466 lines
14 KiB
C++
466 lines
14 KiB
C++
/*
|
|
Open Asset Import Library (assimp)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2015, assimp team
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the
|
|
following conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
/// @file DeboneProcess.cpp
|
|
/** Implementation of the DeboneProcess post processing step */
|
|
|
|
|
|
|
|
// internal headers of the post-processing framework
|
|
#include "ProcessHelper.h"
|
|
#include "DeboneProcess.h"
|
|
#include <stdio.h>
|
|
|
|
|
|
using namespace Assimp;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
DeboneProcess::DeboneProcess()
|
|
{
|
|
mNumBones = 0;
|
|
mNumBonesCanDoWithout = 0;
|
|
|
|
mThreshold = AI_DEBONE_THRESHOLD;
|
|
mAllOrNone = false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
DeboneProcess::~DeboneProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the processing step is present in the given flag field.
|
|
bool DeboneProcess::IsActive( unsigned int pFlags) const
|
|
{
|
|
return (pFlags & aiProcess_Debone) != 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
void DeboneProcess::SetupProperties(const Importer* pImp)
|
|
{
|
|
// get the current value of the property
|
|
mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
|
|
mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
void DeboneProcess::Execute( aiScene* pScene)
|
|
{
|
|
DefaultLogger::get()->debug("DeboneProcess begin");
|
|
|
|
if(!pScene->mNumMeshes) {
|
|
return;
|
|
}
|
|
|
|
std::vector<bool> splitList(pScene->mNumMeshes);
|
|
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
|
splitList[a] = ConsiderMesh( pScene->mMeshes[a] );
|
|
}
|
|
|
|
int numSplits = 0;
|
|
|
|
if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) {
|
|
for(unsigned int a = 0; a < pScene->mNumMeshes; a++) {
|
|
if(splitList[a]) {
|
|
numSplits++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(numSplits) {
|
|
// we need to do something. Let's go.
|
|
//mSubMeshIndices.clear(); // really needed?
|
|
mSubMeshIndices.resize(pScene->mNumMeshes); // because we're doing it here anyway
|
|
|
|
// build a new array of meshes for the scene
|
|
std::vector<aiMesh*> meshes;
|
|
|
|
for(unsigned int a=0;a<pScene->mNumMeshes;a++)
|
|
{
|
|
aiMesh* srcMesh = pScene->mMeshes[a];
|
|
|
|
std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
|
|
|
|
if(splitList[a]) {
|
|
SplitMesh(srcMesh,newMeshes);
|
|
}
|
|
|
|
// mesh was split
|
|
if(!newMeshes.empty()) {
|
|
unsigned int out = 0, in = srcMesh->mNumBones;
|
|
|
|
// store new meshes and indices of the new meshes
|
|
for(unsigned int b=0;b<newMeshes.size();b++) {
|
|
const aiString *find = newMeshes[b].second?&newMeshes[b].second->mName:0;
|
|
|
|
aiNode *theNode = find?pScene->mRootNode->FindNode(*find):0;
|
|
std::pair<unsigned int,aiNode*> push_pair(meshes.size(),theNode);
|
|
|
|
mSubMeshIndices[a].push_back(push_pair);
|
|
meshes.push_back(newMeshes[b].first);
|
|
|
|
out+=newMeshes[b].first->mNumBones;
|
|
}
|
|
|
|
if(!DefaultLogger::isNullLogger()) {
|
|
char buffer[1024];
|
|
::sprintf(buffer,"Removed %u bones. Input bones: %u. Output bones: %u",in-out,in,out);
|
|
DefaultLogger::get()->info(buffer);
|
|
}
|
|
|
|
// and destroy the source mesh. It should be completely contained inside the new submeshes
|
|
delete srcMesh;
|
|
}
|
|
else {
|
|
// Mesh is kept unchanged - store it's new place in the mesh array
|
|
mSubMeshIndices[a].push_back(std::pair<unsigned int,aiNode*>(meshes.size(),(aiNode*)0));
|
|
meshes.push_back(srcMesh);
|
|
}
|
|
}
|
|
|
|
// rebuild the scene's mesh array
|
|
pScene->mNumMeshes = meshes.size();
|
|
delete [] pScene->mMeshes;
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
std::copy( meshes.begin(), meshes.end(), pScene->mMeshes);
|
|
|
|
// recurse through all nodes and translate the node's mesh indices to fit the new mesh array
|
|
UpdateNode( pScene->mRootNode);
|
|
}
|
|
|
|
DefaultLogger::get()->debug("DeboneProcess end");
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Counts bones total/removable in a given mesh.
|
|
bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
|
|
{
|
|
if(!pMesh->HasBones()) {
|
|
return false;
|
|
}
|
|
|
|
bool split = false;
|
|
|
|
//interstitial faces not permitted
|
|
bool isInterstitialRequired = false;
|
|
|
|
std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
|
|
std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX);
|
|
|
|
const unsigned int cUnowned = UINT_MAX;
|
|
const unsigned int cCoowned = UINT_MAX-1;
|
|
|
|
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
|
|
for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
|
|
float w = pMesh->mBones[i]->mWeights[j].mWeight;
|
|
|
|
if(w==0.0f) {
|
|
continue;
|
|
}
|
|
|
|
unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
|
|
if(w>=mThreshold) {
|
|
|
|
if(vertexBones[vid]!=cUnowned) {
|
|
if(vertexBones[vid]==i) //double entry
|
|
{
|
|
DefaultLogger::get()->warn("Encountered double entry in bone weights");
|
|
}
|
|
else //TODO: track attraction in order to break tie
|
|
{
|
|
vertexBones[vid] = cCoowned;
|
|
}
|
|
}
|
|
else vertexBones[vid] = i;
|
|
}
|
|
|
|
if(!isBoneNecessary[i]) {
|
|
isBoneNecessary[i] = w<mThreshold;
|
|
}
|
|
}
|
|
|
|
if(!isBoneNecessary[i]) {
|
|
isInterstitialRequired = true;
|
|
}
|
|
}
|
|
|
|
if(isInterstitialRequired) {
|
|
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
|
|
unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
|
|
|
|
for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
|
|
unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
|
|
|
|
if(v!=w) {
|
|
if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
|
|
if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
|
|
if(!isBoneNecessary[i]) {
|
|
mNumBonesCanDoWithout++;
|
|
split = true;
|
|
}
|
|
|
|
mNumBones++;
|
|
}
|
|
return split;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Splits the given mesh by bone count.
|
|
void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const
|
|
{
|
|
// same deal here as ConsiderMesh basically
|
|
|
|
std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
|
|
std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX);
|
|
|
|
const unsigned int cUnowned = UINT_MAX;
|
|
const unsigned int cCoowned = UINT_MAX-1;
|
|
|
|
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
|
|
for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
|
|
float w = pMesh->mBones[i]->mWeights[j].mWeight;
|
|
|
|
if(w==0.0f) {
|
|
continue;
|
|
}
|
|
|
|
unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
|
|
|
|
if(w>=mThreshold) {
|
|
if(vertexBones[vid]!=cUnowned) {
|
|
if(vertexBones[vid]==i) //double entry
|
|
{
|
|
//DefaultLogger::get()->warn("Encountered double entry in bone weights");
|
|
}
|
|
else //TODO: track attraction in order to break tie
|
|
{
|
|
vertexBones[vid] = cCoowned;
|
|
}
|
|
}
|
|
else vertexBones[vid] = i;
|
|
}
|
|
|
|
if(!isBoneNecessary[i]) {
|
|
isBoneNecessary[i] = w<mThreshold;
|
|
}
|
|
}
|
|
}
|
|
|
|
unsigned int nFacesUnowned = 0;
|
|
|
|
std::vector<unsigned int> faceBones(pMesh->mNumFaces,UINT_MAX);
|
|
std::vector<unsigned int> facesPerBone(pMesh->mNumBones,0);
|
|
|
|
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
|
|
unsigned int nInterstitial = 1;
|
|
|
|
unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
|
|
|
|
for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
|
|
unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
|
|
|
|
if(v!=w) {
|
|
if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
|
|
if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
|
|
}
|
|
else nInterstitial++;
|
|
}
|
|
|
|
if(v<pMesh->mNumBones &&nInterstitial==pMesh->mFaces[i].mNumIndices) {
|
|
faceBones[i] = v; //primitive belongs to bone #v
|
|
facesPerBone[v]++;
|
|
}
|
|
else nFacesUnowned++;
|
|
}
|
|
|
|
// invalidate any "cojoined" faces
|
|
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
|
|
if(faceBones[i]<pMesh->mNumBones&&isBoneNecessary[faceBones[i]])
|
|
{
|
|
ai_assert(facesPerBone[faceBones[i]]>0);
|
|
facesPerBone[faceBones[i]]--;
|
|
|
|
nFacesUnowned++;
|
|
faceBones[i] = cUnowned;
|
|
}
|
|
}
|
|
|
|
if(nFacesUnowned) {
|
|
std::vector<unsigned int> subFaces;
|
|
|
|
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
|
|
if(faceBones[i]==cUnowned) {
|
|
subFaces.push_back(i);
|
|
}
|
|
}
|
|
|
|
aiMesh *baseMesh = MakeSubmesh(pMesh,subFaces,0);
|
|
std::pair<aiMesh*,const aiBone*> push_pair(baseMesh,(const aiBone*)0);
|
|
|
|
poNewMeshes.push_back(push_pair);
|
|
}
|
|
|
|
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
|
|
|
|
if(!isBoneNecessary[i]&&facesPerBone[i]>0) {
|
|
std::vector<unsigned int> subFaces;
|
|
|
|
for(unsigned int j=0;j<pMesh->mNumFaces;j++) {
|
|
if(faceBones[j]==i) {
|
|
subFaces.push_back(j);
|
|
}
|
|
}
|
|
|
|
unsigned int f = AI_SUBMESH_FLAGS_SANS_BONES;
|
|
aiMesh *subMesh =MakeSubmesh(pMesh,subFaces,f);
|
|
|
|
//Lifted from PretransformVertices.cpp
|
|
ApplyTransform(subMesh,pMesh->mBones[i]->mOffsetMatrix);
|
|
std::pair<aiMesh*,const aiBone*> push_pair(subMesh,pMesh->mBones[i]);
|
|
|
|
poNewMeshes.push_back(push_pair);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Recursively updates the node's mesh list to account for the changed mesh list
|
|
void DeboneProcess::UpdateNode(aiNode* pNode) const
|
|
{
|
|
// rebuild the node's mesh index list
|
|
|
|
std::vector<unsigned int> newMeshList;
|
|
|
|
// this will require two passes
|
|
|
|
unsigned int m = pNode->mNumMeshes, n = mSubMeshIndices.size();
|
|
|
|
// first pass, look for meshes which have not moved
|
|
|
|
for(unsigned int a=0;a<m;a++) {
|
|
|
|
unsigned int srcIndex = pNode->mMeshes[a];
|
|
const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex];
|
|
unsigned int nSubmeshes = subMeshes.size();
|
|
|
|
for(unsigned int b=0;b<nSubmeshes;b++) {
|
|
if(!subMeshes[b].second) {
|
|
newMeshList.push_back(subMeshes[b].first);
|
|
}
|
|
}
|
|
}
|
|
|
|
// second pass, collect deboned meshes
|
|
|
|
for(unsigned int a=0;a<n;a++)
|
|
{
|
|
const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[a];
|
|
unsigned int nSubmeshes = subMeshes.size();
|
|
|
|
for(unsigned int b=0;b<nSubmeshes;b++) {
|
|
if(subMeshes[b].second == pNode) {
|
|
newMeshList.push_back(subMeshes[b].first);
|
|
}
|
|
}
|
|
}
|
|
|
|
if( pNode->mNumMeshes > 0 ) {
|
|
delete [] pNode->mMeshes; pNode->mMeshes = NULL;
|
|
}
|
|
|
|
pNode->mNumMeshes = newMeshList.size();
|
|
|
|
if(pNode->mNumMeshes) {
|
|
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
|
|
std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
|
|
}
|
|
|
|
// do that also recursively for all children
|
|
for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) {
|
|
UpdateNode( pNode->mChildren[a]);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Apply the node transformation to a mesh
|
|
void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
|
|
{
|
|
// Check whether we need to transform the coordinates at all
|
|
if (!mat.IsIdentity()) {
|
|
|
|
if (mesh->HasPositions()) {
|
|
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
|
mesh->mVertices[i] = mat * mesh->mVertices[i];
|
|
}
|
|
}
|
|
if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
|
|
aiMatrix4x4 mWorldIT = mat;
|
|
mWorldIT.Inverse().Transpose();
|
|
|
|
// TODO: implement Inverse() for aiMatrix3x3
|
|
aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
|
|
|
|
if (mesh->HasNormals()) {
|
|
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
|
mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
|
|
}
|
|
}
|
|
if (mesh->HasTangentsAndBitangents()) {
|
|
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
|
mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
|
|
mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|