517 lines
17 KiB
C++
517 lines
17 KiB
C++
/*
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Free 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
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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 Implementation of the SplitLargeMeshes postprocessing step
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*/
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#include "SplitLargeMeshes.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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/*static*/ unsigned int SplitLargeMeshesProcess_Triangle::LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
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/*static*/ unsigned int SplitLargeMeshesProcess_Vertex::LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
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extern "C" {
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// ------------------------------------------------------------------------------------------------
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aiReturn aiSetVertexSplitLimit(unsigned int pLimit)
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{
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if (0 == pLimit)
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{
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SplitLargeMeshesProcess_Vertex::LIMIT = 0xFFFFFFFF;
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return AI_FAILURE;
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}
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SplitLargeMeshesProcess_Vertex::LIMIT = pLimit;
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return AI_SUCCESS;
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}
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// ------------------------------------------------------------------------------------------------
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aiReturn aiSetTriangleSplitLimit(unsigned int pLimit)
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{
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if (0 == pLimit)
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{
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SplitLargeMeshesProcess_Triangle::LIMIT = 0xFFFFFFFF;
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return AI_FAILURE;
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}
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SplitLargeMeshesProcess_Triangle::LIMIT = pLimit;
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return AI_SUCCESS;
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}
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}; //! extern "C"
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle()
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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 SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_SplitLargeMeshes) != 0 && (0xFFFFFFFF != LIMIT);
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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 SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
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{
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std::vector<std::pair<aiMesh*, unsigned int> > avList;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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this->SplitMesh(a, pScene->mMeshes[a],avList);
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if (avList.size() != pScene->mNumMeshes)
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{
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// it seems something has been splitted. rebuild the mesh list
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delete[] pScene->mMeshes;
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pScene->mNumMeshes = avList.size();
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pScene->mMeshes = new aiMesh*[avList.size()];
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for (unsigned int i = 0; i < avList.size();++i)
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pScene->mMeshes[i] = avList[i].first;
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// now we need to update all nodes
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this->UpdateNode(pScene->mRootNode,avList);
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Update a node after some meshes have been split
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void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
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const std::vector<std::pair<aiMesh*, unsigned int> >& avList)
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{
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// for every index in out list build a new entry
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std::vector<unsigned int> aiEntries;
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aiEntries.reserve(pcNode->mNumMeshes + 1);
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for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
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{
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for (unsigned int a = 0; a < avList.size();++a)
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{
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if (avList[a].second == pcNode->mMeshes[i])
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{
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aiEntries.push_back(a);
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}
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}
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}
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// now build the new list
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delete pcNode->mMeshes;
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pcNode->mNumMeshes = aiEntries.size();
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pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
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for (unsigned int b = 0; b < pcNode->mNumMeshes;++b)
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pcNode->mMeshes[b] = aiEntries[b];
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// recusively update all other nodes
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for (unsigned int i = 0; i < pcNode->mNumChildren;++i)
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{
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UpdateNode ( pcNode->mChildren[i], avList );
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}
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return;
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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 SplitLargeMeshesProcess_Triangle::SplitMesh(
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unsigned int a,
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aiMesh* pMesh,
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std::vector<std::pair<aiMesh*, unsigned int> >& avList)
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{
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if (pMesh->mNumFaces > LIMIT)
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{
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// we need to split this mesh into sub meshes
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// determine the size of a submesh
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const unsigned int iSubMeshes = (pMesh->mNumFaces / LIMIT) + 1;
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const unsigned int iOutFaceNum = pMesh->mNumFaces / iSubMeshes;
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const unsigned int iOutVertexNum = iOutFaceNum * 3;
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// now generate all submeshes
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for (unsigned int i = 0; i < iSubMeshes;++i)
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{
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aiMesh* pcMesh = new aiMesh;
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pcMesh->mNumFaces = iOutFaceNum;
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pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
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if (i == iSubMeshes-1)
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{
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pcMesh->mNumFaces = iOutFaceNum + (
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pMesh->mNumFaces - iOutFaceNum * iSubMeshes);
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}
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// copy the list of faces
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pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
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const unsigned int iBase = iOutFaceNum * i;
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// get the total number of indices
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unsigned int iCnt = 0;
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for (unsigned int p = iBase; p < pcMesh->mNumFaces + iBase;++p)
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{
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iCnt += pMesh->mFaces[p].mNumIndices;
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}
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pcMesh->mNumVertices = iCnt;
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// allocate storage
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if (pMesh->mVertices != NULL)
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pcMesh->mVertices = new aiVector3D[iCnt];
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if (pMesh->HasNormals())
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pcMesh->mNormals = new aiVector3D[iCnt];
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if (pMesh->HasTangentsAndBitangents())
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{
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pcMesh->mTangents = new aiVector3D[iCnt];
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pcMesh->mBitangents = new aiVector3D[iCnt];
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}
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// texture coordinates
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
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{
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pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
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if (pMesh->HasTextureCoords( c))
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{
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pcMesh->mTextureCoords[c] = new aiVector3D[iCnt];
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}
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}
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// vertex colors
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for (unsigned int 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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{
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pcMesh->mColors[c] = new aiColor4D[iCnt];
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}
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}
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// (we will also need to copy the array of indices)
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unsigned int iCurrent = 0;
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for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
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{
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pcMesh->mFaces[p].mNumIndices = 3;
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// allocate a new array
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const unsigned int iTemp = p + iBase;
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const unsigned int iNumIndices = pMesh->mFaces[iTemp].mNumIndices;
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// setup face type and number of indices
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pcMesh->mFaces[p].mNumIndices = iNumIndices;
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unsigned int* pi = pMesh->mFaces[iTemp].mIndices;
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pcMesh->mFaces[p].mIndices = new unsigned int[iNumIndices];
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// and copy the contents of the old array, offset by current base
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for (unsigned int v = 0; v < iNumIndices;++v)
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{
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unsigned int iIndex = pMesh->mFaces[iTemp].mIndices[v];
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unsigned int iIndexOut = iCurrent++;
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pcMesh->mFaces[p].mIndices[v] = iIndexOut;
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// copy positions
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if (pMesh->mVertices != NULL)
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{
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pcMesh->mVertices[iIndexOut] = pMesh->mVertices[iIndex];
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}
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// copy normals
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if (pMesh->HasNormals())
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{
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pcMesh->mNormals[iIndexOut] = pMesh->mNormals[iIndex];
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}
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// copy tangents/bitangents
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if (pMesh->HasTangentsAndBitangents())
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{
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pcMesh->mTangents[iIndexOut] = pMesh->mTangents[iIndex];
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pcMesh->mBitangents[iIndexOut] = pMesh->mBitangents[iIndex];
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}
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// texture coordinates
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for (unsigned int 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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{
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pcMesh->mTextureCoords[c][iIndexOut] = pMesh->mTextureCoords[c][iIndex];
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}
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}
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// vertex colors
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for (unsigned int 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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{
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pcMesh->mColors[c][iIndexOut] = pMesh->mColors[c][iIndex];
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}
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}
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}
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}
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// add the newly created mesh to the list
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avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
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}
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// now delete the old mesh data
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delete pMesh;
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}
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else avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
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return;
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}
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex()
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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 SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_SplitLargeMeshes) != 0 && (0xFFFFFFFF != LIMIT);
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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 SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
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{
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std::vector<std::pair<aiMesh*, unsigned int> > avList;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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this->SplitMesh(a, pScene->mMeshes[a],avList);
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if (avList.size() != pScene->mNumMeshes)
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{
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// it seems something has been splitted. rebuild the mesh list
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delete[] pScene->mMeshes;
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pScene->mNumMeshes = avList.size();
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pScene->mMeshes = new aiMesh*[avList.size()];
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for (unsigned int i = 0; i < avList.size();++i)
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pScene->mMeshes[i] = avList[i].first;
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// now we need to update all nodes
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SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList);
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}
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return;
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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 SplitLargeMeshesProcess_Vertex::SplitMesh(
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unsigned int a,
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aiMesh* pMesh,
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std::vector<std::pair<aiMesh*, unsigned int> >& avList)
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{
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if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT)
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{
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// we need to split this mesh into sub meshes
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// determine the estimated size of a submesh
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// (this could be too large. Max waste is a single digit percentage)
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const unsigned int iSubMeshes = (pMesh->mNumVertices / SplitLargeMeshesProcess_Vertex::LIMIT) + 1;
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const unsigned int iOutVertexNum2 = pMesh->mNumVertices /iSubMeshes;
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// create a std::vector<unsigned int> to indicate which vertices
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// have already been copied
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std::vector<unsigned int> avWasCopied;
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avWasCopied.resize(pMesh->mNumVertices,0xFFFFFFFF);
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// try to find a good estimate for the number of output faces
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// per mesh. Add 12.5% as buffer
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unsigned int iEstimatedSize = pMesh->mNumFaces / iSubMeshes;
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iEstimatedSize += iEstimatedSize >> 3;
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// now generate all submeshes
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unsigned int iBase = 0;
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while (true)
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{
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const unsigned int iOutVertexNum = SplitLargeMeshesProcess_Vertex::LIMIT;
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aiMesh* pcMesh = new aiMesh;
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pcMesh->mNumVertices = 0;
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pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
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// clear the temporary helper array
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if (0 != iBase)
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{
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memset(&avWasCopied[0],0xFF,pMesh->mNumVertices * sizeof(unsigned int));
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}
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// output vectors
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std::vector<aiFace> vFaces;
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// reserve enough storage for most cases
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if (pMesh->HasPositions())
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{
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pcMesh->mVertices = new aiVector3D[iOutVertexNum];
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}
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if (pMesh->HasNormals())
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{
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pcMesh->mNormals = new aiVector3D[iOutVertexNum];
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}
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if (pMesh->HasTangentsAndBitangents())
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{
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pcMesh->mTangents = new aiVector3D[iOutVertexNum];
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pcMesh->mBitangents = new aiVector3D[iOutVertexNum];
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}
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for (unsigned int c = 0; pMesh->HasVertexColors(c);++c)
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{
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pcMesh->mColors[c] = new aiColor4D[iOutVertexNum];
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}
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for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c)
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{
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pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
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pcMesh->mTextureCoords[c] = new aiVector3D[iOutVertexNum];
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}
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vFaces.reserve(iEstimatedSize);
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// (we will also need to copy the array of indices)
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while (iBase < pMesh->mNumFaces)
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{
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// allocate a new array
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const unsigned int iNumIndices = pMesh->mFaces[iBase].mNumIndices;
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// doesn't catch degenerates but is quite fast
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unsigned int iNeed = 0;
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for (unsigned int v = 0; v < iNumIndices;++v)
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{
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unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
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// check whether we do already have this vertex
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if (0xFFFFFFFF == avWasCopied[iIndex])
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{
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iNeed++;
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}
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}
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if (pcMesh->mNumVertices + iNeed > iOutVertexNum)
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{
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// don't use this face
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break;
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}
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vFaces.push_back(aiFace());
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aiFace& rFace = vFaces.back();
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// setup face type and number of indices
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rFace.mNumIndices = iNumIndices;
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rFace.mIndices = new unsigned int[iNumIndices];
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// and copy the contents of the old array, offset by current base
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for (unsigned int v = 0; v < iNumIndices;++v)
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{
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unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
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// check whether we do already have this vertex
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if (0xFFFFFFFF != avWasCopied[iIndex])
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{
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rFace.mIndices[v] = avWasCopied[iIndex];
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continue;
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}
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// copy positions
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pcMesh->mVertices[pcMesh->mNumVertices] = (pMesh->mVertices[iIndex]);
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// copy normals
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if (pMesh->HasNormals())
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{
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pcMesh->mNormals[pcMesh->mNumVertices] = (pMesh->mNormals[iIndex]);
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}
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// copy tangents/bitangents
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if (pMesh->HasTangentsAndBitangents())
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{
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pcMesh->mTangents[pcMesh->mNumVertices] = (pMesh->mTangents[iIndex]);
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pcMesh->mBitangents[pcMesh->mNumVertices] = (pMesh->mBitangents[iIndex]);
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}
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// texture coordinates
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for (unsigned int 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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{
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pcMesh->mTextureCoords[c][pcMesh->mNumVertices] = pMesh->mTextureCoords[c][iIndex];
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}
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}
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// vertex colors
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for (unsigned int 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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{
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pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex];
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}
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}
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rFace.mIndices[v] = pcMesh->mNumVertices;
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avWasCopied[iIndex] = pcMesh->mNumVertices;
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pcMesh->mNumVertices++;
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}
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iBase++;
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if(pcMesh->mNumVertices == iOutVertexNum)
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{
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// break here. The face is only added if it was complete
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break;
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}
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}
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// copy the face list to the mesh
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pcMesh->mFaces = new aiFace[vFaces.size()];
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pcMesh->mNumFaces = vFaces.size();
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for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
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pcMesh->mFaces[p] = vFaces[p];
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// add the newly created mesh to the list
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avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
|
|
|
|
if (iBase == pMesh->mNumFaces)
|
|
{
|
|
// have all faces ... finish the outer loop, too
|
|
break;
|
|
}
|
|
}
|
|
|
|
// now delete the old mesh data
|
|
delete pMesh;
|
|
}
|
|
else avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
|
|
return;
|
|
}
|