467 lines
16 KiB
C++
467 lines
16 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp 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 DeboneProcess.cpp
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/** Implementation of the DeboneProcess post processing step */
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// internal headers of the post-processing framework
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#include "ProcessHelper.h"
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#include "DeboneProcess.h"
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#include <stdio.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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DeboneProcess::DeboneProcess()
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{
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mNumBones = 0;
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mNumBonesCanDoWithout = 0;
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mThreshold = AI_DEBONE_THRESHOLD;
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mAllOrNone = false;
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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DeboneProcess::~DeboneProcess()
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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 DeboneProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_Debone) != 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 DeboneProcess::SetupProperties(const Importer* pImp)
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{
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// get the current value of the property
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mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
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mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
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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 DeboneProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("DeboneProcess begin");
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if(!pScene->mNumMeshes) {
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return;
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}
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std::vector<bool> splitList(pScene->mNumMeshes);
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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splitList[a] = ConsiderMesh( pScene->mMeshes[a] );
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}
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int numSplits = 0;
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if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) {
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for(unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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if(splitList[a]) {
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numSplits++;
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}
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}
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}
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if(numSplits) {
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// we need to do something. Let's go.
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//mSubMeshIndices.clear(); // really needed?
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mSubMeshIndices.resize(pScene->mNumMeshes); // because we're doing it here anyway
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// build a new array of meshes for the scene
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std::vector<aiMesh*> meshes;
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for(unsigned int a=0;a<pScene->mNumMeshes;a++)
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{
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aiMesh* srcMesh = pScene->mMeshes[a];
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std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
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if(splitList[a]) {
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SplitMesh(srcMesh,newMeshes);
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}
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// mesh was split
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if(!newMeshes.empty()) {
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unsigned int out = 0, in = srcMesh->mNumBones;
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// store new meshes and indices of the new meshes
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for(unsigned int b=0;b<newMeshes.size();b++) {
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const aiString *find = newMeshes[b].second?&newMeshes[b].second->mName:0;
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aiNode *theNode = find?pScene->mRootNode->FindNode(*find):0;
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std::pair<unsigned int,aiNode*> push_pair(static_cast<unsigned int>(meshes.size()),theNode);
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mSubMeshIndices[a].push_back(push_pair);
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meshes.push_back(newMeshes[b].first);
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out+=newMeshes[b].first->mNumBones;
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}
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if(!DefaultLogger::isNullLogger()) {
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char buffer[1024];
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::ai_snprintf(buffer,1024,"Removed %u bones. Input bones: %u. Output bones: %u",in-out,in,out);
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DefaultLogger::get()->info(buffer);
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}
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// and destroy the source mesh. It should be completely contained inside the new submeshes
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delete srcMesh;
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}
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else {
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// Mesh is kept unchanged - store it's new place in the mesh array
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mSubMeshIndices[a].push_back(std::pair<unsigned int,aiNode*>(static_cast<unsigned int>(meshes.size()),(aiNode*)0));
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meshes.push_back(srcMesh);
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}
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}
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// rebuild the scene's mesh array
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pScene->mNumMeshes = static_cast<unsigned int>(meshes.size());
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delete [] pScene->mMeshes;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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std::copy( meshes.begin(), meshes.end(), pScene->mMeshes);
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// recurse through all nodes and translate the node's mesh indices to fit the new mesh array
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UpdateNode( pScene->mRootNode);
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}
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DefaultLogger::get()->debug("DeboneProcess end");
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}
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// ------------------------------------------------------------------------------------------------
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// Counts bones total/removable in a given mesh.
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bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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{
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if(!pMesh->HasBones()) {
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return false;
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}
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bool split = false;
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//interstitial faces not permitted
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bool isInterstitialRequired = false;
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std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
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std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX);
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const unsigned int cUnowned = UINT_MAX;
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const unsigned int cCoowned = UINT_MAX-1;
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for(unsigned int i=0;i<pMesh->mNumBones;i++) {
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for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
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float w = pMesh->mBones[i]->mWeights[j].mWeight;
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if(w==0.0f) {
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continue;
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}
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unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
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if(w>=mThreshold) {
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if(vertexBones[vid]!=cUnowned) {
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if(vertexBones[vid]==i) //double entry
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{
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DefaultLogger::get()->warn("Encountered double entry in bone weights");
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}
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else //TODO: track attraction in order to break tie
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{
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vertexBones[vid] = cCoowned;
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}
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}
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else vertexBones[vid] = i;
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}
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if(!isBoneNecessary[i]) {
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isBoneNecessary[i] = w<mThreshold;
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}
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}
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if(!isBoneNecessary[i]) {
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isInterstitialRequired = true;
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}
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}
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if(isInterstitialRequired) {
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for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
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unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
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for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
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unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
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if(v!=w) {
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if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
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if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
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}
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}
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}
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}
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for(unsigned int i=0;i<pMesh->mNumBones;i++) {
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if(!isBoneNecessary[i]) {
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mNumBonesCanDoWithout++;
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split = true;
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}
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mNumBones++;
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}
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return split;
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}
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// ------------------------------------------------------------------------------------------------
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// Splits the given mesh by bone count.
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void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const
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{
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// same deal here as ConsiderMesh basically
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std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
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std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX);
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const unsigned int cUnowned = UINT_MAX;
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const unsigned int cCoowned = UINT_MAX-1;
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for(unsigned int i=0;i<pMesh->mNumBones;i++) {
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for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
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float w = pMesh->mBones[i]->mWeights[j].mWeight;
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if(w==0.0f) {
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continue;
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}
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unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
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if(w>=mThreshold) {
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if(vertexBones[vid]!=cUnowned) {
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if(vertexBones[vid]==i) //double entry
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{
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//DefaultLogger::get()->warn("Encountered double entry in bone weights");
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}
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else //TODO: track attraction in order to break tie
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{
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vertexBones[vid] = cCoowned;
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}
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}
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else vertexBones[vid] = i;
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}
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if(!isBoneNecessary[i]) {
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isBoneNecessary[i] = w<mThreshold;
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}
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}
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}
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unsigned int nFacesUnowned = 0;
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std::vector<unsigned int> faceBones(pMesh->mNumFaces,UINT_MAX);
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std::vector<unsigned int> facesPerBone(pMesh->mNumBones,0);
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for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
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unsigned int nInterstitial = 1;
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unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
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for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
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unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
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if(v!=w) {
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if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
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if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
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}
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else nInterstitial++;
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}
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if(v<pMesh->mNumBones &&nInterstitial==pMesh->mFaces[i].mNumIndices) {
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faceBones[i] = v; //primitive belongs to bone #v
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facesPerBone[v]++;
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}
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else nFacesUnowned++;
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}
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// invalidate any "cojoined" faces
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for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
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if(faceBones[i]<pMesh->mNumBones&&isBoneNecessary[faceBones[i]])
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{
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ai_assert(facesPerBone[faceBones[i]]>0);
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facesPerBone[faceBones[i]]--;
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nFacesUnowned++;
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faceBones[i] = cUnowned;
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}
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}
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if(nFacesUnowned) {
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std::vector<unsigned int> subFaces;
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for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
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if(faceBones[i]==cUnowned) {
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subFaces.push_back(i);
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}
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}
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aiMesh *baseMesh = MakeSubmesh(pMesh,subFaces,0);
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std::pair<aiMesh*,const aiBone*> push_pair(baseMesh,(const aiBone*)0);
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poNewMeshes.push_back(push_pair);
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}
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for(unsigned int i=0;i<pMesh->mNumBones;i++) {
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if(!isBoneNecessary[i]&&facesPerBone[i]>0) {
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std::vector<unsigned int> subFaces;
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for(unsigned int j=0;j<pMesh->mNumFaces;j++) {
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if(faceBones[j]==i) {
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subFaces.push_back(j);
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}
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}
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unsigned int f = AI_SUBMESH_FLAGS_SANS_BONES;
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aiMesh *subMesh =MakeSubmesh(pMesh,subFaces,f);
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//Lifted from PretransformVertices.cpp
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ApplyTransform(subMesh,pMesh->mBones[i]->mOffsetMatrix);
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std::pair<aiMesh*,const aiBone*> push_pair(subMesh,pMesh->mBones[i]);
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poNewMeshes.push_back(push_pair);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively updates the node's mesh list to account for the changed mesh list
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void DeboneProcess::UpdateNode(aiNode* pNode) const
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{
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// rebuild the node's mesh index list
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std::vector<unsigned int> newMeshList;
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// this will require two passes
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unsigned int m = static_cast<unsigned int>(pNode->mNumMeshes), n = static_cast<unsigned int>(mSubMeshIndices.size());
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// first pass, look for meshes which have not moved
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for(unsigned int a=0;a<m;a++) {
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unsigned int srcIndex = pNode->mMeshes[a];
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const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex];
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unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
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for(unsigned int b=0;b<nSubmeshes;b++) {
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if(!subMeshes[b].second) {
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newMeshList.push_back(subMeshes[b].first);
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}
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}
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}
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// second pass, collect deboned meshes
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for(unsigned int a=0;a<n;a++)
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{
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const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[a];
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unsigned int nSubmeshes = static_cast<unsigned int>(subMeshes.size());
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for(unsigned int b=0;b<nSubmeshes;b++) {
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if(subMeshes[b].second == pNode) {
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newMeshList.push_back(subMeshes[b].first);
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}
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}
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}
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if( pNode->mNumMeshes > 0 ) {
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delete [] pNode->mMeshes; pNode->mMeshes = NULL;
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}
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pNode->mNumMeshes = static_cast<unsigned int>(newMeshList.size());
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if(pNode->mNumMeshes) {
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
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}
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// do that also recursively for all children
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for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) {
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UpdateNode( pNode->mChildren[a]);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Apply the node transformation to a mesh
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void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
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{
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// Check whether we need to transform the coordinates at all
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if (!mat.IsIdentity()) {
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if (mesh->HasPositions()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mVertices[i] = mat * mesh->mVertices[i];
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}
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}
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if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
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aiMatrix4x4 mWorldIT = mat;
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mWorldIT.Inverse().Transpose();
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// TODO: implement Inverse() for aiMatrix3x3
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aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
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if (mesh->HasNormals()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
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}
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}
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if (mesh->HasTangentsAndBitangents()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
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mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
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}
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}
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}
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}
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}
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