAtCurrentFace.push_back( vb[c].first);
if( numBones >= mMaxBoneCount )
{
fitsInCurrentSubmesh = false;
break;
} else
{
numBones++;
isBoneUsed[ vb[c].first ] = true;
}
} }
} }
if( !fitsInCurrentSubmesh ) // 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; 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++;
}
// store the face index and the vertex count // store the face index and the vertex count
subMeshFaces.push_back( a); subMeshFaces.push_back( a);
numSubMeshVertices += face.mNumIndices; numSubMeshVertices += face.mNumIndices;