263 lines
9.7 KiB
C++
263 lines
9.7 KiB
C++
/** @file Implementation of the post processing step to join identical vertices
|
|
* for all imported meshes
|
|
*/
|
|
|
|
#include <vector>
|
|
#include <assert.h>
|
|
#include "JoinVerticesProcess.h"
|
|
#include "SpatialSort.h"
|
|
#include "../include/aiPostProcess.h"
|
|
#include "../include/aiMesh.h"
|
|
#include "../include/aiScene.h"
|
|
|
|
using namespace Assimp;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
JoinVerticesProcess::JoinVerticesProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
JoinVerticesProcess::~JoinVerticesProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the processing step is present in the given flag field.
|
|
bool JoinVerticesProcess::IsActive( unsigned int pFlags) const
|
|
{
|
|
return (pFlags & aiProcess_JoinIdenticalVertices) != 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
void JoinVerticesProcess::Execute( aiScene* pScene)
|
|
{
|
|
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
|
ProcessMesh( pScene->mMeshes[a]);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Unites identical vertices in the given mesh
|
|
void JoinVerticesProcess::ProcessMesh( aiMesh* pMesh)
|
|
{
|
|
// helper structure to hold all the data a single vertex can possibly have
|
|
typedef struct Vertex vertex;
|
|
|
|
struct Vertex
|
|
{
|
|
aiVector3D mPosition;
|
|
aiVector3D mNormal;
|
|
aiVector3D mTangent, mBitangent;
|
|
aiColor4D mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
|
aiVector3D mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
|
};
|
|
std::vector<Vertex> uniqueVertices;
|
|
uniqueVertices.reserve( pMesh->mNumVertices);
|
|
|
|
// For each vertex the index of the vertex it was replaced by.
|
|
std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff);
|
|
// for each vertex whether it was replaced by an existing unique vertex (true) or a new vertex was created for it (false)
|
|
std::vector<bool> isVertexUnique( pMesh->mNumVertices, false);
|
|
|
|
// calculate the position bounds so we have a reliable epsilon to check position differences against
|
|
aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
|
|
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
|
{
|
|
minVec.x = std::min( minVec.x, pMesh->mVertices[a].x);
|
|
minVec.y = std::min( minVec.y, pMesh->mVertices[a].y);
|
|
minVec.z = std::min( minVec.z, pMesh->mVertices[a].z);
|
|
maxVec.x = std::max( maxVec.x, pMesh->mVertices[a].x);
|
|
maxVec.y = std::max( maxVec.y, pMesh->mVertices[a].y);
|
|
maxVec.z = std::max( maxVec.z, pMesh->mVertices[a].z);
|
|
}
|
|
|
|
// squared because we check against squared length of the vector difference
|
|
const float epsilon = 1e-5f;
|
|
const float posEpsilon = (maxVec - minVec).Length() * epsilon;
|
|
const float squareEpsilon = epsilon * epsilon;
|
|
|
|
// a little helper to find locally close vertices faster
|
|
SpatialSort vertexFinder( pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
|
|
std::vector<unsigned int> verticesFound;
|
|
|
|
// now check each vertex if it brings something new to the table
|
|
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
|
{
|
|
// collect the vertex data
|
|
Vertex v;
|
|
v.mPosition = pMesh->mVertices[a];
|
|
v.mNormal = (pMesh->mNormals != NULL) ? pMesh->mNormals[a] : aiVector3D( 0, 0, 0);
|
|
v.mTangent = (pMesh->mTangents != NULL) ? pMesh->mTangents[a] : aiVector3D( 0, 0, 0);
|
|
v.mBitangent = (pMesh->mBitangents != NULL) ? pMesh->mBitangents[a] : aiVector3D( 0, 0, 0);
|
|
for( unsigned int b = 0; b < AI_MAX_NUMBER_OF_COLOR_SETS; b++)
|
|
v.mColors[b] = (pMesh->mColors[b] != NULL) ? pMesh->mColors[b][a] : aiColor4D( 0, 0, 0, 0);
|
|
for( unsigned int b = 0; b < AI_MAX_NUMBER_OF_TEXTURECOORDS; b++)
|
|
v.mTexCoords[b] = (pMesh->mTextureCoords[b] != NULL) ? pMesh->mTextureCoords[b][a] : aiVector3D( 0, 0, 0);
|
|
|
|
// collect all vertices that are close enough to the given position
|
|
vertexFinder.FindPositions( v.mPosition, posEpsilon, verticesFound);
|
|
|
|
unsigned int matchIndex = 0xffffffff;
|
|
// check all unique vertices close to the position if this vertex is already present among them
|
|
for( unsigned int b = 0; b < verticesFound.size(); b++)
|
|
{
|
|
unsigned int vidx = verticesFound[b];
|
|
unsigned int uidx = replaceIndex[ vidx];
|
|
if( uidx == 0xffffffff || !isVertexUnique[ vidx])
|
|
continue;
|
|
|
|
const Vertex& uv = uniqueVertices[ uidx];
|
|
// Position mismatch is impossible - the vertex finder already discarded all non-matching positions
|
|
|
|
// We just test the other attributes even if they're not present in the mesh.
|
|
// In this case they're initialized to 0 so the comparision succeeds.
|
|
// By this method the non-present attributes are effectively ignored in the comparision.
|
|
|
|
if( (uv.mNormal - v.mNormal).SquareLength() > squareEpsilon)
|
|
continue;
|
|
if( (uv.mTangent - v.mTangent).SquareLength() > squareEpsilon)
|
|
continue;
|
|
if( (uv.mBitangent - v.mBitangent).SquareLength() > squareEpsilon)
|
|
continue;
|
|
// manually unrolled because continue wouldn't work as desired in an inner loop
|
|
assert( AI_MAX_NUMBER_OF_COLOR_SETS == 4);
|
|
if( GetColorDifference( uv.mColors[0], v.mColors[0]) > squareEpsilon)
|
|
continue;
|
|
if( GetColorDifference( uv.mColors[1], v.mColors[1]) > squareEpsilon)
|
|
continue;
|
|
if( GetColorDifference( uv.mColors[2], v.mColors[2]) > squareEpsilon)
|
|
continue;
|
|
if( GetColorDifference( uv.mColors[3], v.mColors[3]) > squareEpsilon)
|
|
continue;
|
|
// texture coord matching manually unrolled as well
|
|
assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 4);
|
|
if( (uv.mTexCoords[0] - v.mTexCoords[0]).SquareLength() > squareEpsilon)
|
|
continue;
|
|
if( (uv.mTexCoords[1] - v.mTexCoords[1]).SquareLength() > squareEpsilon)
|
|
continue;
|
|
if( (uv.mTexCoords[2] - v.mTexCoords[2]).SquareLength() > squareEpsilon)
|
|
continue;
|
|
if( (uv.mTexCoords[3] - v.mTexCoords[3]).SquareLength() > squareEpsilon)
|
|
continue;
|
|
|
|
// we're still here -> this vertex perfectly matches our given vertex
|
|
matchIndex = uidx;
|
|
break;
|
|
}
|
|
|
|
// found a replacement vertex among the uniques?
|
|
if( matchIndex != 0xffffffff)
|
|
{
|
|
// store where to found the matching unique vertex
|
|
replaceIndex[a] = matchIndex;
|
|
isVertexUnique[a] = false;
|
|
} else
|
|
{
|
|
// no unique vertex matches it upto now -> so add it
|
|
replaceIndex[a] = uniqueVertices.size();
|
|
uniqueVertices.push_back( v);
|
|
isVertexUnique[a] = true;
|
|
}
|
|
}
|
|
|
|
// replace vertex data with the unique data sets
|
|
pMesh->mNumVertices = uniqueVertices.size();
|
|
// Position
|
|
delete [] pMesh->mVertices;
|
|
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
|
|
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
|
pMesh->mVertices[a] = uniqueVertices[a].mPosition;
|
|
// Normals, if present
|
|
if( pMesh->mNormals)
|
|
{
|
|
delete [] pMesh->mNormals;
|
|
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
|
|
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
|
pMesh->mNormals[a] = uniqueVertices[a].mNormal;
|
|
}
|
|
// Tangents, if present
|
|
if( pMesh->mTangents)
|
|
{
|
|
delete [] pMesh->mTangents;
|
|
pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
|
|
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
|
pMesh->mTangents[a] = uniqueVertices[a].mTangent;
|
|
}
|
|
// Bitangents as well
|
|
if( pMesh->mBitangents)
|
|
{
|
|
delete [] pMesh->mBitangents;
|
|
pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
|
|
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
|
pMesh->mBitangents[a] = uniqueVertices[a].mBitangent;
|
|
}
|
|
// Vertex colors
|
|
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
|
|
{
|
|
if( !pMesh->mColors[a])
|
|
continue;
|
|
|
|
delete [] pMesh->mColors[a];
|
|
pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
|
|
for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
|
|
pMesh->mColors[a][b] = uniqueVertices[b].mColors[a];
|
|
}
|
|
// Texture coords
|
|
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
|
|
{
|
|
if( !pMesh->mTextureCoords[a])
|
|
continue;
|
|
|
|
delete [] pMesh->mTextureCoords[a];
|
|
pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
|
|
for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
|
|
pMesh->mTextureCoords[a][b] = uniqueVertices[b].mTexCoords[a];
|
|
}
|
|
|
|
// adjust the indices in all faces
|
|
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
|
|
{
|
|
aiFace& face = pMesh->mFaces[a];
|
|
for( unsigned int b = 0; b < face.mNumIndices; b++)
|
|
{
|
|
const size_t index = face.mIndices[b];
|
|
face.mIndices[b] = replaceIndex[face.mIndices[b]];
|
|
}
|
|
}
|
|
|
|
// adjust bone vertex weights.
|
|
for( unsigned int a = 0; a < pMesh->mNumBones; a++)
|
|
{
|
|
aiBone* bone = pMesh->mBones[a];
|
|
std::vector<aiVertexWeight> newWeights;
|
|
newWeights.reserve( bone->mNumWeights);
|
|
|
|
for( unsigned int b = 0; b < bone->mNumWeights; b++)
|
|
{
|
|
const aiVertexWeight& ow = bone->mWeights[b];
|
|
// if the vertex is a unique one, translate it
|
|
if( isVertexUnique[ow.mVertexId])
|
|
{
|
|
aiVertexWeight nw;
|
|
nw.mVertexId = replaceIndex[ow.mVertexId];
|
|
nw.mWeight = ow.mWeight;
|
|
newWeights.push_back( nw);
|
|
}
|
|
}
|
|
|
|
// there should be some. At least I think there should be some
|
|
assert( newWeights.size() > 0);
|
|
|
|
// kill the old and replace them with the translated weights
|
|
delete [] bone->mWeights;
|
|
bone->mNumWeights = newWeights.size();
|
|
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
|
memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
|
|
}
|
|
}
|