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Diffstat (limited to 'thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp')
-rw-r--r-- | thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp | 465 |
1 files changed, 0 insertions, 465 deletions
diff --git a/thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp b/thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp deleted file mode 100644 index 83b8336bc9..0000000000 --- a/thirdparty/assimp/code/PostProcessing/DeboneProcess.cpp +++ /dev/null @@ -1,465 +0,0 @@ -/* -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(); - } - } - } - } -} |