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*/
/** @file Implementation of the SplitLargeMeshes postprocessing step
*/
// internal headers of the post-processing framework
#include "SplitLargeMeshes.h"
#include "ProcessHelper.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle()
{
LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_SplitLargeMeshes) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
{
if (0xffffffff == this->LIMIT)return;
DefaultLogger::get()->debug("SplitLargeMeshesProcess_Triangle begin");
std::vector<std::pair<aiMesh*, unsigned int> > avList;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
this->SplitMesh(a, pScene->mMeshes[a],avList);
if (avList.size() != pScene->mNumMeshes)
{
// it seems something has been split. rebuild the mesh list
delete[] pScene->mMeshes;
pScene->mNumMeshes = (unsigned int)avList.size();
pScene->mMeshes = new aiMesh*[avList.size()];
for (unsigned int i = 0; i < avList.size();++i)
pScene->mMeshes[i] = avList[i].first;
// now we need to update all nodes
this->UpdateNode(pScene->mRootNode,avList);
DefaultLogger::get()->info("SplitLargeMeshesProcess_Triangle finished. Meshes have been split");
}
else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Triangle finished. There was nothing to do");
return;
}
// ------------------------------------------------------------------------------------------------
// Setup properties
void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp)
{
// get the current value of the split property
this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
}
// ------------------------------------------------------------------------------------------------
// Update a node after some meshes have been split
void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
const std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
// 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; a < avList.size();++a)
{
if (avList[a].second == pcNode->mMeshes[i])
{
aiEntries.push_back(a);
}
}
}
// now build the new list
delete[] pcNode->mMeshes;
pcNode->mNumMeshes = (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];
// recusively update all other nodes
for (unsigned int i = 0; i < pcNode->mNumChildren;++i)
{
UpdateNode ( pcNode->mChildren[i], avList );
}
return;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Triangle::SplitMesh(
unsigned int a,
aiMesh* pMesh,
std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
if (pMesh->mNumFaces > SplitLargeMeshesProcess_Triangle::LIMIT)
{
DefaultLogger::get()->info("Mesh exceeds the triangle limit. It will be split ...");
// we need to split this mesh into sub meshes
// determine the size of a submesh
const unsigned int iSubMeshes = (pMesh->mNumFaces / LIMIT) + 1;
const unsigned int iOutFaceNum = pMesh->mNumFaces / iSubMeshes;
const unsigned int iOutVertexNum = iOutFaceNum * 3;
// now generate all submeshes
for (unsigned int i = 0; i < iSubMeshes;++i)
{
aiMesh* pcMesh = new aiMesh;
pcMesh->mNumFaces = iOutFaceNum;
pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
// the name carries the adjacency information between the meshes
pcMesh->mName = pMesh->mName;
if (i == iSubMeshes-1)
{
pcMesh->mNumFaces = iOutFaceNum + (
pMesh->mNumFaces - iOutFaceNum * iSubMeshes);
}
// copy the list of faces
pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
const unsigned int iBase = iOutFaceNum * i;
// get the total number of indices
unsigned int iCnt = 0;
for (unsigned int p = iBase; p < pcMesh->mNumFaces + iBase;++p)
{
iCnt += pMesh->mFaces[p].mNumIndices;
}
pcMesh->mNumVertices = iCnt;
// allocate storage
if (pMesh->mVertices != NULL)
pcMesh->mVertices = new aiVector3D[iCnt];
if (pMesh->HasNormals())
pcMesh->mNormals = new aiVector3D[iCnt];
if (pMesh->HasTangentsAndBitangents())
{
pcMesh->mTangents = new aiVector3D[iCnt];
pcMesh->mBitangents = new aiVector3D[iCnt];
}
// texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
{
pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
if (pMesh->HasTextureCoords( c))
{
pcMesh->mTextureCoords[c] = new aiVector3D[iCnt];
}
}
// vertex colors
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
{
if (pMesh->HasVertexColors( c))
{
pcMesh->mColors[c] = new aiColor4D[iCnt];
}
}
if (pMesh->HasBones())
{
// assume the number of bones won't change in most cases
pcMesh->mBones = new aiBone*[pMesh->mNumBones];
// iterate through all bones of the mesh and find those which
// need to be copied to the split mesh
std::vector<aiVertexWeight> avTempWeights;
for (unsigned int p = 0; p < pcMesh->mNumBones;++p)
{
aiBone* const bone = pcMesh->mBones[p];
avTempWeights.clear();
avTempWeights.reserve(bone->mNumWeights / iSubMeshes);
for (unsigned int q = 0; q < bone->mNumWeights;++q)
{
aiVertexWeight& weight = bone->mWeights[q];
if(weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum)
{
avTempWeights.push_back(weight);
weight = avTempWeights.back();
weight.mVertexId -= iBase;
}
}
if (!avTempWeights.empty())
{
// we'll need this bone. Copy it ...
aiBone* pc = new aiBone();
pcMesh->mBones[pcMesh->mNumBones++] = pc;
pc->mName = aiString(bone->mName);
pc->mNumWeights = (unsigned int)avTempWeights.size();
pc->mOffsetMatrix = bone->mOffsetMatrix;
// no need to reallocate the array for the last submesh.
// Here we can reuse the (large) source array, although
// we'll waste some memory
if (iSubMeshes-1 == i)
{
pc->mWeights = bone->mWeights;
bone->mWeights = NULL;
}
else pc->mWeights = new aiVertexWeight[pc->mNumWeights];
// copy the weights
::memcpy(pc->mWeights,&avTempWeights[0],sizeof(aiVertexWeight)*pc->mNumWeights);
}
}
}
// (we will also need to copy the array of indices)
unsigned int iCurrent = 0;
for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
{
pcMesh->mFaces[p].mNumIndices = 3;
// allocate a new array
const unsigned int iTemp = p + iBase;
const unsigned int iNumIndices = pMesh->mFaces[iTemp].mNumIndices;
// setup face type and number of indices
pcMesh->mFaces[p].mNumIndices = iNumIndices;
unsigned int* pi = pMesh->mFaces[iTemp].mIndices;
unsigned int* piOut = pcMesh->mFaces[p].mIndices = new unsigned int[iNumIndices];
// need to update the output primitive types
switch (iNumIndices)
{
case 1:
pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
case 2:
pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
break;
case 3:
pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
default:
pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
}
// and copy the contents of the old array, offset by current base
for (unsigned int v = 0; v < iNumIndices;++v)
{
unsigned int iIndex = pi[v];
unsigned int iIndexOut = iCurrent++;
piOut[v] = iIndexOut;
// copy positions
if (pMesh->mVertices != NULL)
pcMesh->mVertices[iIndexOut] = pMesh->mVertices[iIndex];
// copy normals
if (pMesh->HasNormals())
pcMesh->mNormals[iIndexOut] = pMesh->mNormals[iIndex];
// copy tangents/bitangents
if (pMesh->HasTangentsAndBitangents())
{
pcMesh->mTangents[iIndexOut] = pMesh->mTangents[iIndex];
pcMesh->mBitangents[iIndexOut] = pMesh->mBitangents[iIndex];
}
// texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
{
if (pMesh->HasTextureCoords( c))
pcMesh->mTextureCoords[c][iIndexOut] = pMesh->mTextureCoords[c][iIndex];
}
// vertex colors
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
{
if (pMesh->HasVertexColors( c))
pcMesh->mColors[c][iIndexOut] = pMesh->mColors[c][iIndex];
}
}
}
// add the newly created mesh to the list
avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
}
// now delete the old mesh data
delete pMesh;
}
else avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
return;
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex()
{
LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_SplitLargeMeshes) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
{
std::vector<std::pair<aiMesh*, unsigned int> > avList;
if (0xffffffff == this->LIMIT)return;
DefaultLogger::get()->debug("SplitLargeMeshesProcess_Vertex begin");
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
this->SplitMesh(a, pScene->mMeshes[a],avList);
if (avList.size() != pScene->mNumMeshes)
{
// it seems something has been split. rebuild the mesh list
delete[] pScene->mMeshes;
pScene->mNumMeshes = (unsigned int)avList.size();
pScene->mMeshes = new aiMesh*[avList.size()];
for (unsigned int i = 0; i < avList.size();++i)
pScene->mMeshes[i] = avList[i].first;
// now we need to update all nodes
SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList);
DefaultLogger::get()->info("SplitLargeMeshesProcess_Vertex finished. Meshes have been split");
}
else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Vertex finished. There was nothing to do");
return;
}
// ------------------------------------------------------------------------------------------------
// Setup properties
void SplitLargeMeshesProcess_Vertex::SetupProperties( const Importer* pImp)
{
this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Vertex::SplitMesh(
unsigned int a,
aiMesh* pMesh,
std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT)
{
typedef std::vector< std::pair<unsigned int,float> > VertexWeightTable;
// build a per-vertex weight list if necessary
VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(pMesh);
// we need to split this mesh into sub meshes
// determine the estimated size of a submesh
// (this could be too large. Max waste is a single digit percentage)
const unsigned int iSubMeshes = (pMesh->mNumVertices / SplitLargeMeshesProcess_Vertex::LIMIT) + 1;
//const unsigned int iOutVertexNum2 = pMesh->mNumVertices /iSubMeshes;
// create a std::vector<unsigned int> to indicate which vertices
// have already been copied
std::vector<unsigned int> avWasCopied;
avWasCopied.resize(pMesh->mNumVertices,0xFFFFFFFF);
// try to find a good estimate for the number of output faces
// per mesh. Add 12.5% as buffer
unsigned int iEstimatedSize = pMesh->mNumFaces / iSubMeshes;
iEstimatedSize += iEstimatedSize >> 3;
// now generate all submeshes
unsigned int iBase = 0;
while (true)
{
const unsigned int iOutVertexNum = SplitLargeMeshesProcess_Vertex::LIMIT;
aiMesh* pcMesh = new aiMesh;
pcMesh->mNumVertices = 0;
pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
// the name carries the adjacency information between the meshes
pcMesh->mName = pMesh->mName;
typedef std::vector<aiVertexWeight> BoneWeightList;
if (pMesh->HasBones())
{
pcMesh->mBones = new aiBone*[pMesh->mNumBones];
::memset(pcMesh->mBones,0,sizeof(void*)*pMesh->mNumBones);
}
// clear the temporary helper array
if (iBase)
{
// we can't use memset here we unsigned int needn' be 32 bits
for (auto &elem : avWasCopied)
{
elem = 0xffffffff;
}
}
// output vectors
std::vector<aiFace> vFaces;
// reserve enough storage for most cases
if (pMesh->HasPositions())
{
pcMesh->mVertices = new aiVector3D[iOutVertexNum];
}
if (pMesh->HasNormals())
{
pcMesh->mNormals = new aiVector3D[iOutVertexNum];
}
if (pMesh->HasTangentsAndBitangents())
{
pcMesh->mTangents = new aiVector3D[iOutVertexNum];
pcMesh->mBitangents = new aiVector3D[iOutVertexNum];
}
for (unsigned int c = 0; pMesh->HasVertexColors(c);++c)
{
pcMesh->mColors[c] = new aiColor4D[iOutVertexNum];
}
for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c)
{
pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
pcMesh->mTextureCoords[c] = new aiVector3D[iOutVertexNum];
}
vFaces.reserve(iEstimatedSize);
// (we will also need to copy the array of indices)
while (iBase < pMesh->mNumFaces)
{
// allocate a new array
const unsigned int iNumIndices = pMesh->mFaces[iBase].mNumIndices;
// doesn't catch degenerates but is quite fast
unsigned int iNeed = 0;
for (unsigned int v = 0; v < iNumIndices;++v)
{
unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
// check whether we do already have this vertex
if (0xFFFFFFFF == avWasCopied[iIndex])
{
iNeed++;
}
}
if (pcMesh->mNumVertices + iNeed > iOutVertexNum)
{
// don't use this face
break;
}
vFaces.push_back(aiFace());
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:
pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
case 2:
pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
break;
case 3:
pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
default:
pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
}
// and copy the contents of the old array, offset by current base
for (unsigned int v = 0; v < iNumIndices;++v)
{
unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
// check whether we do already have this vertex
if (0xFFFFFFFF != avWasCopied[iIndex])
{
rFace.mIndices[v] = avWasCopied[iIndex];
continue;
}
// copy positions
pcMesh->mVertices[pcMesh->mNumVertices] = (pMesh->mVertices[iIndex]);
// copy normals
if (pMesh->HasNormals())
{
pcMesh->mNormals[pcMesh->mNumVertices] = (pMesh->mNormals[iIndex]);
}
// copy tangents/bitangents
if (pMesh->HasTangentsAndBitangents())
{
pcMesh->mTangents[pcMesh->mNumVertices] = (pMesh->mTangents[iIndex]);
pcMesh->mBitangents[pcMesh->mNumVertices] = (pMesh->mBitangents[iIndex]);
}
// texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
{
if (pMesh->HasTextureCoords( c))
{
pcMesh->mTextureCoords[c][pcMesh->mNumVertices] = pMesh->mTextureCoords[c][iIndex];
}
}
// vertex colors
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
{
if (pMesh->HasVertexColors( c))
{
pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex];
}
}
// check whether we have bone weights assigned to this vertex
rFace.mIndices[v] = pcMesh->mNumVertices;
if (avPerVertexWeights)
{
VertexWeightTable& table = avPerVertexWeights[ pcMesh->mNumVertices ];
if( !table.empty() )
{
for (VertexWeightTable::const_iterator
iter = table.begin();
iter != table.end();++iter)
{
// allocate the bone weight array if necessary
BoneWeightList* pcWeightList = (BoneWeightList*)pcMesh->mBones[(*iter).first];
if (!pcWeightList)
{
pcMesh->mBones[(*iter).first] = (aiBone*)(pcWeightList = new BoneWeightList());
}
pcWeightList->push_back(aiVertexWeight(pcMesh->mNumVertices,(*iter).second));
}
}
}
avWasCopied[iIndex] = pcMesh->mNumVertices;
pcMesh->mNumVertices++;
}
iBase++;
if(pcMesh->mNumVertices == iOutVertexNum)
{
// break here. The face is only added if it was complete
break;
}
}
// check which bones we'll need to create for this submesh
if (pMesh->HasBones())
{
aiBone** ppCurrent = pcMesh->mBones;
for (unsigned int k = 0; k < pMesh->mNumBones;++k)
{
// check whether the bone is existing
BoneWeightList* pcWeightList;
if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k]))
{
aiBone* pcOldBone = pMesh->mBones[k];
aiBone* pcOut;
*ppCurrent++ = pcOut = new aiBone();
pcOut->mName = aiString(pcOldBone->mName);
pcOut->mOffsetMatrix = pcOldBone->mOffsetMatrix;
pcOut->mNumWeights = (unsigned int)pcWeightList->size();
pcOut->mWeights = new aiVertexWeight[pcOut->mNumWeights];
// copy the vertex weights
::memcpy(pcOut->mWeights,&pcWeightList->operator[](0),
pcOut->mNumWeights * sizeof(aiVertexWeight));
// delete the temporary bone weight list
delete pcWeightList;
pcMesh->mNumBones++;
}
}
}
// copy the face list to the mesh
pcMesh->mFaces = new aiFace[vFaces.size()];
pcMesh->mNumFaces = (unsigned int)vFaces.size();
for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
pcMesh->mFaces[p] = vFaces[p];
// add the newly created mesh to the list
avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
if (iBase == pMesh->mNumFaces)
{
// have all faces ... finish the outer loop, too
break;
}
}
// delete the per-vertex weight list again
delete[] avPerVertexWeights;
// now delete the old mesh data
delete pMesh;
return;
}
avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
return;
}