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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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)
+{
+ ASSIMP_LOG_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(static_cast<unsigned int>(meshes.size()),theNode);
+
+ mSubMeshIndices[a].push_back(push_pair);
+ meshes.push_back(newMeshes[b].first);
+
+ out+=newMeshes[b].first->mNumBones;
+ }
+
+ if(!DefaultLogger::isNullLogger()) {
+ ASSIMP_LOG_INFO_F("Removed %u bones. Input bones:", in - out, ". Output bones: ", out);
+ }
+
+ // 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*>(static_cast<unsigned int>(meshes.size()),(aiNode*)0));
+ 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);
+ }
+
+ ASSIMP_LOG_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
+ {
+ ASSIMP_LOG_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
+ {
+ ASSIMP_LOG_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 = static_cast<unsigned int>(pNode->mNumMeshes), n = static_cast<unsigned int>(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 = static_cast<unsigned int>(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 = static_cast<unsigned int>(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 = static_cast<unsigned int>(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();
+ }
+ }
+ }
+ }
+}