316 lines
12 KiB
C++
316 lines
12 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, 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 following
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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 Implementation of the post processing step to join identical vertices
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* for all imported meshes
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*/
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#include <vector>
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#include <assert.h>
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#include "JoinVerticesProcess.h"
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#include "SpatialSort.h"
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#include "../include/DefaultLogger.h"
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#include "../include/aiPostProcess.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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JoinVerticesProcess::JoinVerticesProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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JoinVerticesProcess::~JoinVerticesProcess()
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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 field.
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bool JoinVerticesProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_JoinIdenticalVertices) != 0;
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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 JoinVerticesProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("JoinVerticesProcess begin");
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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if( this->ProcessMesh( pScene->mMeshes[a]))
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bHas = true;
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}
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if (bHas)DefaultLogger::get()->info("JoinVerticesProcess finished. Found vertices to join");
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else DefaultLogger::get()->debug("JoinVerticesProcess finished. There was nothing to do.");
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}
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// ------------------------------------------------------------------------------------------------
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// Unites identical vertices in the given mesh
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bool JoinVerticesProcess::ProcessMesh( aiMesh* pMesh)
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{
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// helper structure to hold all the data a single vertex can possibly have
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typedef struct Vertex vertex;
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struct Vertex
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{
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aiVector3D mPosition;
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aiVector3D mNormal;
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aiVector3D mTangent, mBitangent;
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aiColor4D mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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aiVector3D mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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};
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std::vector<Vertex> uniqueVertices;
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uniqueVertices.reserve( pMesh->mNumVertices);
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unsigned int iOldVerts = pMesh->mNumVertices;
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// For each vertex the index of the vertex it was replaced by.
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std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff);
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// for each vertex whether it was replaced by an existing unique vertex (true) or a new vertex was created for it (false)
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std::vector<bool> isVertexUnique( pMesh->mNumVertices, false);
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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{
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minVec.x = std::min( minVec.x, pMesh->mVertices[a].x);
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minVec.y = std::min( minVec.y, pMesh->mVertices[a].y);
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minVec.z = std::min( minVec.z, pMesh->mVertices[a].z);
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maxVec.x = std::max( maxVec.x, pMesh->mVertices[a].x);
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maxVec.y = std::max( maxVec.y, pMesh->mVertices[a].y);
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maxVec.z = std::max( maxVec.z, pMesh->mVertices[a].z);
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}
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// squared because we check against squared length of the vector difference
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const float epsilon = 1e-5f;
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const float posEpsilon = (maxVec - minVec).Length() * epsilon;
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const float squareEpsilon = epsilon * epsilon;
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// a little helper to find locally close vertices faster
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SpatialSort vertexFinder( pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
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std::vector<unsigned int> verticesFound;
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// now check each vertex if it brings something new to the table
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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{
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// collect the vertex data
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Vertex v;
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v.mPosition = pMesh->mVertices[a];
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v.mNormal = (pMesh->mNormals != NULL) ? pMesh->mNormals[a] : aiVector3D( 0, 0, 0);
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v.mTangent = (pMesh->mTangents != NULL) ? pMesh->mTangents[a] : aiVector3D( 0, 0, 0);
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v.mBitangent = (pMesh->mBitangents != NULL) ? pMesh->mBitangents[a] : aiVector3D( 0, 0, 0);
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for( unsigned int b = 0; b < AI_MAX_NUMBER_OF_COLOR_SETS; b++)
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v.mColors[b] = (pMesh->mColors[b] != NULL) ? pMesh->mColors[b][a] : aiColor4D( 0, 0, 0, 0);
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for( unsigned int b = 0; b < AI_MAX_NUMBER_OF_TEXTURECOORDS; b++)
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v.mTexCoords[b] = (pMesh->mTextureCoords[b] != NULL) ? pMesh->mTextureCoords[b][a] : aiVector3D( 0, 0, 0);
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// collect all vertices that are close enough to the given position
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vertexFinder.FindPositions( v.mPosition, posEpsilon, verticesFound);
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unsigned int matchIndex = 0xffffffff;
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// check all unique vertices close to the position if this vertex is already present among them
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for( unsigned int b = 0; b < verticesFound.size(); b++)
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{
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unsigned int vidx = verticesFound[b];
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unsigned int uidx = replaceIndex[ vidx];
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if( uidx == 0xffffffff || !isVertexUnique[ vidx])
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continue;
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const Vertex& uv = uniqueVertices[ uidx];
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// Position mismatch is impossible - the vertex finder already discarded all non-matching positions
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// We just test the other attributes even if they're not present in the mesh.
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// In this case they're initialized to 0 so the comparision succeeds.
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// By this method the non-present attributes are effectively ignored in the comparision.
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if( (uv.mNormal - v.mNormal).SquareLength() > squareEpsilon)
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continue;
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if( (uv.mTangent - v.mTangent).SquareLength() > squareEpsilon)
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continue;
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if( (uv.mBitangent - v.mBitangent).SquareLength() > squareEpsilon)
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continue;
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// manually unrolled because continue wouldn't work as desired in an inner loop
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assert( AI_MAX_NUMBER_OF_COLOR_SETS == 4);
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if( GetColorDifference( uv.mColors[0], v.mColors[0]) > squareEpsilon)
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continue;
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if( GetColorDifference( uv.mColors[1], v.mColors[1]) > squareEpsilon)
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continue;
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if( GetColorDifference( uv.mColors[2], v.mColors[2]) > squareEpsilon)
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continue;
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if( GetColorDifference( uv.mColors[3], v.mColors[3]) > squareEpsilon)
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continue;
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// texture coord matching manually unrolled as well
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assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 4);
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if( (uv.mTexCoords[0] - v.mTexCoords[0]).SquareLength() > squareEpsilon)
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continue;
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if( (uv.mTexCoords[1] - v.mTexCoords[1]).SquareLength() > squareEpsilon)
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continue;
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if( (uv.mTexCoords[2] - v.mTexCoords[2]).SquareLength() > squareEpsilon)
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continue;
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if( (uv.mTexCoords[3] - v.mTexCoords[3]).SquareLength() > squareEpsilon)
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continue;
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// we're still here -> this vertex perfectly matches our given vertex
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matchIndex = uidx;
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break;
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}
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// found a replacement vertex among the uniques?
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if( matchIndex != 0xffffffff)
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{
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// store where to found the matching unique vertex
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replaceIndex[a] = matchIndex;
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isVertexUnique[a] = false;
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} else
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{
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// no unique vertex matches it upto now -> so add it
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replaceIndex[a] = (unsigned int)uniqueVertices.size();
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uniqueVertices.push_back( v);
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isVertexUnique[a] = true;
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}
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}
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// replace vertex data with the unique data sets
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pMesh->mNumVertices = (unsigned int)uniqueVertices.size();
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// Position
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delete [] pMesh->mVertices;
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mVertices[a] = uniqueVertices[a].mPosition;
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// Normals, if present
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if( pMesh->mNormals)
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{
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delete [] pMesh->mNormals;
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mNormals[a] = uniqueVertices[a].mNormal;
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}
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// Tangents, if present
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if( pMesh->mTangents)
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{
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delete [] pMesh->mTangents;
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pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mTangents[a] = uniqueVertices[a].mTangent;
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}
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// Bitangents as well
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if( pMesh->mBitangents)
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{
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delete [] pMesh->mBitangents;
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pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mBitangents[a] = uniqueVertices[a].mBitangent;
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}
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// Vertex colors
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
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{
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if( !pMesh->mColors[a])
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continue;
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delete [] pMesh->mColors[a];
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pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
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for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
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pMesh->mColors[a][b] = uniqueVertices[b].mColors[a];
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}
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// Texture coords
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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{
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if( !pMesh->mTextureCoords[a])
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continue;
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delete [] pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
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pMesh->mTextureCoords[a][b] = uniqueVertices[b].mTexCoords[a];
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}
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// adjust the indices in all faces
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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aiFace& face = pMesh->mFaces[a];
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for( unsigned int b = 0; b < face.mNumIndices; b++)
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{
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const size_t index = face.mIndices[b];
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face.mIndices[b] = replaceIndex[face.mIndices[b]];
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}
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}
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// adjust bone vertex weights.
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for( unsigned int a = 0; a < pMesh->mNumBones; a++)
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{
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aiBone* bone = pMesh->mBones[a];
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std::vector<aiVertexWeight> newWeights;
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newWeights.reserve( bone->mNumWeights);
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for( unsigned int b = 0; b < bone->mNumWeights; b++)
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{
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const aiVertexWeight& ow = bone->mWeights[b];
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// if the vertex is a unique one, translate it
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if( isVertexUnique[ow.mVertexId])
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{
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aiVertexWeight nw;
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nw.mVertexId = replaceIndex[ow.mVertexId];
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nw.mWeight = ow.mWeight;
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newWeights.push_back( nw);
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}
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}
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// there should be some. At least I think there should be some
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assert( newWeights.size() > 0);
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// kill the old and replace them with the translated weights
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delete [] bone->mWeights;
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bone->mNumWeights = (unsigned int)newWeights.size();
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bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
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}
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return (iOldVerts != pMesh->mNumVertices);
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}
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