Optimized LimitBoneWeightsProcess. Added SmallVector to reduce heap allocations. Simplified algorithm and removed unnecessary copying.

pull/3079/head
napina 2020-03-22 12:47:42 +02:00
parent 0c3933ca7c
commit d5d30c898b
3 changed files with 212 additions and 72 deletions

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@ -121,6 +121,7 @@ SET( PUBLIC_HEADERS
${HEADER_PATH}/GenericProperty.h
${HEADER_PATH}/SpatialSort.h
${HEADER_PATH}/SkeletonMeshBuilder.h
${HEADER_PATH}/SmallVector.h
${HEADER_PATH}/SmoothingGroups.h
${HEADER_PATH}/SmoothingGroups.inl
${HEADER_PATH}/StandardShapes.h

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@ -44,6 +44,7 @@ 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>
@ -52,7 +53,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
LimitBoneWeightsProcess::LimitBoneWeightsProcess()
@ -76,10 +76,12 @@ 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 a = 0; a < pScene->mNumMeshes; ++a ) {
ProcessMesh(pScene->mMeshes[a]);
for (unsigned int m = 0; m < pScene->mNumMeshes; ++m) {
ProcessMesh(pScene->mMeshes[m]);
}
ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess end");
@ -101,101 +103,90 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
return;
// collect all bone weights per vertex
typedef std::vector< std::vector< Weight > > WeightsPerVertex;
typedef SmallVector<Weight,AI_LMW_MAX_WEIGHTS*2> VertexWeightArray;
typedef std::vector<VertexWeightArray> WeightsPerVertex;
WeightsPerVertex vertexWeights(pMesh->mNumVertices);
unsigned int maxVertexWeights = 0;
// collect all weights per vertex
for( unsigned int a = 0; a < pMesh->mNumBones; a++)
for (unsigned int b = 0; b < pMesh->mNumBones; ++b)
{
const aiBone* bone = pMesh->mBones[a];
for( unsigned int b = 0; b < bone->mNumWeights; b++)
const aiBone* bone = pMesh->mBones[b];
for (unsigned int w = 0; w < bone->mNumWeights; ++w)
{
const aiVertexWeight& w = bone->mWeights[b];
vertexWeights[w.mVertexId].push_back( Weight( a, w.mWeight));
const aiVertexWeight& vw = bone->mWeights[w];
vertexWeights[vw.mVertexId].push_back(Weight(b, vw.mWeight));
maxVertexWeights = std::max(maxVertexWeights, vertexWeights[vw.mVertexId].size());
}
}
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->erase( vit->begin() + mMaxWeights, vit->end());
vit->resize(mMaxWeights);
removed += static_cast<unsigned int>(m - vit->size());
// and renormalize the weights
float sum = 0.0f;
for( std::vector<Weight>::const_iterator it = vit->begin(); it != vit->end(); ++it ) {
for(const Weight* it = vit->begin(); it != vit->end(); ++it) {
sum += it->mWeight;
}
if (0.0f != sum) {
const float invSum = 1.0f / sum;
for( std::vector<Weight>::iterator it = vit->begin(); it != vit->end(); ++it ) {
for(Weight* it = vit->begin(); it != vit->end(); ++it) {
it->mWeight *= invSum;
}
}
}
if (bChanged) {
// clear weight count for all bone
for (unsigned int a = 0; a < pMesh->mNumBones; ++a)
{
pMesh->mBones[a]->mNumWeights = 0;
}
// rebuild the vertex weight array for all bones
typedef std::vector< std::vector< aiVertexWeight > > WeightsPerBone;
WeightsPerBone boneWeights( pMesh->mNumBones);
for( unsigned int a = 0; a < vertexWeights.size(); a++)
for (unsigned int a = 0; a < vertexWeights.size(); ++a)
{
const std::vector<Weight>& vw = vertexWeights[a];
for( std::vector<Weight>::const_iterator it = vw.begin(); it != vw.end(); ++it)
boneWeights[it->mBone].push_back( aiVertexWeight( a, it->mWeight));
}
// 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 a = 0; a < pMesh->mNumBones; a++)
const VertexWeightArray& vw = vertexWeights[a];
for (const Weight* it = vw.begin(); it != vw.end(); ++it)
{
const std::vector<aiVertexWeight>& bw = boneWeights[a];
aiBone* bone = pMesh->mBones[a];
aiBone* bone = pMesh->mBones[it->mBone];
bone->mWeights[bone->mNumWeights++] = aiVertexWeight(a, it->mWeight);
}
}
if ( bw.empty() )
// remove empty bones
unsigned int writeBone = 0;
for (unsigned int readBone = 0; readBone< pMesh->mNumBones; ++readBone)
{
abNoNeed[a] = bChanged = true;
continue;
aiBone* bone = pMesh->mBones[readBone];
if (bone->mNumWeights > 0)
{
pMesh->mBones[writeBone++] = 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;
else
{
delete bone;
}
}
pMesh->mNumBones = writeBone;
if (!DefaultLogger::isNullLogger()) {
ASSIMP_LOG_INFO_F("Removed ", removed, " weights. Input bones: ", old_bones, ". Output bones: ", pMesh->mNumBones);
}
}
}

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@ -0,0 +1,148 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines small vector with inplace storage.
Based on CppCon 2016: Chandler Carruth "High Performance Code 201: Hybrid Data Structures" */
#pragma once
#ifndef AI_SMALLVECTOR_H_INC
#define AI_SMALLVECTOR_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
namespace Assimp {
// --------------------------------------------------------------------------------------------
/** \brief Small vector with inplace storage. Reduces heap allocations when list is shorter
than initial capasity
*/
template<typename T, unsigned int Capasity>
class SmallVector
{
public:
SmallVector()
: mStorage(mInplaceStorage)
, mSize(0)
, mCapasity(Capasity)
{
}
~SmallVector()
{
if (mStorage != mInplaceStorage) {
delete [] mStorage;
}
}
void push_back(const T& item)
{
if (mSize < mCapasity) {
mStorage[mSize++] = item;
}
else push_back_and_grow(item);
}
void resize(unsigned int newSize)
{
if (newSize > mCapasity)
grow(newSize);
mSize = newSize;
}
unsigned int size() const
{
return mSize;
}
T* begin()
{
return mStorage;
}
T* end()
{
return &mStorage[mSize];
}
T* begin() const
{
return mStorage;
}
T* end() const
{
return &mStorage[mSize];
}
private:
void grow(unsigned int newCapasity)
{
T* pOldStorage = mStorage;
T* pNewStorage = new T[newCapasity];
std::memcpy(pNewStorage, pOldStorage, mSize * sizeof(T));
mStorage = pNewStorage;
mCapasity = newCapasity;
if (pOldStorage != mInplaceStorage)
delete [] pOldStorage;
}
void push_back_and_grow(const T& item)
{
grow(mCapasity + Capasity);
mStorage[mSize++] = item;
}
T* mStorage;
unsigned int mSize;
unsigned int mCapasity;
T mInplaceStorage[Capasity];
};
} // end namespace Assimp
#endif // !! AI_SMALLVECTOR_H_INC