Merge pull request #2148 from arkeon7/Manage_PCloud_in_Filters
Allow findDegenerate and SplitLargeMesh to pass point clouds models.pull/2175/head^2
commit
c3e6a01397
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@ -91,8 +91,10 @@ void FindDegeneratesProcess::SetupProperties(const Importer* pImp) {
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// Executes the post processing step on the given imported data.
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void FindDegeneratesProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin");
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i){
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if (ExecuteOnMesh(pScene->mMeshes[i])) {
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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//Do not process point cloud, ExecuteOnMesh works only with faces data
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if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) {
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removeMesh(pScene, i);
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--i; //the current i is removed, do not skip the next one
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}
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@ -40,73 +40,67 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Implementation of the SplitLargeMeshes postprocessing step
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/**
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* @file Implementation of the SplitLargeMeshes postprocessing step
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*/
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// internal headers of the post-processing framework
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#include "SplitLargeMeshes.h"
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#include "ProcessHelper.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle()
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{
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SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle() {
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LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
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}
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle()
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{
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SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const
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{
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bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const {
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return (pFlags & aiProcess_SplitLargeMeshes) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
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{
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if (0xffffffff == this->LIMIT)return;
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void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene) {
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if (0xffffffff == this->LIMIT || nullptr == pScene ) {
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return;
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}
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ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Triangle begin");
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std::vector<std::pair<aiMesh*, unsigned int> > avList;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
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this->SplitMesh(a, pScene->mMeshes[a],avList);
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}
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if (avList.size() != pScene->mNumMeshes)
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{
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if (avList.size() != pScene->mNumMeshes) {
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// it seems something has been split. rebuild the mesh list
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delete[] pScene->mMeshes;
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pScene->mNumMeshes = (unsigned int)avList.size();
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pScene->mMeshes = new aiMesh*[avList.size()];
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for (unsigned int i = 0; i < avList.size();++i)
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for (unsigned int i = 0; i < avList.size();++i) {
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pScene->mMeshes[i] = avList[i].first;
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}
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// now we need to update all nodes
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this->UpdateNode(pScene->mRootNode,avList);
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ASSIMP_LOG_INFO("SplitLargeMeshesProcess_Triangle finished. Meshes have been split");
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}
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else {
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} else {
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ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Triangle finished. There was nothing to do");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties
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void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp)
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{
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void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp) {
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// get the current value of the split property
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this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
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}
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@ -114,17 +108,13 @@ void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp)
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// ------------------------------------------------------------------------------------------------
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// Update a node after some meshes have been split
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void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
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const std::vector<std::pair<aiMesh*, unsigned int> >& avList)
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{
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const std::vector<std::pair<aiMesh*, unsigned int> >& avList) {
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// for every index in out list build a new entry
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std::vector<unsigned int> aiEntries;
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aiEntries.reserve(pcNode->mNumMeshes + 1);
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for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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{
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for (unsigned int a = 0; a < avList.size();++a)
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{
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if (avList[a].second == pcNode->mMeshes[i])
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{
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for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) {
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for (unsigned int a = 0; a < avList.size();++a) {
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if (avList[a].second == pcNode->mMeshes[i]) {
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aiEntries.push_back(a);
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}
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}
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@ -135,15 +125,14 @@ void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
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pcNode->mNumMeshes = (unsigned int)aiEntries.size();
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pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
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for (unsigned int b = 0; b < pcNode->mNumMeshes;++b)
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for (unsigned int b = 0; b < pcNode->mNumMeshes;++b) {
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pcNode->mMeshes[b] = aiEntries[b];
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}
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// recusively update all other nodes
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for (unsigned int i = 0; i < pcNode->mNumChildren;++i)
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{
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for (unsigned int i = 0; i < pcNode->mNumChildren;++i) {
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UpdateNode ( pcNode->mChildren[i], avList );
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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@ -151,10 +140,8 @@ void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
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void SplitLargeMeshesProcess_Triangle::SplitMesh(
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unsigned int a,
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aiMesh* pMesh,
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std::vector<std::pair<aiMesh*, unsigned int> >& avList)
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{
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if (pMesh->mNumFaces > SplitLargeMeshesProcess_Triangle::LIMIT)
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{
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std::vector<std::pair<aiMesh*, unsigned int> >& avList) {
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if (pMesh->mNumFaces > SplitLargeMeshesProcess_Triangle::LIMIT) {
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ASSIMP_LOG_INFO("Mesh exceeds the triangle limit. It will be split ...");
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// we need to split this mesh into sub meshes
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@ -165,8 +152,7 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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const unsigned int iOutVertexNum = iOutFaceNum * 3;
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// now generate all submeshes
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for (unsigned int i = 0; i < iSubMeshes;++i)
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{
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for (unsigned int i = 0; i < iSubMeshes;++i) {
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aiMesh* pcMesh = new aiMesh;
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pcMesh->mNumFaces = iOutFaceNum;
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pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
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@ -174,8 +160,7 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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// the name carries the adjacency information between the meshes
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pcMesh->mName = pMesh->mName;
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if (i == iSubMeshes-1)
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{
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if (i == iSubMeshes-1) {
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pcMesh->mNumFaces = iOutFaceNum + (
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pMesh->mNumFaces - iOutFaceNum * iSubMeshes);
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}
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@ -186,71 +171,62 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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// get the total number of indices
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unsigned int iCnt = 0;
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for (unsigned int p = iBase; p < pcMesh->mNumFaces + iBase;++p)
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{
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for (unsigned int p = iBase; p < pcMesh->mNumFaces + iBase;++p) {
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iCnt += pMesh->mFaces[p].mNumIndices;
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}
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pcMesh->mNumVertices = iCnt;
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// allocate storage
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if (pMesh->mVertices != NULL)
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if (pMesh->mVertices != nullptr) {
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pcMesh->mVertices = new aiVector3D[iCnt];
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}
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if (pMesh->HasNormals())
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if (pMesh->HasNormals()) {
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pcMesh->mNormals = new aiVector3D[iCnt];
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}
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if (pMesh->HasTangentsAndBitangents())
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{
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if (pMesh->HasTangentsAndBitangents()) {
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pcMesh->mTangents = new aiVector3D[iCnt];
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pcMesh->mBitangents = new aiVector3D[iCnt];
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}
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// texture coordinates
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
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{
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
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pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
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if (pMesh->HasTextureCoords( c))
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{
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if (pMesh->HasTextureCoords( c)) {
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pcMesh->mTextureCoords[c] = new aiVector3D[iCnt];
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}
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}
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// vertex colors
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
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{
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if (pMesh->HasVertexColors( c))
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{
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) {
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if (pMesh->HasVertexColors( c)) {
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pcMesh->mColors[c] = new aiColor4D[iCnt];
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}
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}
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if (pMesh->HasBones())
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{
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if (pMesh->HasBones()) {
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// assume the number of bones won't change in most cases
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pcMesh->mBones = new aiBone*[pMesh->mNumBones];
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// iterate through all bones of the mesh and find those which
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// need to be copied to the split mesh
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std::vector<aiVertexWeight> avTempWeights;
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for (unsigned int p = 0; p < pcMesh->mNumBones;++p)
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{
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for (unsigned int p = 0; p < pcMesh->mNumBones;++p) {
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aiBone* const bone = pcMesh->mBones[p];
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avTempWeights.clear();
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avTempWeights.reserve(bone->mNumWeights / iSubMeshes);
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for (unsigned int q = 0; q < bone->mNumWeights;++q)
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{
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for (unsigned int q = 0; q < bone->mNumWeights;++q) {
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aiVertexWeight& weight = bone->mWeights[q];
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if(weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum)
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{
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if(weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum) {
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avTempWeights.push_back(weight);
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weight = avTempWeights.back();
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weight.mVertexId -= iBase;
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}
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}
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if (!avTempWeights.empty())
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{
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if (!avTempWeights.empty()) {
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// we'll need this bone. Copy it ...
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aiBone* pc = new aiBone();
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pcMesh->mBones[pcMesh->mNumBones++] = pc;
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@ -261,12 +237,12 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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// no need to reallocate the array for the last submesh.
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// Here we can reuse the (large) source array, although
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// we'll waste some memory
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if (iSubMeshes-1 == i)
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{
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if (iSubMeshes-1 == i) {
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pc->mWeights = bone->mWeights;
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bone->mWeights = NULL;
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bone->mWeights = nullptr;
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} else {
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pc->mWeights = new aiVertexWeight[pc->mNumWeights];
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}
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else pc->mWeights = new aiVertexWeight[pc->mNumWeights];
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// copy the weights
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::memcpy(pc->mWeights,&avTempWeights[0],sizeof(aiVertexWeight)*pc->mNumWeights);
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@ -276,8 +252,7 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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// (we will also need to copy the array of indices)
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unsigned int iCurrent = 0;
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for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
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{
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for (unsigned int p = 0; p < pcMesh->mNumFaces;++p) {
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pcMesh->mFaces[p].mNumIndices = 3;
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// allocate a new array
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const unsigned int iTemp = p + iBase;
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@ -289,8 +264,7 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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unsigned int* piOut = pcMesh->mFaces[p].mIndices = new unsigned int[iNumIndices];
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// need to update the output primitive types
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switch (iNumIndices)
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{
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switch (iNumIndices) {
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case 1:
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pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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@ -305,41 +279,41 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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}
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// and copy the contents of the old array, offset by current base
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for (unsigned int v = 0; v < iNumIndices;++v)
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{
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for (unsigned int v = 0; v < iNumIndices;++v) {
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unsigned int iIndex = pi[v];
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unsigned int iIndexOut = iCurrent++;
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piOut[v] = iIndexOut;
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// copy positions
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if (pMesh->mVertices != NULL)
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if (pMesh->mVertices != nullptr) {
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pcMesh->mVertices[iIndexOut] = pMesh->mVertices[iIndex];
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}
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// copy normals
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if (pMesh->HasNormals())
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if (pMesh->HasNormals()) {
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pcMesh->mNormals[iIndexOut] = pMesh->mNormals[iIndex];
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}
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// copy tangents/bitangents
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if (pMesh->HasTangentsAndBitangents())
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{
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if (pMesh->HasTangentsAndBitangents()) {
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pcMesh->mTangents[iIndexOut] = pMesh->mTangents[iIndex];
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pcMesh->mBitangents[iIndexOut] = pMesh->mBitangents[iIndex];
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}
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// texture coordinates
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
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{
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if (pMesh->HasTextureCoords( c))
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
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if (pMesh->HasTextureCoords( c ) ) {
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pcMesh->mTextureCoords[c][iIndexOut] = pMesh->mTextureCoords[c][iIndex];
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}
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}
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// vertex colors
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
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{
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if (pMesh->HasVertexColors( c))
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) {
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if (pMesh->HasVertexColors( c)) {
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pcMesh->mColors[c][iIndexOut] = pMesh->mColors[c][iIndex];
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}
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}
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}
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}
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// add the newly created mesh to the list
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avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
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@ -347,51 +321,59 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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// now delete the old mesh data
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delete pMesh;
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} else {
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avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
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}
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else avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
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return;
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}
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex()
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{
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SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex() {
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LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
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}
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex()
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{
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SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const
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{
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bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const {
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return (pFlags & aiProcess_SplitLargeMeshes) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
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{
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std::vector<std::pair<aiMesh*, unsigned int> > avList;
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if (0xffffffff == this->LIMIT)return;
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void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene) {
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if (0xffffffff == this->LIMIT || nullptr == pScene ) {
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return;
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}
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ASSIMP_LOG_DEBUG("SplitLargeMeshesProcess_Vertex begin");
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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this->SplitMesh(a, pScene->mMeshes[a],avList);
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if (avList.size() != pScene->mNumMeshes)
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{
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std::vector<std::pair<aiMesh*, unsigned int> > avList;
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//Check for point cloud first,
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//Do not process point cloud, splitMesh works only with faces data
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for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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if ( pScene->mMeshes[a]->mPrimitiveTypes == aiPrimitiveType_POINT ) {
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return;
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}
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}
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for( unsigned int a = 0; a < pScene->mNumMeshes; ++a ) {
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this->SplitMesh(a, pScene->mMeshes[a], avList);
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}
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if (avList.size() != pScene->mNumMeshes) {
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// it seems something has been split. rebuild the mesh list
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delete[] pScene->mMeshes;
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pScene->mNumMeshes = (unsigned int)avList.size();
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||||
pScene->mMeshes = new aiMesh*[avList.size()];
|
||||
|
||||
for (unsigned int i = 0; i < avList.size();++i)
|
||||
for (unsigned int i = 0; i < avList.size();++i) {
|
||||
pScene->mMeshes[i] = avList[i].first;
|
||||
}
|
||||
|
||||
// now we need to update all nodes
|
||||
SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList);
|
||||
|
@ -403,8 +385,7 @@ void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup properties
|
||||
void SplitLargeMeshesProcess_Vertex::SetupProperties( const Importer* pImp)
|
||||
{
|
||||
void SplitLargeMeshesProcess_Vertex::SetupProperties( const Importer* pImp) {
|
||||
this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
|
||||
}
|
||||
|
||||
|
@ -413,10 +394,8 @@ void SplitLargeMeshesProcess_Vertex::SetupProperties( const Importer* pImp)
|
|||
void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
||||
unsigned int a,
|
||||
aiMesh* pMesh,
|
||||
std::vector<std::pair<aiMesh*, unsigned int> >& avList)
|
||||
{
|
||||
if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT)
|
||||
{
|
||||
std::vector<std::pair<aiMesh*, unsigned int> >& avList) {
|
||||
if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT) {
|
||||
typedef std::vector< std::pair<unsigned int,float> > VertexWeightTable;
|
||||
|
||||
// build a per-vertex weight list if necessary
|
||||
|
@ -426,7 +405,6 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
// determine the estimated size of a submesh
|
||||
// (this could be too large. Max waste is a single digit percentage)
|
||||
const unsigned int iSubMeshes = (pMesh->mNumVertices / SplitLargeMeshesProcess_Vertex::LIMIT) + 1;
|
||||
//const unsigned int iOutVertexNum2 = pMesh->mNumVertices /iSubMeshes;
|
||||
|
||||
// create a std::vector<unsigned int> to indicate which vertices
|
||||
// have already been copied
|
||||
|
@ -439,11 +417,9 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
iEstimatedSize += iEstimatedSize >> 3;
|
||||
|
||||
// now generate all submeshes
|
||||
unsigned int iBase = 0;
|
||||
while (true)
|
||||
{
|
||||
unsigned int iBase( 0 );
|
||||
while (true) {
|
||||
const unsigned int iOutVertexNum = SplitLargeMeshesProcess_Vertex::LIMIT;
|
||||
|
||||
aiMesh* pcMesh = new aiMesh;
|
||||
pcMesh->mNumVertices = 0;
|
||||
pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
|
||||
|
@ -452,18 +428,15 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
pcMesh->mName = pMesh->mName;
|
||||
|
||||
typedef std::vector<aiVertexWeight> BoneWeightList;
|
||||
if (pMesh->HasBones())
|
||||
{
|
||||
if (pMesh->HasBones()) {
|
||||
pcMesh->mBones = new aiBone*[pMesh->mNumBones];
|
||||
::memset(pcMesh->mBones,0,sizeof(void*)*pMesh->mNumBones);
|
||||
}
|
||||
|
||||
// clear the temporary helper array
|
||||
if (iBase)
|
||||
{
|
||||
if (iBase) {
|
||||
// we can't use memset here we unsigned int needn' be 32 bits
|
||||
for (auto &elem : avWasCopied)
|
||||
{
|
||||
for (auto &elem : avWasCopied) {
|
||||
elem = 0xffffffff;
|
||||
}
|
||||
}
|
||||
|
@ -472,50 +445,41 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
std::vector<aiFace> vFaces;
|
||||
|
||||
// reserve enough storage for most cases
|
||||
if (pMesh->HasPositions())
|
||||
{
|
||||
if (pMesh->HasPositions()) {
|
||||
pcMesh->mVertices = new aiVector3D[iOutVertexNum];
|
||||
}
|
||||
if (pMesh->HasNormals())
|
||||
{
|
||||
if (pMesh->HasNormals()) {
|
||||
pcMesh->mNormals = new aiVector3D[iOutVertexNum];
|
||||
}
|
||||
if (pMesh->HasTangentsAndBitangents())
|
||||
{
|
||||
if (pMesh->HasTangentsAndBitangents()) {
|
||||
pcMesh->mTangents = new aiVector3D[iOutVertexNum];
|
||||
pcMesh->mBitangents = new aiVector3D[iOutVertexNum];
|
||||
}
|
||||
for (unsigned int c = 0; pMesh->HasVertexColors(c);++c)
|
||||
{
|
||||
for (unsigned int c = 0; pMesh->HasVertexColors(c);++c) {
|
||||
pcMesh->mColors[c] = new aiColor4D[iOutVertexNum];
|
||||
}
|
||||
for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c)
|
||||
{
|
||||
for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c) {
|
||||
pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
|
||||
pcMesh->mTextureCoords[c] = new aiVector3D[iOutVertexNum];
|
||||
}
|
||||
vFaces.reserve(iEstimatedSize);
|
||||
|
||||
// (we will also need to copy the array of indices)
|
||||
while (iBase < pMesh->mNumFaces)
|
||||
{
|
||||
while (iBase < pMesh->mNumFaces) {
|
||||
// allocate a new array
|
||||
const unsigned int iNumIndices = pMesh->mFaces[iBase].mNumIndices;
|
||||
|
||||
// doesn't catch degenerates but is quite fast
|
||||
unsigned int iNeed = 0;
|
||||
for (unsigned int v = 0; v < iNumIndices;++v)
|
||||
{
|
||||
for (unsigned int v = 0; v < iNumIndices;++v) {
|
||||
unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
|
||||
|
||||
// check whether we do already have this vertex
|
||||
if (0xFFFFFFFF == avWasCopied[iIndex])
|
||||
{
|
||||
if (0xFFFFFFFF == avWasCopied[iIndex]) {
|
||||
iNeed++;
|
||||
}
|
||||
}
|
||||
if (pcMesh->mNumVertices + iNeed > iOutVertexNum)
|
||||
{
|
||||
if (pcMesh->mNumVertices + iNeed > iOutVertexNum) {
|
||||
// don't use this face
|
||||
break;
|
||||
}
|
||||
|
@ -528,8 +492,7 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
rFace.mIndices = new unsigned int[iNumIndices];
|
||||
|
||||
// need to update the output primitive types
|
||||
switch (rFace.mNumIndices)
|
||||
{
|
||||
switch (rFace.mNumIndices) {
|
||||
case 1:
|
||||
pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
||||
break;
|
||||
|
@ -544,13 +507,11 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
}
|
||||
|
||||
// and copy the contents of the old array, offset by current base
|
||||
for (unsigned int v = 0; v < iNumIndices;++v)
|
||||
{
|
||||
for (unsigned int v = 0; v < iNumIndices;++v) {
|
||||
unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
|
||||
|
||||
// check whether we do already have this vertex
|
||||
if (0xFFFFFFFF != avWasCopied[iIndex])
|
||||
{
|
||||
if (0xFFFFFFFF != avWasCopied[iIndex]) {
|
||||
rFace.mIndices[v] = avWasCopied[iIndex];
|
||||
continue;
|
||||
}
|
||||
|
@ -559,49 +520,38 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
pcMesh->mVertices[pcMesh->mNumVertices] = (pMesh->mVertices[iIndex]);
|
||||
|
||||
// copy normals
|
||||
if (pMesh->HasNormals())
|
||||
{
|
||||
if (pMesh->HasNormals()) {
|
||||
pcMesh->mNormals[pcMesh->mNumVertices] = (pMesh->mNormals[iIndex]);
|
||||
}
|
||||
|
||||
// copy tangents/bitangents
|
||||
if (pMesh->HasTangentsAndBitangents())
|
||||
{
|
||||
if (pMesh->HasTangentsAndBitangents()) {
|
||||
pcMesh->mTangents[pcMesh->mNumVertices] = (pMesh->mTangents[iIndex]);
|
||||
pcMesh->mBitangents[pcMesh->mNumVertices] = (pMesh->mBitangents[iIndex]);
|
||||
}
|
||||
|
||||
// texture coordinates
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
||||
{
|
||||
if (pMesh->HasTextureCoords( c))
|
||||
{
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
|
||||
if (pMesh->HasTextureCoords( c)) {
|
||||
pcMesh->mTextureCoords[c][pcMesh->mNumVertices] = pMesh->mTextureCoords[c][iIndex];
|
||||
}
|
||||
}
|
||||
// vertex colors
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
|
||||
{
|
||||
if (pMesh->HasVertexColors( c))
|
||||
{
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) {
|
||||
if (pMesh->HasVertexColors( c)) {
|
||||
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)
|
||||
{
|
||||
if (avPerVertexWeights) {
|
||||
VertexWeightTable& table = avPerVertexWeights[ pcMesh->mNumVertices ];
|
||||
if( !table.empty() )
|
||||
{
|
||||
for (VertexWeightTable::const_iterator
|
||||
iter = table.begin();
|
||||
iter != table.end();++iter)
|
||||
{
|
||||
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)
|
||||
{
|
||||
if (nullptr == pcWeightList) {
|
||||
pcMesh->mBones[(*iter).first] = (aiBone*)(pcWeightList = new BoneWeightList());
|
||||
}
|
||||
pcWeightList->push_back(aiVertexWeight(pcMesh->mNumVertices,(*iter).second));
|
||||
|
@ -612,26 +562,22 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
avWasCopied[iIndex] = pcMesh->mNumVertices;
|
||||
pcMesh->mNumVertices++;
|
||||
}
|
||||
iBase++;
|
||||
if(pcMesh->mNumVertices == iOutVertexNum)
|
||||
{
|
||||
++iBase;
|
||||
if(pcMesh->mNumVertices == iOutVertexNum) {
|
||||
// break here. The face is only added if it was complete
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// check which bones we'll need to create for this submesh
|
||||
if (pMesh->HasBones())
|
||||
{
|
||||
if (pMesh->HasBones()) {
|
||||
aiBone** ppCurrent = pcMesh->mBones;
|
||||
for (unsigned int k = 0; k < pMesh->mNumBones;++k)
|
||||
{
|
||||
for (unsigned int k = 0; k < pMesh->mNumBones;++k) {
|
||||
// check whether the bone is existing
|
||||
BoneWeightList* pcWeightList;
|
||||
if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k]))
|
||||
{
|
||||
if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k])) {
|
||||
aiBone* pcOldBone = pMesh->mBones[k];
|
||||
aiBone* pcOut;
|
||||
aiBone* pcOut( nullptr );
|
||||
*ppCurrent++ = pcOut = new aiBone();
|
||||
pcOut->mName = aiString(pcOldBone->mName);
|
||||
pcOut->mOffsetMatrix = pcOldBone->mOffsetMatrix;
|
||||
|
@ -653,14 +599,14 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
pcMesh->mFaces = new aiFace[vFaces.size()];
|
||||
pcMesh->mNumFaces = (unsigned int)vFaces.size();
|
||||
|
||||
for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
|
||||
for (unsigned int p = 0; p < pcMesh->mNumFaces;++p) {
|
||||
pcMesh->mFaces[p] = vFaces[p];
|
||||
}
|
||||
|
||||
// add the newly created mesh to the list
|
||||
avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
|
||||
|
||||
if (iBase == pMesh->mNumFaces)
|
||||
{
|
||||
if (iBase == pMesh->mNumFaces) {
|
||||
// have all faces ... finish the outer loop, too
|
||||
break;
|
||||
}
|
||||
|
@ -674,5 +620,4 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
return;
|
||||
}
|
||||
avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
|
||||
return;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue