From 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 Mon Sep 17 00:00:00 2001 From: sanine Date: Sat, 16 Apr 2022 11:55:54 -0500 Subject: delete src/mesh/assimp-master --- .../code/AssetLib/Assjson/mesh_splitter.cpp | 319 --------------------- 1 file changed, 319 deletions(-) delete mode 100644 src/mesh/assimp-master/code/AssetLib/Assjson/mesh_splitter.cpp (limited to 'src/mesh/assimp-master/code/AssetLib/Assjson/mesh_splitter.cpp') diff --git a/src/mesh/assimp-master/code/AssetLib/Assjson/mesh_splitter.cpp b/src/mesh/assimp-master/code/AssetLib/Assjson/mesh_splitter.cpp deleted file mode 100644 index 978437c..0000000 --- a/src/mesh/assimp-master/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 - -// ---------------------------------------------------------------------------- -// 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 > 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(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 >& 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 aiEntries; - aiEntries.reserve(pcNode->mNumMeshes + 1); - for (unsigned int i = 0; i < pcNode->mNumMeshes;++i) { - for (unsigned int a = 0, end = static_cast(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(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 ; -using VertexWeightTable = std::vector ; - -// ------------------------------------------------------------------------------------------------ -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 >& 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 to remember which vertices have already - // been copied and to which position (i.e. output index) - std::vector 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 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 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(out_mesh->mBones[(*iter).first]); - if (!weight_list) { - weight_list = new BoneWeightList(); - out_mesh->mBones[(*iter).first] = reinterpret_cast(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(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; -} -- cgit v1.2.1