400 lines
15 KiB
C++
400 lines
15 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2010, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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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 SplitByBoneCountProcess.cpp
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/// Implementation of the SplitByBoneCount postprocessing step
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#include "AssimpPCH.h"
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// internal headers of the post-processing framework
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#include "SplitByBoneCountProcess.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor
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SplitByBoneCountProcess::SplitByBoneCountProcess()
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{
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// set default, might be overriden by importer config
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mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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SplitByBoneCountProcess::~SplitByBoneCountProcess()
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{
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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.
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bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const
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{
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return !!(pFlags & aiProcess_SplitByBoneCount);
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}
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// ------------------------------------------------------------------------------------------------
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// Updates internal properties
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void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
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{
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mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
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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 SplitByBoneCountProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("SplitByBoneCountProcess begin");
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// early out
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bool isNecessary = false;
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for( size_t a = 0; a < pScene->mNumMeshes; ++a)
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if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
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isNecessary = true;
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if( !isNecessary )
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{
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DefaultLogger::get()->debug( boost::str( boost::format( "SplitByBoneCountProcess early-out: no meshes with more than %d bones.") % mMaxBoneCount));
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return;
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}
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// we need to do something. Let's go.
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mSubMeshIndices.clear();
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mSubMeshIndices.resize( pScene->mNumMeshes);
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// build a new array of meshes for the scene
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std::vector<aiMesh*> meshes;
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for( size_t a = 0; a < pScene->mNumMeshes; ++a)
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{
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aiMesh* srcMesh = pScene->mMeshes[a];
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std::vector<aiMesh*> newMeshes;
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SplitMesh( pScene->mMeshes[a], newMeshes);
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// mesh was split
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if( !newMeshes.empty() )
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{
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// store new meshes and indices of the new meshes
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for( size_t b = 0; b < newMeshes.size(); ++b)
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{
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mSubMeshIndices[a].push_back( meshes.size());
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meshes.push_back( newMeshes[b]);
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}
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// and destroy the source mesh. It should be completely contained inside the new submeshes
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delete srcMesh;
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}
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else
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{
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// Mesh is kept unchanged - store it's new place in the mesh array
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mSubMeshIndices[a].push_back( meshes.size());
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meshes.push_back( srcMesh);
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}
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}
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// rebuild the scene's mesh array
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pScene->mNumMeshes = meshes.size();
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delete [] pScene->mMeshes;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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std::copy( meshes.begin(), meshes.end(), pScene->mMeshes);
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// recurse through all nodes and translate the node's mesh indices to fit the new mesh array
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UpdateNode( pScene->mRootNode);
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DefaultLogger::get()->debug( boost::str( boost::format( "SplitByBoneCountProcess end: split %d meshes into %d submeshes.") % mSubMeshIndices.size() % meshes.size()));
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}
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// ------------------------------------------------------------------------------------------------
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// Splits the given mesh by bone count.
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void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const
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{
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// skip if not necessary
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if( pMesh->mNumBones <= mMaxBoneCount )
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return;
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// necessary optimisation: build a list of all affecting bones for each vertex
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// TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
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typedef std::pair<size_t, float> BoneWeight;
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std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
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for( size_t a = 0; a < pMesh->mNumBones; ++a)
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{
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const aiBone* bone = pMesh->mBones[a];
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for( size_t b = 0; b < bone->mNumWeights; ++b)
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vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
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}
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size_t numFacesHandled = 0;
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std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
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while( numFacesHandled < pMesh->mNumFaces )
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{
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// which bones are used in the current submesh
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size_t numBones = 0;
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std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
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// indices of the faces which are going to go into this submesh
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std::vector<size_t> subMeshFaces;
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subMeshFaces.reserve( pMesh->mNumFaces);
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// accumulated vertex count of all the faces in this submesh
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size_t numSubMeshVertices = 0;
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// a small local array of new bones for the current face. State of all used bones for that face
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// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
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std::vector<size_t> newBonesAtCurrentFace;
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// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
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for( size_t a = 0; a < pMesh->mNumFaces; ++a)
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{
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// skip if the face is already stored in a submesh
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if( isFaceHandled[a] )
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continue;
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const aiFace& face = pMesh->mFaces[a];
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// check every vertex if its bones would still fit into the current submesh
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for( size_t b = 0; b < face.mNumIndices; ++b )
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{
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const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
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for( size_t c = 0; c < vb.size(); ++c)
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{
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// if the bone is already used in this submesh, it's ok
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if( isBoneUsed[ vb[c].first ] )
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continue;
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// if it's not used, yet, we would need to add it. Store its bone index
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newBonesAtCurrentFace.push_back( vb[c].first);
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}
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}
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// leave out the face if the new bones required for this face don't fit the bone count limit anymore
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if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
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continue;
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// mark all new bones as necessary
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while( !newBonesAtCurrentFace.empty() )
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{
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size_t newIndex = newBonesAtCurrentFace.back();
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newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
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if( isBoneUsed[newIndex] )
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continue;
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isBoneUsed[newIndex] = true;
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numBones++;
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}
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// store the face index and the vertex count
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subMeshFaces.push_back( a);
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numSubMeshVertices += face.mNumIndices;
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// remember that this face is handled
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isFaceHandled[a] = true;
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numFacesHandled++;
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}
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// create a new mesh to hold this subset of the source mesh
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aiMesh* newMesh = new aiMesh;
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if( pMesh->mName.length > 0 )
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newMesh->mName.Set( boost::str( boost::format( "%s_sub%d") % pMesh->mName.data % poNewMeshes.size()));
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newMesh->mMaterialIndex = pMesh->mMaterialIndex;
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newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
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poNewMeshes.push_back( newMesh);
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// create all the arrays for this mesh if the old mesh contained them
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newMesh->mNumVertices = numSubMeshVertices;
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newMesh->mNumFaces = subMeshFaces.size();
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newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
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if( pMesh->HasNormals() )
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newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
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if( pMesh->HasTangentsAndBitangents() )
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{
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newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
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newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
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}
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
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{
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if( pMesh->HasTextureCoords( a) )
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newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
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newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
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}
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
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{
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if( pMesh->HasVertexColors( a) )
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newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
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}
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// and copy over the data, generating faces with linear indices along the way
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newMesh->mFaces = new aiFace[subMeshFaces.size()];
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size_t nvi = 0; // next vertex index
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std::vector<size_t> previousVertexIndices( numSubMeshVertices, SIZE_MAX); // per new vertex: its index in the source mesh
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for( size_t a = 0; a < subMeshFaces.size(); ++a )
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{
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const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
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aiFace& dstFace = newMesh->mFaces[a];
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dstFace.mNumIndices = srcFace.mNumIndices;
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dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
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// accumulate linearly all the vertices of the source face
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for( size_t b = 0; b < dstFace.mNumIndices; ++b )
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{
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size_t srcIndex = srcFace.mIndices[b];
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dstFace.mIndices[b] = nvi;
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previousVertexIndices[nvi] = srcIndex;
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newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
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if( pMesh->HasNormals() )
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newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
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if( pMesh->HasTangentsAndBitangents() )
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{
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newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
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newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
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}
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for( size_t 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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newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
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}
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for( size_t 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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newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
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}
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nvi++;
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}
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}
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ai_assert( nvi == numSubMeshVertices );
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// Create the bones for the new submesh: first create the bone array
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newMesh->mNumBones = 0;
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newMesh->mBones = new aiBone*[numBones];
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std::vector<size_t> mappedBoneIndex( pMesh->mNumBones, SIZE_MAX);
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for( size_t a = 0; a < pMesh->mNumBones; ++a )
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{
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if( !isBoneUsed[a] )
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continue;
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// create the new bone
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const aiBone* srcBone = pMesh->mBones[a];
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aiBone* dstBone = new aiBone;
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mappedBoneIndex[a] = newMesh->mNumBones;
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newMesh->mBones[newMesh->mNumBones++] = dstBone;
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dstBone->mName = srcBone->mName;
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dstBone->mOffsetMatrix = srcBone->mOffsetMatrix;
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dstBone->mNumWeights = 0;
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}
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ai_assert( newMesh->mNumBones == numBones );
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// iterate over all new vertices and count which bones affected its old vertex in the source mesh
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for( size_t a = 0; a < numSubMeshVertices; ++a )
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{
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size_t oldIndex = previousVertexIndices[a];
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const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];
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for( size_t b = 0; b < bonesOnThisVertex.size(); ++b )
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{
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size_t newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
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if( newBoneIndex != SIZE_MAX )
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newMesh->mBones[newBoneIndex]->mNumWeights++;
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}
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}
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// allocate all bone weight arrays accordingly
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for( size_t a = 0; a < newMesh->mNumBones; ++a )
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{
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aiBone* bone = newMesh->mBones[a];
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ai_assert( bone->mNumWeights > 0 );
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bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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bone->mNumWeights = 0; // for counting up in the next step
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}
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// now copy all the bone vertex weights for all the vertices which made it into the new submesh
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for( size_t a = 0; a < numSubMeshVertices; ++a)
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{
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// find the source vertex for it in the source mesh
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size_t previousIndex = previousVertexIndices[a];
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// these bones were affecting it
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const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
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// all of the bones affecting it should be present in the new submesh, or else
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// the face it comprises shouldn't be present
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for( size_t b = 0; b < bonesOnThisVertex.size(); ++b)
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{
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size_t newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
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ai_assert( newBoneIndex != SIZE_MAX );
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aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
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newMesh->mBones[newBoneIndex]->mNumWeights++;
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dstWeight->mVertexId = a;
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dstWeight->mWeight = bonesOnThisVertex[b].second;
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}
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}
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// I have the strange feeling that this will break apart at some point in time...
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively updates the node's mesh list to account for the changed mesh list
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void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
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{
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// rebuild the node's mesh index list
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if( pNode->mNumMeshes > 0 )
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{
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std::vector<size_t> newMeshList;
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for( size_t a = 0; a < pNode->mNumMeshes; ++a)
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{
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size_t srcIndex = pNode->mMeshes[a];
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const std::vector<size_t>& replaceMeshes = mSubMeshIndices[srcIndex];
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newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
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}
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delete pNode->mMeshes;
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pNode->mNumMeshes = newMeshList.size();
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
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}
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// do that also recursively for all children
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for( size_t a = 0; a < pNode->mNumChildren; ++a )
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{
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UpdateNode( pNode->mChildren[a]);
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}
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}
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