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-rw-r--r--libs/assimp/code/AssetLib/Assjson/mesh_splitter.cpp319
1 files changed, 0 insertions, 319 deletions
diff --git a/libs/assimp/code/AssetLib/Assjson/mesh_splitter.cpp b/libs/assimp/code/AssetLib/Assjson/mesh_splitter.cpp
deleted file mode 100644
index 978437c..0000000
--- a/libs/assimp/code/AssetLib/Assjson/mesh_splitter.cpp
+++ /dev/null
@@ -1,319 +0,0 @@
-/*
-Assimp2Json
-Copyright (c) 2011, Alexander C. Gessler
-
-Licensed under a 3-clause BSD license. See the LICENSE file for more information.
-
-*/
-
-#include "mesh_splitter.h"
-
-#include <assimp/scene.h>
-
-// ----------------------------------------------------------------------------
-// Note: this is largely based on assimp's SplitLargeMeshes_Vertex process.
-// it is refactored and the coding style is slightly improved, though.
-// ----------------------------------------------------------------------------
-
-// ------------------------------------------------------------------------------------------------
-// Executes the post processing step on the given imported data.
-void MeshSplitter::Execute( aiScene* pScene) {
- std::vector<std::pair<aiMesh*, unsigned int> > source_mesh_map;
-
- for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
- SplitMesh(a, pScene->mMeshes[a],source_mesh_map);
- }
-
- const unsigned int size = static_cast<unsigned int>(source_mesh_map.size());
- if (size != pScene->mNumMeshes) {
- // it seems something has been split. rebuild the mesh list
- delete[] pScene->mMeshes;
- pScene->mNumMeshes = size;
- pScene->mMeshes = new aiMesh*[size]();
-
- for (unsigned int i = 0; i < size;++i) {
- pScene->mMeshes[i] = source_mesh_map[i].first;
- }
-
- // now we need to update all nodes
- UpdateNode(pScene->mRootNode,source_mesh_map);
- }
-}
-
-
-// ------------------------------------------------------------------------------------------------
-void MeshSplitter::UpdateNode(aiNode* pcNode, const std::vector<std::pair<aiMesh*, unsigned int> >& source_mesh_map) {
- // TODO: should better use std::(multi)set for source_mesh_map.
-
- // for every index in out list build a new entry
- std::vector<unsigned int> aiEntries;
- aiEntries.reserve(pcNode->mNumMeshes + 1);
- for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) {
- for (unsigned int a = 0, end = static_cast<unsigned int>(source_mesh_map.size()); a < end;++a) {
- if (source_mesh_map[a].second == pcNode->mMeshes[i]) {
- aiEntries.push_back(a);
- }
- }
- }
-
- // now build the new list
- delete pcNode->mMeshes;
- pcNode->mNumMeshes = static_cast<unsigned int>(aiEntries.size());
- pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
-
- for (unsigned int b = 0; b < pcNode->mNumMeshes;++b) {
- pcNode->mMeshes[b] = aiEntries[b];
- }
-
- // recursively update children
- for (unsigned int i = 0, end = pcNode->mNumChildren; i < end;++i) {
- UpdateNode ( pcNode->mChildren[i], source_mesh_map );
- }
-}
-
-static const unsigned int WAS_NOT_COPIED = 0xffffffff;
-
-using PerVertexWeight = std::pair <unsigned int,float>;
-using VertexWeightTable = std::vector <PerVertexWeight>;
-
-// ------------------------------------------------------------------------------------------------
-VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh) {
- if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
- return nullptr;
- }
-
- VertexWeightTable* const avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
- for (unsigned int i = 0; i < pMesh->mNumBones;++i) {
-
- aiBone* bone = pMesh->mBones[i];
- for (unsigned int a = 0; a < bone->mNumWeights;++a) {
- const aiVertexWeight& weight = bone->mWeights[a];
- avPerVertexWeights[weight.mVertexId].emplace_back(i,weight.mWeight);
- }
- }
- return avPerVertexWeights;
-}
-
-// ------------------------------------------------------------------------------------------------
-void MeshSplitter :: SplitMesh(unsigned int a, aiMesh* in_mesh, std::vector<std::pair<aiMesh*, unsigned int> >& source_mesh_map) {
- // TODO: should better use std::(multi)set for source_mesh_map.
-
- if (in_mesh->mNumVertices <= LIMIT) {
- source_mesh_map.emplace_back(in_mesh,a);
- return;
- }
-
- // build a per-vertex weight list if necessary
- VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(in_mesh);
-
- // we need to split this mesh into sub meshes. Estimate submesh size
- const unsigned int sub_meshes = (in_mesh->mNumVertices / LIMIT) + 1;
-
- // create a std::vector<unsigned int> to remember which vertices have already
- // been copied and to which position (i.e. output index)
- std::vector<unsigned int> was_copied_to;
- was_copied_to.resize(in_mesh->mNumVertices,WAS_NOT_COPIED);
-
- // Try to find a good estimate for the number of output faces
- // per mesh. Add 12.5% as buffer
- unsigned int size_estimated = in_mesh->mNumFaces / sub_meshes;
- size_estimated += size_estimated / 8;
-
- // now generate all submeshes
- unsigned int base = 0;
- while (true) {
- const unsigned int out_vertex_index = LIMIT;
-
- aiMesh* out_mesh = new aiMesh();
- out_mesh->mNumVertices = 0;
- out_mesh->mMaterialIndex = in_mesh->mMaterialIndex;
-
- // the name carries the adjacency information between the meshes
- out_mesh->mName = in_mesh->mName;
-
- typedef std::vector<aiVertexWeight> BoneWeightList;
- if (in_mesh->HasBones()) {
- out_mesh->mBones = new aiBone*[in_mesh->mNumBones]();
- }
-
- // clear the temporary helper array
- if (base) {
- std::fill(was_copied_to.begin(), was_copied_to.end(), WAS_NOT_COPIED);
- }
-
- std::vector<aiFace> vFaces;
-
- // reserve enough storage for most cases
- if (in_mesh->HasPositions()) {
- out_mesh->mVertices = new aiVector3D[out_vertex_index];
- }
-
- if (in_mesh->HasNormals()) {
- out_mesh->mNormals = new aiVector3D[out_vertex_index];
- }
-
- if (in_mesh->HasTangentsAndBitangents()) {
- out_mesh->mTangents = new aiVector3D[out_vertex_index];
- out_mesh->mBitangents = new aiVector3D[out_vertex_index];
- }
-
- for (unsigned int c = 0; in_mesh->HasVertexColors(c);++c) {
- out_mesh->mColors[c] = new aiColor4D[out_vertex_index];
- }
-
- for (unsigned int c = 0; in_mesh->HasTextureCoords(c);++c) {
- out_mesh->mNumUVComponents[c] = in_mesh->mNumUVComponents[c];
- out_mesh->mTextureCoords[c] = new aiVector3D[out_vertex_index];
- }
- vFaces.reserve(size_estimated);
-
- // (we will also need to copy the array of indices)
- while (base < in_mesh->mNumFaces) {
- const unsigned int iNumIndices = in_mesh->mFaces[base].mNumIndices;
-
- // doesn't catch degenerates but is quite fast
- unsigned int iNeed = 0;
- for (unsigned int v = 0; v < iNumIndices;++v) {
- unsigned int index = in_mesh->mFaces[base].mIndices[v];
-
- // check whether we do already have this vertex
- if (WAS_NOT_COPIED == was_copied_to[index]) {
- iNeed++;
- }
- }
- if (out_mesh->mNumVertices + iNeed > out_vertex_index) {
- // don't use this face
- break;
- }
-
- vFaces.emplace_back();
- aiFace& rFace = vFaces.back();
-
- // setup face type and number of indices
- rFace.mNumIndices = iNumIndices;
- rFace.mIndices = new unsigned int[iNumIndices];
-
- // need to update the output primitive types
- switch (rFace.mNumIndices)
- {
- case 1:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
- case 2:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
- case 3:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
- default:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- }
-
- // and copy the contents of the old array, offset them by current base
- for (unsigned int v = 0; v < iNumIndices;++v) {
- const unsigned int index = in_mesh->mFaces[base].mIndices[v];
-
- // check whether we do already have this vertex
- if (WAS_NOT_COPIED != was_copied_to[index]) {
- rFace.mIndices[v] = was_copied_to[index];
- continue;
- }
-
- // copy positions
- out_mesh->mVertices[out_mesh->mNumVertices] = (in_mesh->mVertices[index]);
-
- // copy normals
- if (in_mesh->HasNormals()) {
- out_mesh->mNormals[out_mesh->mNumVertices] = (in_mesh->mNormals[index]);
- }
-
- // copy tangents/bi-tangents
- if (in_mesh->HasTangentsAndBitangents()) {
- out_mesh->mTangents[out_mesh->mNumVertices] = (in_mesh->mTangents[index]);
- out_mesh->mBitangents[out_mesh->mNumVertices] = (in_mesh->mBitangents[index]);
- }
-
- // texture coordinates
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
- if (in_mesh->HasTextureCoords( c)) {
- out_mesh->mTextureCoords[c][out_mesh->mNumVertices] = in_mesh->mTextureCoords[c][index];
- }
- }
- // vertex colors
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c) {
- if (in_mesh->HasVertexColors( c)) {
- out_mesh->mColors[c][out_mesh->mNumVertices] = in_mesh->mColors[c][index];
- }
- }
- // check whether we have bone weights assigned to this vertex
- rFace.mIndices[v] = out_mesh->mNumVertices;
- if (avPerVertexWeights) {
- VertexWeightTable& table = avPerVertexWeights[ out_mesh->mNumVertices ];
- for (VertexWeightTable::const_iterator iter = table.begin(), end = table.end(); iter != end;++iter) {
- // allocate the bone weight array if necessary and store it in the mBones field (HACK!)
- BoneWeightList* weight_list = reinterpret_cast<BoneWeightList*>(out_mesh->mBones[(*iter).first]);
- if (!weight_list) {
- weight_list = new BoneWeightList();
- out_mesh->mBones[(*iter).first] = reinterpret_cast<aiBone*>(weight_list);
- }
- weight_list->push_back(aiVertexWeight(out_mesh->mNumVertices,(*iter).second));
- }
- }
-
- was_copied_to[index] = out_mesh->mNumVertices;
- out_mesh->mNumVertices++;
- }
- base++;
- if(out_mesh->mNumVertices == out_vertex_index) {
- // break here. The face is only added if it was complete
- break;
- }
- }
-
- // check which bones we'll need to create for this submesh
- if (in_mesh->HasBones()) {
- aiBone** ppCurrent = out_mesh->mBones;
- for (unsigned int k = 0; k < in_mesh->mNumBones;++k) {
- // check whether the bone exists
- BoneWeightList* const weight_list = reinterpret_cast<BoneWeightList*>(out_mesh->mBones[k]);
-
- if (weight_list) {
- const aiBone* const bone_in = in_mesh->mBones[k];
- aiBone* const bone_out = new aiBone();
- *ppCurrent++ = bone_out;
- bone_out->mName = aiString(bone_in->mName);
- bone_out->mOffsetMatrix =bone_in->mOffsetMatrix;
- bone_out->mNumWeights = (unsigned int)weight_list->size();
- bone_out->mWeights = new aiVertexWeight[bone_out->mNumWeights];
-
- // copy the vertex weights
- ::memcpy(bone_out->mWeights, &(*weight_list)[0],bone_out->mNumWeights * sizeof(aiVertexWeight));
-
- delete weight_list;
- out_mesh->mNumBones++;
- }
- }
- }
-
- // copy the face list to the mesh
- out_mesh->mFaces = new aiFace[vFaces.size()];
- out_mesh->mNumFaces = (unsigned int)vFaces.size();
-
- for (unsigned int p = 0; p < out_mesh->mNumFaces;++p) {
- out_mesh->mFaces[p] = vFaces[p];
- }
-
- // add the newly created mesh to the list
- source_mesh_map.push_back(std::make_pair(out_mesh,a));
-
- if (base == in_mesh->mNumFaces) {
- break;
- }
- }
-
- // delete the per-vertex weight list again
- delete[] avPerVertexWeights;
-
- // now delete the old mesh data
- delete in_mesh;
-}