Merge pull request #3105 from rudybear/master

Fixed bone splitting with excessive amount of bones with 0 weight
pull/3212/head
Kim Kulling 2020-05-07 00:25:13 +02:00 committed by GitHub
commit 9f03397f32
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1 changed files with 27 additions and 33 deletions

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@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <limits>
#include <assimp/TinyFormatter.h>
#include <assimp/Exceptional.h>
#include <set>
using namespace Assimp;
using namespace Assimp::Formatter;
@ -172,7 +173,15 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
const aiBone* bone = pMesh->mBones[a];
for( unsigned int b = 0; b < bone->mNumWeights; ++b)
{
vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
if (bone->mWeights[b].mWeight > 0.0f)
{
int vertexId = bone->mWeights[b].mVertexId;
vertexBones[vertexId].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
if (vertexBones[vertexId].size() > mMaxBoneCount)
{
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
}
}
}
}
@ -188,9 +197,6 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
subMeshFaces.reserve( pMesh->mNumFaces);
// accumulated vertex count of all the faces in this submesh
unsigned int 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<unsigned int> newBonesAtCurrentFace;
// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
for( unsigned int a = 0; a < pMesh->mNumFaces; ++a)
@ -200,33 +206,25 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
{
continue;
}
// a small local set 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::set<unsigned int> newBonesAtCurrentFace;
const aiFace& face = pMesh->mFaces[a];
// check every vertex if its bones would still fit into the current submesh
for( unsigned int b = 0; b < face.mNumIndices; ++b )
{
const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
for( unsigned int c = 0; c < vb.size(); ++c)
const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
for( unsigned int c = 0; c < vb.size(); ++c)
{
unsigned int boneIndex = vb[c].first;
if( !isBoneUsed[boneIndex] )
{
unsigned int boneIndex = vb[c].first;
// if the bone is already used in this submesh, it's ok
if( isBoneUsed[boneIndex] )
{
continue;
}
// if it's not used, yet, we would need to add it. Store its bone index
if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
{
newBonesAtCurrentFace.push_back( boneIndex);
}
newBonesAtCurrentFace.insert(boneIndex);
}
}
}
if (newBonesAtCurrentFace.size() > mMaxBoneCount)
{
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
}
// 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 )
{
@ -234,17 +232,13 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
}
// mark all new bones as necessary
while( !newBonesAtCurrentFace.empty() )
for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it)
{
unsigned int newIndex = newBonesAtCurrentFace.back();
newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
if( isBoneUsed[newIndex] )
{
continue;
}
isBoneUsed[newIndex] = true;
if (!isBoneUsed[*it])
{
isBoneUsed[*it] = true;
numBones++;
}
}
// store the face index and the vertex count