416 lines
15 KiB
C++
416 lines
15 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 "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
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#include "JoinVerticesProcess.h"
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#include "ProcessHelper.h"
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using namespace Assimp;
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// Data structure to keep a vertex in an interlaced format
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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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// ------------------------------------------------------------------------------------------------
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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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// get the total number of vertices BEFORE the step is executed
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int iNumOldVertices = 0;
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if (!DefaultLogger::isNullLogger()) {
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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iNumOldVertices += pScene->mMeshes[a]->mNumVertices;
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}
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}
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// execute the step
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int iNumVertices = 0;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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iNumVertices += ProcessMesh( pScene->mMeshes[a],a);
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}
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// if logging is active, print detailed statistics
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if (!DefaultLogger::isNullLogger())
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{
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if (iNumOldVertices == iNumVertices)DefaultLogger::get()->debug("JoinVerticesProcess finished ");
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else
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{
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char szBuff[128]; // should be sufficiently large in every case
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sprintf(szBuff,"JoinVerticesProcess finished | Verts in: %i out: %i | ~%.1f%%",
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iNumOldVertices,
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iNumVertices,
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((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f);
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DefaultLogger::get()->info(szBuff);
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}
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}
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pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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}
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// ------------------------------------------------------------------------------------------------
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// Unites identical vertices in the given mesh
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int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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{
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BOOST_STATIC_ASSERT( AI_MAX_NUMBER_OF_COLOR_SETS == 4);
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BOOST_STATIC_ASSERT( AI_MAX_NUMBER_OF_TEXTURECOORDS == 4);
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// Return early if we don't have any positions
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if (!pMesh->HasPositions() || !pMesh->HasFaces())
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return 0;
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// We'll never have more vertices afterwards.
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std::vector<Vertex> uniqueVertices;
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uniqueVertices.reserve( 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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// A little helper to find locally close vertices faster
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// FIX: check whether we can reuse the SpatialSort of a previous step
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const static float epsilon = 1e-5f;
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float posEpsilonSqr;
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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if (shared) {
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std::vector<std::pair<SpatialSort,float> >* avf;
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shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
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if (avf) {
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std::pair<SpatialSort,float>& blubb = avf->operator [] (meshIndex);
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vertexFinder = &blubb.first;posEpsilonSqr = blubb.second;
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}
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}
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if (!vertexFinder) {
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_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
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vertexFinder = &_vertexFinder;
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posEpsilonSqr = ComputePositionEpsilon(pMesh);
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}
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// squared because we check against squared length of the vector difference
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static const float squareEpsilon = epsilon * epsilon;
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// again, better waste some bytes than a realloc ...
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std::vector<unsigned int> verticesFound;
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verticesFound.reserve(10);
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// run an optimized code path if we don't have multiple UVs or vertex colors
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const bool complex = (
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pMesh->mTextureCoords[1] ||
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pMesh->mTextureCoords[2] ||
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pMesh->mTextureCoords[3] ||
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pMesh->mColors[0] ||
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pMesh->mColors[1] ||
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pMesh->mColors[2] ||
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pMesh->mColors[3] );
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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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if (pMesh->mNormals)
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v.mNormal = pMesh->mNormals[a];
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if (pMesh->mTangents)
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v.mTangent = pMesh->mTangents[a];
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if (pMesh->mBitangents)
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v.mBitangent = pMesh->mBitangents[a];
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if (pMesh->mColors[0]) { // manually unrolled here
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v.mColors[0] = pMesh->mColors[0][a];
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if (pMesh->mColors[1]) {
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v.mColors[1] = pMesh->mColors[1][a];
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if (pMesh->mColors[2]) {
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v.mColors[2] = pMesh->mColors[2][a];
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if (pMesh->mColors[3]) {
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v.mColors[3] = pMesh->mColors[3][a];
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}}}}
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if (pMesh->mTextureCoords[0]) { // manually unrolled here
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v.mTexCoords[0] = pMesh->mTextureCoords[0][a];
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if (pMesh->mTextureCoords[1]) {
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v.mTexCoords[1] = pMesh->mTextureCoords[1][a];
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if (pMesh->mTextureCoords[2]) {
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v.mTexCoords[2] = pMesh->mTextureCoords[2][a];
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if (pMesh->mTextureCoords[3]) {
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v.mTexCoords[3] = pMesh->mTextureCoords[3][a];
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}}}}
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// collect all vertices that are close enough to the given position
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vertexFinder->FindPositions( v.mPosition, posEpsilonSqr, 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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const unsigned int vidx = verticesFound[b];
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const 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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if( (uv.mTexCoords[0] - v.mTexCoords[0]).SquareLength() > squareEpsilon)
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continue;
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// Usually we won't have vertex colors or multiple UVs, so we can skip from here
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// Actually this increases runtime performance slightly.
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if (complex)
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{
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// manually unrolled because continue wouldn't work as desired in an inner loop
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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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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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}
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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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}
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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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if (!DefaultLogger::isNullLogger() && DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE)
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{
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char szBuff[128]; // should be sufficiently large in every case
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::sprintf(szBuff,"Mesh %i | Verts in: %i out: %i | ~%.1f%%",
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meshIndex,
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pMesh->mNumVertices,
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(int)uniqueVertices.size(),
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((pMesh->mNumVertices - uniqueVertices.size()) / (float)pMesh->mNumVertices) * 100.f);
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DefaultLogger::get()->debug(szBuff);
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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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break;
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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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break;
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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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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( int a = 0; a < (int)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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if (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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else {
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/* NOTE:
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*
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* In the algorithm above we're assuming that there are no vertices
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* with a different bone weight setup at the same position. That wouldn't
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* make sense, but it is not absolutely impossible. SkeletonMeshBuilder
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* for example generates such input data if two skeleton points
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* share the same position. Again this doesn't make sense but is
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* reality for some model formats (MD5 for example uses these special
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* nodes as attachment tags for its weapons).
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*
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* Then it is possible that a bone has no weights anymore .... as a quick
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* workaround, we're just removing these bones. If they're animated,
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* model geometry might be modified but at least there's no risk of a crash.
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*/
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delete bone;
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--pMesh->mNumBones;
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for (unsigned int n = a; n < pMesh->mNumBones; ++n)
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pMesh->mBones[n] = pMesh->mBones[n+1];
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--a;
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DefaultLogger::get()->warn("Removing bone -> no weights remaining");
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}
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}
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return pMesh->mNumVertices;
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}
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#endif // !! ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
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