diff options
Diffstat (limited to 'src/3rdparty/assimp/code/DeboneProcess.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/DeboneProcess.cpp | 743 |
1 files changed, 372 insertions, 371 deletions
diff --git a/src/3rdparty/assimp/code/DeboneProcess.cpp b/src/3rdparty/assimp/code/DeboneProcess.cpp index c292d7224..5d688f813 100644 --- a/src/3rdparty/assimp/code/DeboneProcess.cpp +++ b/src/3rdparty/assimp/code/DeboneProcess.cpp @@ -1,12 +1,12 @@ - /* +/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2012, assimp team +Copyright (c) 2006-2016, 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 +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 @@ -23,16 +23,16 @@ following conditions are met: 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 +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 +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 +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 +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. ---------------------------------------------------------------------- @@ -41,11 +41,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. /// @file DeboneProcess.cpp /** Implementation of the DeboneProcess post processing step */ -#include "AssimpPCH.h" + // internal headers of the post-processing framework #include "ProcessHelper.h" #include "DeboneProcess.h" +#include <stdio.h> using namespace Assimp; @@ -54,411 +55,411 @@ using namespace Assimp; // Constructor to be privately used by Importer DeboneProcess::DeboneProcess() { - mNumBones = 0; - mNumBonesCanDoWithout = 0; + mNumBones = 0; + mNumBonesCanDoWithout = 0; - mThreshold = AI_DEBONE_THRESHOLD; - mAllOrNone = false; + mThreshold = AI_DEBONE_THRESHOLD; + mAllOrNone = false; } // ------------------------------------------------------------------------------------------------ // Destructor, private as well DeboneProcess::~DeboneProcess() { - // nothing to do here + // 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; + 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); +{ + // 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(); - mSubMeshIndices.resize(pScene->mNumMeshes); - - // 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 %i bones. Input bones: %i. Output bones: %i",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"); + 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]; + ::ai_snprintf(buffer,1024,"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; + 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); - } - } + // 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]); - } + // 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(); - } - } - } - } + // 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(); + } + } + } + } } |