360 lines
13 KiB
C++
360 lines
13 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (ASSIMP)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the post processing step to join identical vertices
|
|
* for all imported meshes
|
|
*/
|
|
|
|
#include "AssimpPCH.h"
|
|
|
|
// internal headers
|
|
#include "JoinVerticesProcess.h"
|
|
#include "ProcessHelper.h"
|
|
|
|
using namespace Assimp;
|
|
|
|
#if _MSC_VER >= 1400
|
|
# define sprintf sprintf_s
|
|
#endif
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// 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)
|
|
{
|
|
DefaultLogger::get()->debug("JoinVerticesProcess begin");
|
|
|
|
// get the total number of vertices BEFORE the step is executed
|
|
int iNumOldVertices = 0;
|
|
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
|
{
|
|
iNumOldVertices += pScene->mMeshes[a]->mNumVertices;
|
|
}
|
|
|
|
// execute the step
|
|
int iNumVertices = 0;
|
|
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
|
{
|
|
iNumVertices += this->ProcessMesh( pScene->mMeshes[a],a);
|
|
}
|
|
// if logging is active, print detailled statistics
|
|
if (!DefaultLogger::isNullLogger())
|
|
{
|
|
if (iNumOldVertices == iNumVertices)DefaultLogger::get()->debug("JoinVerticesProcess finished ");
|
|
else
|
|
{
|
|
char szBuff[128]; // should be sufficiently large in every case
|
|
sprintf(szBuff,"JoinVerticesProcess finished | Verts in: %i out: %i | ~%.1f%%",
|
|
iNumOldVertices,
|
|
iNumVertices,
|
|
((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f);
|
|
DefaultLogger::get()->info(szBuff);
|
|
}
|
|
}
|
|
|
|
pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Unites identical vertices in the given mesh
|
|
int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
|
|
{
|
|
// helper structure to hold all the data a single vertex can possibly have
|
|
typedef struct Vertex vertex;
|
|
|
|
if (!pMesh->HasPositions() || !pMesh->HasFaces())
|
|
return 0;
|
|
|
|
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);
|
|
|
|
//unsigned int iOldVerts = 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);
|
|
|
|
// a little helper to find locally close vertices faster
|
|
// FIX: check whether we can reuse the SpatialSort of a previous step
|
|
const float epsilon = 1e-5f;
|
|
float posEpsilon;
|
|
SpatialSort* vertexFinder = NULL;
|
|
SpatialSort _vertexFinder;
|
|
if (shared)
|
|
{
|
|
std::vector<std::pair<SpatialSort,float> >* avf;
|
|
shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
|
|
if (avf)
|
|
{
|
|
std::pair<SpatialSort,float>& blubb = avf->operator [] (meshIndex);
|
|
vertexFinder = &blubb.first;
|
|
posEpsilon = blubb.second;
|
|
}
|
|
}
|
|
if (!vertexFinder)
|
|
{
|
|
_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
|
|
vertexFinder = &_vertexFinder;
|
|
posEpsilon = ComputePositionEpsilon(pMesh);
|
|
}
|
|
|
|
// squared because we check against squared length of the vector difference
|
|
const float squareEpsilon = epsilon * epsilon;
|
|
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
|
|
ai_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
|
|
ai_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] = (unsigned int)uniqueVertices.size();
|
|
uniqueVertices.push_back( v);
|
|
isVertexUnique[a] = true;
|
|
}
|
|
}
|
|
|
|
if (!DefaultLogger::isNullLogger())
|
|
{
|
|
char szBuff[128]; // should be sufficiently large in every case
|
|
sprintf(szBuff,"Mesh %i | Verts in: %i out: %i | ~%.1f%%",
|
|
meshIndex,
|
|
pMesh->mNumVertices,
|
|
(int)uniqueVertices.size(),
|
|
((pMesh->mNumVertices - uniqueVertices.size()) / (float)pMesh->mNumVertices) * 100.f);
|
|
DefaultLogger::get()->info(szBuff);
|
|
}
|
|
|
|
// replace vertex data with the unique data sets
|
|
pMesh->mNumVertices = (unsigned int)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[index];
|
|
}
|
|
}
|
|
|
|
// 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
|
|
ai_assert( newWeights.size() > 0);
|
|
|
|
// kill the old and replace them with the translated weights
|
|
delete [] bone->mWeights;
|
|
bone->mNumWeights = (unsigned int)newWeights.size();
|
|
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
|
memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
|
|
}
|
|
return pMesh->mNumVertices;
|
|
}
|