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Diffstat (limited to 'libs/assimp/code/PostProcessing/DeboneProcess.cpp')
-rw-r--r-- | libs/assimp/code/PostProcessing/DeboneProcess.cpp | 466 |
1 files changed, 466 insertions, 0 deletions
diff --git a/libs/assimp/code/PostProcessing/DeboneProcess.cpp b/libs/assimp/code/PostProcessing/DeboneProcess.cpp new file mode 100644 index 0000000..e8cfb16 --- /dev/null +++ b/libs/assimp/code/PostProcessing/DeboneProcess.cpp @@ -0,0 +1,466 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, 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("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 = nullptr; + } + + 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(); + } + } + } + } +} |