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-rw-r--r--src/3rdparty/assimp/code/SplitByBoneCountProcess.cpp646
1 files changed, 324 insertions, 322 deletions
diff --git a/src/3rdparty/assimp/code/SplitByBoneCountProcess.cpp b/src/3rdparty/assimp/code/SplitByBoneCountProcess.cpp
index 1b033451c..58b14ff49 100644
--- a/src/3rdparty/assimp/code/SplitByBoneCountProcess.cpp
+++ b/src/3rdparty/assimp/code/SplitByBoneCountProcess.cpp
@@ -2,11 +2,11 @@
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
@@ -23,381 +23,383 @@ 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.
----------------------------------------------------------------------
*/
-/// @file SplitByBoneCountProcess.cpp
+/// @file SplitByBoneCountProcess.cpp
/// Implementation of the SplitByBoneCount postprocessing step
-#include "AssimpPCH.h"
-
// internal headers of the post-processing framework
#include "SplitByBoneCountProcess.h"
+#include <assimp/postprocess.h>
+#include <assimp/DefaultLogger.hpp>
#include <limits>
+#include "TinyFormatter.h"
using namespace Assimp;
+using namespace Assimp::Formatter;
// ------------------------------------------------------------------------------------------------
// Constructor
SplitByBoneCountProcess::SplitByBoneCountProcess()
{
- // set default, might be overriden by importer config
- mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
+ // set default, might be overriden by importer config
+ mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
}
// ------------------------------------------------------------------------------------------------
// Destructor
SplitByBoneCountProcess::~SplitByBoneCountProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag.
bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const
{
- return !!(pFlags & aiProcess_SplitByBoneCount);
+ return !!(pFlags & aiProcess_SplitByBoneCount);
}
// ------------------------------------------------------------------------------------------------
// Updates internal properties
void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
{
- mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
+ mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitByBoneCountProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("SplitByBoneCountProcess begin");
-
- // early out
- bool isNecessary = false;
- for( size_t a = 0; a < pScene->mNumMeshes; ++a)
- if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
- isNecessary = true;
-
- if( !isNecessary )
- {
- DefaultLogger::get()->debug( boost::str( boost::format( "SplitByBoneCountProcess early-out: no meshes with more than %d bones.") % mMaxBoneCount));
- return;
- }
-
- // 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( size_t a = 0; a < pScene->mNumMeshes; ++a)
- {
- aiMesh* srcMesh = pScene->mMeshes[a];
-
- std::vector<aiMesh*> newMeshes;
- SplitMesh( pScene->mMeshes[a], newMeshes);
-
- // mesh was split
- if( !newMeshes.empty() )
- {
- // store new meshes and indices of the new meshes
- for( size_t b = 0; b < newMeshes.size(); ++b)
- {
- mSubMeshIndices[a].push_back( meshes.size());
- meshes.push_back( newMeshes[b]);
- }
-
- // 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( meshes.size());
- 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( boost::str( boost::format( "SplitByBoneCountProcess end: split %d meshes into %d submeshes.") % mSubMeshIndices.size() % meshes.size()));
+ DefaultLogger::get()->debug("SplitByBoneCountProcess begin");
+
+ // early out
+ bool isNecessary = false;
+ for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
+ if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
+ isNecessary = true;
+
+ if( !isNecessary )
+ {
+ DefaultLogger::get()->debug( format() << "SplitByBoneCountProcess early-out: no meshes with more than " << mMaxBoneCount << " bones." );
+ return;
+ }
+
+ // 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<aiMesh*> newMeshes;
+ SplitMesh( pScene->mMeshes[a], newMeshes);
+
+ // mesh was split
+ if( !newMeshes.empty() )
+ {
+ // store new meshes and indices of the new meshes
+ for( unsigned int b = 0; b < newMeshes.size(); ++b)
+ {
+ mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
+ meshes.push_back( newMeshes[b]);
+ }
+
+ // 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( static_cast<unsigned int>(meshes.size()));
+ meshes.push_back( srcMesh);
+ }
+ }
+
+ // rebuild the scene's mesh array
+ pScene->mNumMeshes = static_cast<unsigned int>(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( format() << "SplitByBoneCountProcess end: split " << mSubMeshIndices.size() << " meshes into " << meshes.size() << " submeshes." );
}
// ------------------------------------------------------------------------------------------------
// Splits the given mesh by bone count.
void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const
{
- // skip if not necessary
- if( pMesh->mNumBones <= mMaxBoneCount )
- return;
-
- // necessary optimisation: build a list of all affecting bones for each vertex
- // TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
- typedef std::pair<size_t, float> BoneWeight;
- std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
- for( size_t a = 0; a < pMesh->mNumBones; ++a)
- {
- const aiBone* bone = pMesh->mBones[a];
- for( size_t b = 0; b < bone->mNumWeights; ++b)
- vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
- }
-
- size_t numFacesHandled = 0;
- std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
- while( numFacesHandled < pMesh->mNumFaces )
- {
- // which bones are used in the current submesh
- size_t numBones = 0;
- std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
- // indices of the faces which are going to go into this submesh
- std::vector<size_t> subMeshFaces;
- subMeshFaces.reserve( pMesh->mNumFaces);
- // accumulated vertex count of all the faces in this submesh
- size_t numSubMeshVertices = 0;
- // a small local array of new bones for the current face. State of all used bones for that face
- // can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
- std::vector<size_t> newBonesAtCurrentFace;
-
- // add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
- for( size_t a = 0; a < pMesh->mNumFaces; ++a)
- {
- // skip if the face is already stored in a submesh
- if( isFaceHandled[a] )
- continue;
-
- const aiFace& face = pMesh->mFaces[a];
- // check every vertex if its bones would still fit into the current submesh
- for( size_t b = 0; b < face.mNumIndices; ++b )
- {
- const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
- for( size_t c = 0; c < vb.size(); ++c)
- {
- size_t boneIndex = vb[c].first;
- // if the bone is already used in this submesh, it's ok
- if( isBoneUsed[boneIndex] )
- continue;
-
- // if it's not used, yet, we would need to add it. Store its bone index
- if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
- newBonesAtCurrentFace.push_back( boneIndex);
- }
- }
-
- // leave out the face if the new bones required for this face don't fit the bone count limit anymore
- if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
- continue;
-
- // mark all new bones as necessary
- while( !newBonesAtCurrentFace.empty() )
- {
- size_t newIndex = newBonesAtCurrentFace.back();
- newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
- if( isBoneUsed[newIndex] )
- continue;
-
- isBoneUsed[newIndex] = true;
- numBones++;
- }
-
- // store the face index and the vertex count
- subMeshFaces.push_back( a);
- numSubMeshVertices += face.mNumIndices;
-
- // remember that this face is handled
- isFaceHandled[a] = true;
- numFacesHandled++;
- }
-
- // create a new mesh to hold this subset of the source mesh
- aiMesh* newMesh = new aiMesh;
- if( pMesh->mName.length > 0 )
- newMesh->mName.Set( boost::str( boost::format( "%s_sub%d") % pMesh->mName.data % poNewMeshes.size()));
- newMesh->mMaterialIndex = pMesh->mMaterialIndex;
- newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
- poNewMeshes.push_back( newMesh);
-
- // create all the arrays for this mesh if the old mesh contained them
- newMesh->mNumVertices = numSubMeshVertices;
- newMesh->mNumFaces = subMeshFaces.size();
- newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
- if( pMesh->HasNormals() )
- newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
- if( pMesh->HasTangentsAndBitangents() )
- {
- newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
- newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
- }
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
- {
- if( pMesh->HasTextureCoords( a) )
- newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
- newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
- }
- for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
- {
- if( pMesh->HasVertexColors( a) )
- newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
- }
-
- // and copy over the data, generating faces with linear indices along the way
- newMesh->mFaces = new aiFace[subMeshFaces.size()];
- size_t nvi = 0; // next vertex index
- std::vector<size_t> previousVertexIndices( numSubMeshVertices, std::numeric_limits<size_t>::max()); // per new vertex: its index in the source mesh
- for( size_t a = 0; a < subMeshFaces.size(); ++a )
- {
- const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
- aiFace& dstFace = newMesh->mFaces[a];
- dstFace.mNumIndices = srcFace.mNumIndices;
- dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
-
- // accumulate linearly all the vertices of the source face
- for( size_t b = 0; b < dstFace.mNumIndices; ++b )
- {
- size_t srcIndex = srcFace.mIndices[b];
- dstFace.mIndices[b] = nvi;
- previousVertexIndices[nvi] = srcIndex;
-
- newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
- if( pMesh->HasNormals() )
- newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
- if( pMesh->HasTangentsAndBitangents() )
- {
- newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
- newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
- }
- for( size_t c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c )
- {
- if( pMesh->HasTextureCoords( c) )
- newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
- }
- for( size_t c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c )
- {
- if( pMesh->HasVertexColors( c) )
- newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
- }
-
- nvi++;
- }
- }
-
- ai_assert( nvi == numSubMeshVertices );
-
- // Create the bones for the new submesh: first create the bone array
- newMesh->mNumBones = 0;
- newMesh->mBones = new aiBone*[numBones];
-
- std::vector<size_t> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<size_t>::max());
- for( size_t a = 0; a < pMesh->mNumBones; ++a )
- {
- if( !isBoneUsed[a] )
- continue;
-
- // create the new bone
- const aiBone* srcBone = pMesh->mBones[a];
- aiBone* dstBone = new aiBone;
- mappedBoneIndex[a] = newMesh->mNumBones;
- newMesh->mBones[newMesh->mNumBones++] = dstBone;
- dstBone->mName = srcBone->mName;
- dstBone->mOffsetMatrix = srcBone->mOffsetMatrix;
- dstBone->mNumWeights = 0;
- }
-
- ai_assert( newMesh->mNumBones == numBones );
-
- // iterate over all new vertices and count which bones affected its old vertex in the source mesh
- for( size_t a = 0; a < numSubMeshVertices; ++a )
- {
- size_t oldIndex = previousVertexIndices[a];
- const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];
-
- for( size_t b = 0; b < bonesOnThisVertex.size(); ++b )
- {
- size_t newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
- if( newBoneIndex != std::numeric_limits<size_t>::max() )
- newMesh->mBones[newBoneIndex]->mNumWeights++;
- }
- }
-
- // allocate all bone weight arrays accordingly
- for( size_t a = 0; a < newMesh->mNumBones; ++a )
- {
- aiBone* bone = newMesh->mBones[a];
- ai_assert( bone->mNumWeights > 0 );
- bone->mWeights = new aiVertexWeight[bone->mNumWeights];
- bone->mNumWeights = 0; // for counting up in the next step
- }
-
- // now copy all the bone vertex weights for all the vertices which made it into the new submesh
- for( size_t a = 0; a < numSubMeshVertices; ++a)
- {
- // find the source vertex for it in the source mesh
- size_t previousIndex = previousVertexIndices[a];
- // these bones were affecting it
- const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
- // all of the bones affecting it should be present in the new submesh, or else
- // the face it comprises shouldn't be present
- for( size_t b = 0; b < bonesOnThisVertex.size(); ++b)
- {
- size_t newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
- ai_assert( newBoneIndex != std::numeric_limits<size_t>::max() );
- aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
- newMesh->mBones[newBoneIndex]->mNumWeights++;
-
- dstWeight->mVertexId = a;
- dstWeight->mWeight = bonesOnThisVertex[b].second;
- }
- }
-
- // I have the strange feeling that this will break apart at some point in time...
- }
+ // skip if not necessary
+ if( pMesh->mNumBones <= mMaxBoneCount )
+ return;
+
+ // necessary optimisation: build a list of all affecting bones for each vertex
+ // TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
+ typedef std::pair<unsigned int, float> BoneWeight;
+ std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
+ for( unsigned int a = 0; a < pMesh->mNumBones; ++a)
+ {
+ const aiBone* bone = pMesh->mBones[a];
+ for( unsigned int b = 0; b < bone->mNumWeights; ++b)
+ vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
+ }
+
+ unsigned int numFacesHandled = 0;
+ std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
+ while( numFacesHandled < pMesh->mNumFaces )
+ {
+ // which bones are used in the current submesh
+ unsigned int numBones = 0;
+ std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
+ // indices of the faces which are going to go into this submesh
+ std::vector<unsigned int> subMeshFaces;
+ subMeshFaces.reserve( pMesh->mNumFaces);
+ // accumulated vertex count of all the faces in this submesh
+ unsigned int numSubMeshVertices = 0;
+ // a small local array of new bones for the current face. State of all used bones for that face
+ // can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
+ std::vector<unsigned int> newBonesAtCurrentFace;
+
+ // add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
+ for( unsigned int a = 0; a < pMesh->mNumFaces; ++a)
+ {
+ // skip if the face is already stored in a submesh
+ if( isFaceHandled[a] )
+ continue;
+
+ const aiFace& face = pMesh->mFaces[a];
+ // check every vertex if its bones would still fit into the current submesh
+ for( unsigned int b = 0; b < face.mNumIndices; ++b )
+ {
+ const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
+ for( unsigned int c = 0; c < vb.size(); ++c)
+ {
+ unsigned int boneIndex = vb[c].first;
+ // if the bone is already used in this submesh, it's ok
+ if( isBoneUsed[boneIndex] )
+ continue;
+
+ // if it's not used, yet, we would need to add it. Store its bone index
+ if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
+ newBonesAtCurrentFace.push_back( boneIndex);
+ }
+ }
+
+ // leave out the face if the new bones required for this face don't fit the bone count limit anymore
+ if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
+ continue;
+
+ // mark all new bones as necessary
+ while( !newBonesAtCurrentFace.empty() )
+ {
+ unsigned int newIndex = newBonesAtCurrentFace.back();
+ newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
+ if( isBoneUsed[newIndex] )
+ continue;
+
+ isBoneUsed[newIndex] = true;
+ numBones++;
+ }
+
+ // store the face index and the vertex count
+ subMeshFaces.push_back( a);
+ numSubMeshVertices += face.mNumIndices;
+
+ // remember that this face is handled
+ isFaceHandled[a] = true;
+ numFacesHandled++;
+ }
+
+ // create a new mesh to hold this subset of the source mesh
+ aiMesh* newMesh = new aiMesh;
+ if( pMesh->mName.length > 0 )
+ newMesh->mName.Set( format() << pMesh->mName.data << "_sub" << poNewMeshes.size());
+ newMesh->mMaterialIndex = pMesh->mMaterialIndex;
+ newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
+ poNewMeshes.push_back( newMesh);
+
+ // create all the arrays for this mesh if the old mesh contained them
+ newMesh->mNumVertices = numSubMeshVertices;
+ newMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
+ newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
+ if( pMesh->HasNormals() )
+ newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
+ if( pMesh->HasTangentsAndBitangents() )
+ {
+ newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
+ newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
+ }
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
+ {
+ if( pMesh->HasTextureCoords( a) )
+ newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
+ newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
+ }
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
+ {
+ if( pMesh->HasVertexColors( a) )
+ newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
+ }
+
+ // and copy over the data, generating faces with linear indices along the way
+ newMesh->mFaces = new aiFace[subMeshFaces.size()];
+ unsigned int nvi = 0; // next vertex index
+ std::vector<unsigned int> previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
+ for( unsigned int a = 0; a < subMeshFaces.size(); ++a )
+ {
+ const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
+ aiFace& dstFace = newMesh->mFaces[a];
+ dstFace.mNumIndices = srcFace.mNumIndices;
+ dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
+
+ // accumulate linearly all the vertices of the source face
+ for( unsigned int b = 0; b < dstFace.mNumIndices; ++b )
+ {
+ unsigned int srcIndex = srcFace.mIndices[b];
+ dstFace.mIndices[b] = nvi;
+ previousVertexIndices[nvi] = srcIndex;
+
+ newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
+ if( pMesh->HasNormals() )
+ newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
+ if( pMesh->HasTangentsAndBitangents() )
+ {
+ newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
+ newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
+ }
+ for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c )
+ {
+ if( pMesh->HasTextureCoords( c) )
+ newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
+ }
+ for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c )
+ {
+ if( pMesh->HasVertexColors( c) )
+ newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
+ }
+
+ nvi++;
+ }
+ }
+
+ ai_assert( nvi == numSubMeshVertices );
+
+ // Create the bones for the new submesh: first create the bone array
+ newMesh->mNumBones = 0;
+ newMesh->mBones = new aiBone*[numBones];
+
+ std::vector<unsigned int> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<unsigned int>::max());
+ for( unsigned int a = 0; a < pMesh->mNumBones; ++a )
+ {
+ if( !isBoneUsed[a] )
+ continue;
+
+ // create the new bone
+ const aiBone* srcBone = pMesh->mBones[a];
+ aiBone* dstBone = new aiBone;
+ mappedBoneIndex[a] = newMesh->mNumBones;
+ newMesh->mBones[newMesh->mNumBones++] = dstBone;
+ dstBone->mName = srcBone->mName;
+ dstBone->mOffsetMatrix = srcBone->mOffsetMatrix;
+ dstBone->mNumWeights = 0;
+ }
+
+ ai_assert( newMesh->mNumBones == numBones );
+
+ // iterate over all new vertices and count which bones affected its old vertex in the source mesh
+ for( unsigned int a = 0; a < numSubMeshVertices; ++a )
+ {
+ unsigned int oldIndex = previousVertexIndices[a];
+ const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];
+
+ for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b )
+ {
+ unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
+ if( newBoneIndex != std::numeric_limits<unsigned int>::max() )
+ newMesh->mBones[newBoneIndex]->mNumWeights++;
+ }
+ }
+
+ // allocate all bone weight arrays accordingly
+ for( unsigned int a = 0; a < newMesh->mNumBones; ++a )
+ {
+ aiBone* bone = newMesh->mBones[a];
+ ai_assert( bone->mNumWeights > 0 );
+ bone->mWeights = new aiVertexWeight[bone->mNumWeights];
+ bone->mNumWeights = 0; // for counting up in the next step
+ }
+
+ // now copy all the bone vertex weights for all the vertices which made it into the new submesh
+ for( unsigned int a = 0; a < numSubMeshVertices; ++a)
+ {
+ // find the source vertex for it in the source mesh
+ unsigned int previousIndex = previousVertexIndices[a];
+ // these bones were affecting it
+ const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
+ // all of the bones affecting it should be present in the new submesh, or else
+ // the face it comprises shouldn't be present
+ for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b)
+ {
+ unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
+ ai_assert( newBoneIndex != std::numeric_limits<unsigned int>::max() );
+ aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
+ newMesh->mBones[newBoneIndex]->mNumWeights++;
+
+ dstWeight->mVertexId = a;
+ dstWeight->mWeight = bonesOnThisVertex[b].second;
+ }
+ }
+
+ // I have the strange feeling that this will break apart at some point in time...
+ }
}
// ------------------------------------------------------------------------------------------------
// Recursively updates the node's mesh list to account for the changed mesh list
void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
{
- // rebuild the node's mesh index list
- if( pNode->mNumMeshes > 0 )
- {
- std::vector<size_t> newMeshList;
- for( size_t a = 0; a < pNode->mNumMeshes; ++a)
- {
- size_t srcIndex = pNode->mMeshes[a];
- const std::vector<size_t>& replaceMeshes = mSubMeshIndices[srcIndex];
- newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
- }
-
- delete pNode->mMeshes;
- pNode->mNumMeshes = newMeshList.size();
- pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
- std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
- }
-
- // do that also recursively for all children
- for( size_t a = 0; a < pNode->mNumChildren; ++a )
- {
- UpdateNode( pNode->mChildren[a]);
- }
+ // rebuild the node's mesh index list
+ if( pNode->mNumMeshes > 0 )
+ {
+ std::vector<unsigned int> newMeshList;
+ for( unsigned int a = 0; a < pNode->mNumMeshes; ++a)
+ {
+ unsigned int srcIndex = pNode->mMeshes[a];
+ const std::vector<unsigned int>& replaceMeshes = mSubMeshIndices[srcIndex];
+ newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
+ }
+
+ delete pNode->mMeshes;
+ pNode->mNumMeshes = static_cast<unsigned int>(newMeshList.size());
+ 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]);
+ }
}