summaryrefslogtreecommitdiff
path: root/src/mesh/assimp-master/code/PostProcessing/SplitByBoneCountProcess.cpp
blob: ace62ae9049c2bf590a825fdf2180d3d8f02388b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
/*
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 SplitByBoneCountProcess.cpp
/// Implementation of the SplitByBoneCount postprocessing step

// internal headers of the post-processing framework
#include "SplitByBoneCountProcess.h"
#include <assimp/postprocess.h>
#include <assimp/DefaultLogger.hpp>

#include <limits>
#include <assimp/TinyFormatter.h>
#include <assimp/Exceptional.h>
#include <set>

using namespace Assimp;
using namespace Assimp::Formatter;

// ------------------------------------------------------------------------------------------------
// Constructor
SplitByBoneCountProcess::SplitByBoneCountProcess()
{
    // set default, might be overridden by importer config
    mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
}

// ------------------------------------------------------------------------------------------------
// Destructor
SplitByBoneCountProcess::~SplitByBoneCountProcess()
{
    // nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag.
bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const
{
    return !!(pFlags & aiProcess_SplitByBoneCount);
}

// ------------------------------------------------------------------------------------------------
// Updates internal properties
void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
{
    mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitByBoneCountProcess::Execute( aiScene* pScene)
{
    ASSIMP_LOG_DEBUG("SplitByBoneCountProcess begin");

    // early out
    bool isNecessary = false;
    for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
        if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
        {
            isNecessary = true;
            break;
        }

    if( !isNecessary )
    {
        ASSIMP_LOG_DEBUG("SplitByBoneCountProcess early-out: no meshes with more than ", mMaxBoneCount, " bones." );
        return;
    }

    // we need to do something. Let's go.
    mSubMeshIndices.clear();
    mSubMeshIndices.resize( pScene->mNumMeshes);

    // 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<aiMesh*> newMeshes;
        SplitMesh( pScene->mMeshes[a], newMeshes);

        // mesh was split
        if( !newMeshes.empty() )
        {
            // store new meshes and indices of the new meshes
            for( unsigned int b = 0; b < newMeshes.size(); ++b)
            {
                mSubMeshIndices[a].push_back( static_cast<unsigned int>(meshes.size()));
                meshes.push_back( newMeshes[b]);
            }

            // 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( static_cast<unsigned int>(meshes.size()));
            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( "SplitByBoneCountProcess end: split ", mSubMeshIndices.size(), " meshes into ", meshes.size(), " submeshes." );
}

// ------------------------------------------------------------------------------------------------
// Splits the given mesh by bone count.
void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const
{
    // skip if not necessary
    if( pMesh->mNumBones <= mMaxBoneCount )
    {
        return;
    }

    // necessary optimisation: build a list of all affecting bones for each vertex
    // TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
    typedef std::pair<unsigned int, float> BoneWeight;
    std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
    for( unsigned int a = 0; a < pMesh->mNumBones; ++a)
    {
        const aiBone* bone = pMesh->mBones[a];
        for( unsigned int b = 0; b < bone->mNumWeights; ++b)
        {
          if (bone->mWeights[b].mWeight > 0.0f)
          {
            int vertexId = bone->mWeights[b].mVertexId;
            vertexBones[vertexId].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
            if (vertexBones[vertexId].size() > mMaxBoneCount)
            {
              throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
            }
          }
        }
    }

    unsigned int numFacesHandled = 0;
    std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
    while( numFacesHandled < pMesh->mNumFaces )
    {
        // which bones are used in the current submesh
        unsigned int numBones = 0;
        std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
        // indices of the faces which are going to go into this submesh
        std::vector<unsigned int> subMeshFaces;
        subMeshFaces.reserve( pMesh->mNumFaces);
        // accumulated vertex count of all the faces in this submesh
        unsigned int numSubMeshVertices = 0;

        // add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
        for( unsigned int a = 0; a < pMesh->mNumFaces; ++a)
        {
            // skip if the face is already stored in a submesh
            if( isFaceHandled[a] )
            {
                continue;
            }
            // a small local set of new bones for the current face. State of all used bones for that face
            // can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
            std::set<unsigned int> newBonesAtCurrentFace;

            const aiFace& face = pMesh->mFaces[a];
            // check every vertex if its bones would still fit into the current submesh
            for( unsigned int b = 0; b < face.mNumIndices; ++b )
            {
              const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
              for( unsigned int c = 0; c < vb.size(); ++c)
              {
                unsigned int boneIndex = vb[c].first;
                if( !isBoneUsed[boneIndex] )
                {
                  newBonesAtCurrentFace.insert(boneIndex);
                }
              }
            }

            // leave out the face if the new bones required for this face don't fit the bone count limit anymore
            if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
            {
                continue;
            }

            // mark all new bones as necessary
            for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it)
            {
              if (!isBoneUsed[*it])
              {
                isBoneUsed[*it] = true;
                numBones++;
              }
            }

            // store the face index and the vertex count
            subMeshFaces.push_back( a);
            numSubMeshVertices += face.mNumIndices;

            // remember that this face is handled
            isFaceHandled[a] = true;
            numFacesHandled++;
        }

        // create a new mesh to hold this subset of the source mesh
        aiMesh* newMesh = new aiMesh;
        if( pMesh->mName.length > 0 )
        {
            newMesh->mName.Set( format() << pMesh->mName.data << "_sub" << poNewMeshes.size());
        }
        newMesh->mMaterialIndex = pMesh->mMaterialIndex;
        newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
        poNewMeshes.push_back( newMesh);

        // create all the arrays for this mesh if the old mesh contained them
        newMesh->mNumVertices = numSubMeshVertices;
        newMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
        newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
        if( pMesh->HasNormals() )
        {
            newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
        }
        if( pMesh->HasTangentsAndBitangents() )
        {
            newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
            newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
        }
        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
        {
            if( pMesh->HasTextureCoords( a) )
            {
                newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
            }
            newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
        }
        for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
        {
            if( pMesh->HasVertexColors( a) )
            {
                newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
            }
        }

        // and copy over the data, generating faces with linear indices along the way
        newMesh->mFaces = new aiFace[subMeshFaces.size()];
        unsigned int nvi = 0; // next vertex index
        std::vector<unsigned int> previousVertexIndices( numSubMeshVertices, std::numeric_limits<unsigned int>::max()); // per new vertex: its index in the source mesh
        for( unsigned int a = 0; a < subMeshFaces.size(); ++a )
        {
            const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
            aiFace& dstFace = newMesh->mFaces[a];
            dstFace.mNumIndices = srcFace.mNumIndices;
            dstFace.mIndices = new unsigned int[dstFace.mNumIndices];

            // accumulate linearly all the vertices of the source face
            for( unsigned int b = 0; b < dstFace.mNumIndices; ++b )
            {
                unsigned int srcIndex = srcFace.mIndices[b];
                dstFace.mIndices[b] = nvi;
                previousVertexIndices[nvi] = srcIndex;

                newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
                if( pMesh->HasNormals() )
                {
                    newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
                }
                if( pMesh->HasTangentsAndBitangents() )
                {
                    newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
                    newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
                }
                for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c )
                {
                    if( pMesh->HasTextureCoords( c) )
                    {
                        newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
                    }
                }
                for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c )
                {
                    if( pMesh->HasVertexColors( c) )
                    {
                        newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
                    }
                }

                nvi++;
            }
        }

        ai_assert( nvi == numSubMeshVertices );

        // Create the bones for the new submesh: first create the bone array
        newMesh->mNumBones = 0;
        newMesh->mBones = new aiBone*[numBones];

        std::vector<unsigned int> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<unsigned int>::max());
        for( unsigned int a = 0; a < pMesh->mNumBones; ++a )
        {
            if( !isBoneUsed[a] )
            {
                continue;
            }

            // create the new bone
            const aiBone* srcBone = pMesh->mBones[a];
            aiBone* dstBone = new aiBone;
            mappedBoneIndex[a] = newMesh->mNumBones;
            newMesh->mBones[newMesh->mNumBones++] = dstBone;
            dstBone->mName = srcBone->mName;
            dstBone->mOffsetMatrix = srcBone->mOffsetMatrix;
            dstBone->mNumWeights = 0;
        }

        ai_assert( newMesh->mNumBones == numBones );

        // iterate over all new vertices and count which bones affected its old vertex in the source mesh
        for( unsigned int a = 0; a < numSubMeshVertices; ++a )
        {
            unsigned int oldIndex = previousVertexIndices[a];
            const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];

            for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b )
            {
                unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
                if( newBoneIndex != std::numeric_limits<unsigned int>::max() )
                {
                    newMesh->mBones[newBoneIndex]->mNumWeights++;
                }
            }
        }

        // allocate all bone weight arrays accordingly
        for( unsigned int a = 0; a < newMesh->mNumBones; ++a )
        {
            aiBone* bone = newMesh->mBones[a];
            ai_assert( bone->mNumWeights > 0 );
            bone->mWeights = new aiVertexWeight[bone->mNumWeights];
            bone->mNumWeights = 0; // for counting up in the next step
        }

        // now copy all the bone vertex weights for all the vertices which made it into the new submesh
        for( unsigned int a = 0; a < numSubMeshVertices; ++a)
        {
            // find the source vertex for it in the source mesh
            unsigned int previousIndex = previousVertexIndices[a];
            // these bones were affecting it
            const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
            // all of the bones affecting it should be present in the new submesh, or else
            // the face it comprises shouldn't be present
            for( unsigned int b = 0; b < bonesOnThisVertex.size(); ++b)
            {
                unsigned int newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
                ai_assert( newBoneIndex != std::numeric_limits<unsigned int>::max() );
                aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
                newMesh->mBones[newBoneIndex]->mNumWeights++;

                dstWeight->mVertexId = a;
                dstWeight->mWeight = bonesOnThisVertex[b].second;
            }
        }

        // ... and copy all the morph targets for all the vertices which made it into the new submesh
        if (pMesh->mNumAnimMeshes > 0) {
            newMesh->mNumAnimMeshes = pMesh->mNumAnimMeshes;
            newMesh->mAnimMeshes = new aiAnimMesh*[newMesh->mNumAnimMeshes];

            for (unsigned int morphIdx = 0; morphIdx < newMesh->mNumAnimMeshes; ++morphIdx) {
                aiAnimMesh* origTarget = pMesh->mAnimMeshes[morphIdx];
                aiAnimMesh* newTarget = new aiAnimMesh;
                newTarget->mName = origTarget->mName;
                newTarget->mWeight = origTarget->mWeight;
                newTarget->mNumVertices = numSubMeshVertices;
                newTarget->mVertices = new aiVector3D[numSubMeshVertices];
                newMesh->mAnimMeshes[morphIdx] = newTarget;

                if (origTarget->HasNormals()) {
                    newTarget->mNormals = new aiVector3D[numSubMeshVertices];
                }

                if (origTarget->HasTangentsAndBitangents()) {
                    newTarget->mTangents = new aiVector3D[numSubMeshVertices];
                    newTarget->mBitangents = new aiVector3D[numSubMeshVertices];
                }

                for( unsigned int vi = 0; vi < numSubMeshVertices; ++vi) {
                    // find the source vertex for it in the source mesh
                    unsigned int previousIndex = previousVertexIndices[vi];
                    newTarget->mVertices[vi] = origTarget->mVertices[previousIndex];

                    if (newTarget->HasNormals()) {
                        newTarget->mNormals[vi] = origTarget->mNormals[previousIndex];
                    }
                    if (newTarget->HasTangentsAndBitangents()) {
                        newTarget->mTangents[vi] = origTarget->mTangents[previousIndex];
                        newTarget->mBitangents[vi] = origTarget->mBitangents[previousIndex];
                    }
                }
            }
        }

        // I have the strange feeling that this will break apart at some point in time...
    }
}

// ------------------------------------------------------------------------------------------------
// Recursively updates the node's mesh list to account for the changed mesh list
void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
{
    // rebuild the node's mesh index list
    if( pNode->mNumMeshes > 0 )
    {
        std::vector<unsigned int> newMeshList;
        for( unsigned int a = 0; a < pNode->mNumMeshes; ++a)
        {
            unsigned int srcIndex = pNode->mMeshes[a];
            const std::vector<unsigned int>& replaceMeshes = mSubMeshIndices[srcIndex];
            newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
        }

        delete [] pNode->mMeshes;
        pNode->mNumMeshes = static_cast<unsigned int>(newMeshList.size());
        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]);
    }
}