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-rw-r--r--thirdparty/assimp/code/Common/SplitByBoneCountProcess.cpp42
1 files changed, 41 insertions, 1 deletions
diff --git a/thirdparty/assimp/code/Common/SplitByBoneCountProcess.cpp b/thirdparty/assimp/code/Common/SplitByBoneCountProcess.cpp
index 2ef66a9afc..ab7a1fe007 100644
--- a/thirdparty/assimp/code/Common/SplitByBoneCountProcess.cpp
+++ b/thirdparty/assimp/code/Common/SplitByBoneCountProcess.cpp
@@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2019, assimp team
+Copyright (c) 2006-2020, assimp team
All rights reserved.
@@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <limits>
#include <assimp/TinyFormatter.h>
+#include <assimp/Exceptional.h>
using namespace Assimp;
using namespace Assimp::Formatter;
@@ -94,7 +95,10 @@ void SplitByBoneCountProcess::Execute( aiScene* pScene)
bool isNecessary = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
+ {
isNecessary = true;
+ break;
+ }
if( !isNecessary )
{
@@ -155,7 +159,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
{
// 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
@@ -165,7 +171,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
{
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;
@@ -189,7 +197,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
{
// 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
@@ -201,17 +211,27 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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);
+ }
}
}
+ if (newBonesAtCurrentFace.size() > mMaxBoneCount)
+ {
+ throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
+ }
// 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() )
@@ -219,7 +239,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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++;
@@ -237,7 +259,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
// 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);
@@ -247,7 +271,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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];
@@ -256,13 +282,17 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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
@@ -285,7 +315,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
if( pMesh->HasNormals() )
+ {
newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
+ }
if( pMesh->HasTangentsAndBitangents() )
{
newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
@@ -294,12 +326,16 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
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++;
@@ -316,7 +352,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
for( unsigned int a = 0; a < pMesh->mNumBones; ++a )
{
if( !isBoneUsed[a] )
+ {
continue;
+ }
// create the new bone
const aiBone* srcBone = pMesh->mBones[a];
@@ -340,7 +378,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
{
unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
if( newBoneIndex != std::numeric_limits<unsigned int>::max() )
+ {
newMesh->mBones[newBoneIndex]->mNumWeights++;
+ }
}
}