Added AC-loader, WIP version. PLY loader is now able to load models from blender, test model added. Refactoring. Added FindInvalidData step. Added support for precompiled headers, the release builds in VC8 are configued to use PCH now. Added separate makefile for mingw, no -FPic warning anymore, -clear works now. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@176 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
201 lines
6.9 KiB
C++
201 lines
6.9 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** Implementation of the LimitBoneWeightsProcess post processing step */
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#include "AssimpPCH.h"
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#include "LimitBoneWeightsProcess.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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LimitBoneWeightsProcess::LimitBoneWeightsProcess()
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{
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mMaxWeights = AI_LMW_MAX_WEIGHTS;
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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LimitBoneWeightsProcess::~LimitBoneWeightsProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_LimitBoneWeights) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void LimitBoneWeightsProcess::Execute( aiScene* pScene)
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{
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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ProcessMesh( pScene->mMeshes[a]);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void LimitBoneWeightsProcess::SetupProperties(const Importer* pImp)
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{
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// get the current value of the property
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this->mMaxWeights = pImp->GetPropertyInteger(AI_CONFIG_PP_LBW_MAX_WEIGHTS,AI_LMW_MAX_WEIGHTS);
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}
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// ------------------------------------------------------------------------------------------------
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// Unites identical vertices in the given mesh
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void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
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{
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if( !pMesh->HasBones())
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return;
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// collect all bone weights per vertex
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typedef std::vector< std::vector< Weight > > WeightsPerVertex;
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WeightsPerVertex vertexWeights( pMesh->mNumVertices);
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// collect all weights per vertex
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for( unsigned int a = 0; a < pMesh->mNumBones; a++)
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{
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const aiBone* bone = pMesh->mBones[a];
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for( unsigned int b = 0; b < bone->mNumWeights; b++)
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{
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const aiVertexWeight& w = bone->mWeights[b];
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vertexWeights[w.mVertexId].push_back( Weight( a, w.mWeight));
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}
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}
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// now cut the weight count if it exceeds the maximum
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bool bChanged = false;
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for( WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit)
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{
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if( vit->size() <= mMaxWeights)
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continue;
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bChanged = true;
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// more than the defined maximum -> first sort by weight in descending order. That's
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// why we defined the < operator in such a weird way.
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std::sort( vit->begin(), vit->end());
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// now kill everything beyond the maximum count
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vit->erase( vit->begin() + mMaxWeights, vit->end());
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// and renormalize the weights
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float sum = 0.0f;
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for( std::vector<Weight>::const_iterator it = vit->begin(); it != vit->end(); ++it)
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sum += it->mWeight;
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for( std::vector<Weight>::iterator it = vit->begin(); it != vit->end(); ++it)
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it->mWeight /= sum;
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}
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if (bChanged)
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{
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// rebuild the vertex weight array for all bones
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typedef std::vector< std::vector< aiVertexWeight > > WeightsPerBone;
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WeightsPerBone boneWeights( pMesh->mNumBones);
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for( unsigned int a = 0; a < vertexWeights.size(); a++)
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{
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const std::vector<Weight>& vw = vertexWeights[a];
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for( std::vector<Weight>::const_iterator it = vw.begin(); it != vw.end(); ++it)
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boneWeights[it->mBone].push_back( aiVertexWeight( a, it->mWeight));
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}
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// and finally copy the vertex weight list over to the mesh's bones
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std::vector<bool> abNoNeed(pMesh->mNumBones,false);
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bChanged = false;
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for( unsigned int a = 0; a < pMesh->mNumBones; a++)
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{
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const std::vector<aiVertexWeight>& bw = boneWeights[a];
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aiBone* bone = pMesh->mBones[a];
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// ignore the bone if no vertex weights were removed there
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// FIX (Aramis, 07|22|08)
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// NO! we can't ignore it in this case ... it is possible that
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// the number of weights did not change, but the weight values did.
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// if( bw.size() == bone->mNumWeights)
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// continue;
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// FIX (Aramis, 07|21|08)
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// It is possible that all weights of a bone have been removed.
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// This would naturally cause an exception in &bw[0].
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if ( bw.empty() )
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{
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abNoNeed[a] = bChanged = true;
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continue;
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}
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// copy the weight list. should always be less weights than before, so we don't need a new allocation
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ai_assert( bw.size() <= bone->mNumWeights);
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bone->mNumWeights = (unsigned int) bw.size();
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::memcpy( bone->mWeights, &bw[0], bw.size() * sizeof( aiVertexWeight));
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}
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if (bChanged)
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{
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// the number of new bones is smaller than before, so we can
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// reuse the old array, too.
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aiBone** ppcCur = pMesh->mBones;
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aiBone** ppcSrc = ppcCur;
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for (std::vector<bool>::const_iterator
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iter = abNoNeed.begin();
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iter != abNoNeed.end() ;++iter)
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{
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if (*iter)
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{
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delete *ppcSrc;
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--pMesh->mNumBones;
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}
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else *ppcCur++ = *ppcSrc;
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++ppcSrc;
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}
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}
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}
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}
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