/* Assimp2Json Copyright (c) 2011, Alexander C. Gessler Licensed under a 3-clause BSD license. See the LICENSE file for more information. */ #include "mesh_splitter.h" #include // ---------------------------------------------------------------------------- // Note: this is largely based on assimp's SplitLargeMeshes_Vertex process. // it is refactored and the coding style is slightly improved, though. // ---------------------------------------------------------------------------- // ------------------------------------------------------------------------------------------------ // Executes the post processing step on the given imported data. void MeshSplitter :: Execute( aiScene* pScene) { std::vector > source_mesh_map; for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { SplitMesh(a, pScene->mMeshes[a],source_mesh_map); } const unsigned int size = static_cast(source_mesh_map.size()); if (size != pScene->mNumMeshes) { // it seems something has been split. rebuild the mesh list delete[] pScene->mMeshes; pScene->mNumMeshes = size; pScene->mMeshes = new aiMesh*[size](); for (unsigned int i = 0; i < size;++i) { pScene->mMeshes[i] = source_mesh_map[i].first; } // now we need to update all nodes UpdateNode(pScene->mRootNode,source_mesh_map); } } // ------------------------------------------------------------------------------------------------ void MeshSplitter :: UpdateNode(aiNode* pcNode, const std::vector >& source_mesh_map) { // TODO: should better use std::(multi)set for source_mesh_map. // for every index in out list build a new entry std::vector aiEntries; aiEntries.reserve(pcNode->mNumMeshes + 1); for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) { for (unsigned int a = 0, end = static_cast(source_mesh_map.size()); a < end;++a) { if (source_mesh_map[a].second == pcNode->mMeshes[i]) { aiEntries.push_back(a); } } } // now build the new list delete pcNode->mMeshes; pcNode->mNumMeshes = static_cast(aiEntries.size()); pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes]; for (unsigned int b = 0; b < pcNode->mNumMeshes;++b) { pcNode->mMeshes[b] = aiEntries[b]; } // recursively update children for (unsigned int i = 0, end = pcNode->mNumChildren; i < end;++i) { UpdateNode ( pcNode->mChildren[i], source_mesh_map ); } return; } #define WAS_NOT_COPIED 0xffffffff typedef std::pair PerVertexWeight; typedef std::vector VertexWeightTable; // ------------------------------------------------------------------------------------------------ VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh) { if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) { return NULL; } VertexWeightTable* const avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices]; for (unsigned int i = 0; i < pMesh->mNumBones;++i) { aiBone* bone = pMesh->mBones[i]; for (unsigned int a = 0; a < bone->mNumWeights;++a) { const aiVertexWeight& weight = bone->mWeights[a]; avPerVertexWeights[weight.mVertexId].push_back( std::make_pair(i,weight.mWeight) ); } } return avPerVertexWeights; } // ------------------------------------------------------------------------------------------------ void MeshSplitter :: SplitMesh(unsigned int a, aiMesh* in_mesh, std::vector >& source_mesh_map) { // TODO: should better use std::(multi)set for source_mesh_map. if (in_mesh->mNumVertices <= LIMIT) { source_mesh_map.push_back(std::make_pair(in_mesh,a)); return; } // build a per-vertex weight list if necessary VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(in_mesh); // we need to split this mesh into sub meshes. Estimate submesh size const unsigned int sub_meshes = (in_mesh->mNumVertices / LIMIT) + 1; // create a std::vector to remember which vertices have already // been copied and to which position (i.e. output index) std::vector was_copied_to; was_copied_to.resize(in_mesh->mNumVertices,WAS_NOT_COPIED); // Try to find a good estimate for the number of output faces // per mesh. Add 12.5% as buffer unsigned int size_estimated = in_mesh->mNumFaces / sub_meshes; size_estimated += size_estimated / 8; // now generate all submeshes unsigned int base = 0; while (true) { const unsigned int out_vertex_index = LIMIT; aiMesh* out_mesh = new aiMesh(); out_mesh->mNumVertices = 0; out_mesh->mMaterialIndex = in_mesh->mMaterialIndex; // the name carries the adjacency information between the meshes out_mesh->mName = in_mesh->mName; typedef std::vector BoneWeightList; if (in_mesh->HasBones()) { out_mesh->mBones = new aiBone*[in_mesh->mNumBones](); } // clear the temporary helper array if (base) { std::fill(was_copied_to.begin(), was_copied_to.end(), WAS_NOT_COPIED); } std::vector vFaces; // reserve enough storage for most cases if (in_mesh->HasPositions()) { out_mesh->mVertices = new aiVector3D[out_vertex_index]; } if (in_mesh->HasNormals()) { out_mesh->mNormals = new aiVector3D[out_vertex_index]; } if (in_mesh->HasTangentsAndBitangents()) { out_mesh->mTangents = new aiVector3D[out_vertex_index]; out_mesh->mBitangents = new aiVector3D[out_vertex_index]; } for (unsigned int c = 0; in_mesh->HasVertexColors(c);++c) { out_mesh->mColors[c] = new aiColor4D[out_vertex_index]; } for (unsigned int c = 0; in_mesh->HasTextureCoords(c);++c) { out_mesh->mNumUVComponents[c] = in_mesh->mNumUVComponents[c]; out_mesh->mTextureCoords[c] = new aiVector3D[out_vertex_index]; } vFaces.reserve(size_estimated); // (we will also need to copy the array of indices) while (base < in_mesh->mNumFaces) { const unsigned int iNumIndices = in_mesh->mFaces[base].mNumIndices; // doesn't catch degenerates but is quite fast unsigned int iNeed = 0; for (unsigned int v = 0; v < iNumIndices;++v) { unsigned int index = in_mesh->mFaces[base].mIndices[v]; // check whether we do already have this vertex if (WAS_NOT_COPIED == was_copied_to[index]) { iNeed++; } } if (out_mesh->mNumVertices + iNeed > out_vertex_index) { // don't use this face break; } vFaces.push_back(aiFace()); aiFace& rFace = vFaces.back(); // setup face type and number of indices rFace.mNumIndices = iNumIndices; rFace.mIndices = new unsigned int[iNumIndices]; // need to update the output primitive types switch (rFace.mNumIndices) { case 1: out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT; break; case 2: out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE; break; case 3: out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; break; default: out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; } // and copy the contents of the old array, offset them by current base for (unsigned int v = 0; v < iNumIndices;++v) { const unsigned int index = in_mesh->mFaces[base].mIndices[v]; // check whether we do already have this vertex if (WAS_NOT_COPIED != was_copied_to[index]) { rFace.mIndices[v] = was_copied_to[index]; continue; } // copy positions out_mesh->mVertices[out_mesh->mNumVertices] = (in_mesh->mVertices[index]); // copy normals if (in_mesh->HasNormals()) { out_mesh->mNormals[out_mesh->mNumVertices] = (in_mesh->mNormals[index]); } // copy tangents/bi-tangents if (in_mesh->HasTangentsAndBitangents()) { out_mesh->mTangents[out_mesh->mNumVertices] = (in_mesh->mTangents[index]); out_mesh->mBitangents[out_mesh->mNumVertices] = (in_mesh->mBitangents[index]); } // texture coordinates for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { if (in_mesh->HasTextureCoords( c)) { out_mesh->mTextureCoords[c][out_mesh->mNumVertices] = in_mesh->mTextureCoords[c][index]; } } // vertex colors for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) { if (in_mesh->HasVertexColors( c)) { out_mesh->mColors[c][out_mesh->mNumVertices] = in_mesh->mColors[c][index]; } } // check whether we have bone weights assigned to this vertex rFace.mIndices[v] = out_mesh->mNumVertices; if (avPerVertexWeights) { VertexWeightTable& table = avPerVertexWeights[ out_mesh->mNumVertices ]; for (VertexWeightTable::const_iterator iter = table.begin(), end = table.end(); iter != end;++iter) { // allocate the bone weight array if necessary and store it in the mBones field (HACK!) BoneWeightList* weight_list = reinterpret_cast(out_mesh->mBones[(*iter).first]); if (!weight_list) { weight_list = new BoneWeightList(); out_mesh->mBones[(*iter).first] = reinterpret_cast(weight_list); } weight_list->push_back(aiVertexWeight(out_mesh->mNumVertices,(*iter).second)); } } was_copied_to[index] = out_mesh->mNumVertices; out_mesh->mNumVertices++; } base++; if(out_mesh->mNumVertices == out_vertex_index) { // break here. The face is only added if it was complete break; } } // check which bones we'll need to create for this submesh if (in_mesh->HasBones()) { aiBone** ppCurrent = out_mesh->mBones; for (unsigned int k = 0; k < in_mesh->mNumBones;++k) { // check whether the bone exists BoneWeightList* const weight_list = reinterpret_cast(out_mesh->mBones[k]); if (weight_list) { const aiBone* const bone_in = in_mesh->mBones[k]; aiBone* const bone_out = new aiBone(); *ppCurrent++ = bone_out; bone_out->mName = aiString(bone_in->mName); bone_out->mOffsetMatrix =bone_in->mOffsetMatrix; bone_out->mNumWeights = (unsigned int)weight_list->size(); bone_out->mWeights = new aiVertexWeight[bone_out->mNumWeights]; // copy the vertex weights ::memcpy(bone_out->mWeights, &(*weight_list)[0],bone_out->mNumWeights * sizeof(aiVertexWeight)); delete weight_list; out_mesh->mNumBones++; } } } // copy the face list to the mesh out_mesh->mFaces = new aiFace[vFaces.size()]; out_mesh->mNumFaces = (unsigned int)vFaces.size(); for (unsigned int p = 0; p < out_mesh->mNumFaces;++p) { out_mesh->mFaces[p] = vFaces[p]; } // add the newly created mesh to the list source_mesh_map.push_back(std::make_pair(out_mesh,a)); if (base == in_mesh->mNumFaces) { break; } } // delete the per-vertex weight list again delete[] avPerVertexWeights; // now delete the old mesh data delete in_mesh; }