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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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 Implementation of the post processing step to join identical vertices
- * for all imported meshes
- */
-
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
-
- #include "JoinVerticesProcess.h"
- #include "ProcessHelper.h"
- #include "Vertex.h"
- #include "TinyFormatter.h"
-
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- JoinVerticesProcess::JoinVerticesProcess()
- {
- // nothing to do here
- }
-
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- JoinVerticesProcess::~JoinVerticesProcess()
- {
- // nothing to do here
- }
-
- // ------------------------------------------------------------------------------------------------
- // Returns whether the processing step is present in the given flag field.
- bool JoinVerticesProcess::IsActive( unsigned int pFlags) const
- {
- return (pFlags & aiProcess_JoinIdenticalVertices) != 0;
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void JoinVerticesProcess::Execute( aiScene* pScene)
- {
- DefaultLogger::get()->debug("JoinVerticesProcess begin");
-
- // get the total number of vertices BEFORE the step is executed
- int iNumOldVertices = 0;
- if (!DefaultLogger::isNullLogger()) {
- for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
- iNumOldVertices += pScene->mMeshes[a]->mNumVertices;
- }
- }
-
- // execute the step
- int iNumVertices = 0;
- for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- iNumVertices += ProcessMesh( pScene->mMeshes[a],a);
-
- // if logging is active, print detailed statistics
- if (!DefaultLogger::isNullLogger())
- {
- if (iNumOldVertices == iNumVertices)
- {
- DefaultLogger::get()->debug("JoinVerticesProcess finished ");
- } else
- {
- char szBuff[128]; // should be sufficiently large in every case
- sprintf(szBuff,"JoinVerticesProcess finished | Verts in: %i out: %i | ~%.1f%%",
- iNumOldVertices,
- iNumVertices,
- ((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f);
- DefaultLogger::get()->info(szBuff);
- }
- }
-
- pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
- }
-
- // ------------------------------------------------------------------------------------------------
- // Unites identical vertices in the given mesh
- int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
- {
- BOOST_STATIC_ASSERT( AI_MAX_NUMBER_OF_COLOR_SETS == 8);
- BOOST_STATIC_ASSERT( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8);
-
- // Return early if we don't have any positions
- if (!pMesh->HasPositions() || !pMesh->HasFaces()) {
- return 0;
- }
-
- // We'll never have more vertices afterwards.
- std::vector<Vertex> uniqueVertices;
- uniqueVertices.reserve( pMesh->mNumVertices);
-
- // For each vertex the index of the vertex it was replaced by.
- // Since the maximal number of vertices is 2^31-1, the most significand bit can be used to mark
- // whether a new vertex was created for the index (true) or if it was replaced by an existing
- // unique vertex (false). This saves an additional std::vector<bool> and greatly enhances
- // branching performance.
- BOOST_STATIC_ASSERT(AI_MAX_VERTICES == 0x7fffffff);
- std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff);
-
- // A little helper to find locally close vertices faster.
- // Try to reuse the lookup table from the last step.
- const static float epsilon = 1e-5f;
- // float posEpsilonSqr;
- SpatialSort* vertexFinder = NULL;
- SpatialSort _vertexFinder;
-
- typedef std::pair<SpatialSort,float> SpatPair;
- if (shared) {
- std::vector<SpatPair >* avf;
- shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
- if (avf) {
- SpatPair& blubb = (*avf)[meshIndex];
- vertexFinder = &blubb.first;
- // posEpsilonSqr = blubb.second;
- }
- }
- if (!vertexFinder) {
- // bad, need to compute it.
- _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
- vertexFinder = &_vertexFinder;
- // posEpsilonSqr = ComputePositionEpsilon(pMesh);
- }
-
- // Squared because we check against squared length of the vector difference
- static const float squareEpsilon = epsilon * epsilon;
-
- // Again, better waste some bytes than a realloc ...
- std::vector<unsigned int> verticesFound;
- verticesFound.reserve(10);
-
- // Run an optimized code path if we don't have multiple UVs or vertex colors.
- // This should yield false in more than 99% of all imports ...
- const bool complex = ( pMesh->GetNumColorChannels() > 0 || pMesh->GetNumUVChannels() > 1);
-
- // Now check each vertex if it brings something new to the table
- for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- // collect the vertex data
- Vertex v(pMesh,a);
-
- // collect all vertices that are close enough to the given position
- vertexFinder->FindIdenticalPositions( v.position, verticesFound);
- unsigned int matchIndex = 0xffffffff;
-
- // check all unique vertices close to the position if this vertex is already present among them
- for( unsigned int b = 0; b < verticesFound.size(); b++) {
-
- const unsigned int vidx = verticesFound[b];
- const unsigned int uidx = replaceIndex[ vidx];
- if( uidx & 0x80000000)
- continue;
-
- const Vertex& uv = uniqueVertices[ uidx];
- // Position mismatch is impossible - the vertex finder already discarded all non-matching positions
-
- // We just test the other attributes even if they're not present in the mesh.
- // In this case they're initialized to 0 so the comparision succeeds.
- // By this method the non-present attributes are effectively ignored in the comparision.
- if( (uv.normal - v.normal).SquareLength() > squareEpsilon)
- continue;
- if( (uv.texcoords[0] - v.texcoords[0]).SquareLength() > squareEpsilon)
- continue;
- if( (uv.tangent - v.tangent).SquareLength() > squareEpsilon)
- continue;
- if( (uv.bitangent - v.bitangent).SquareLength() > squareEpsilon)
- continue;
-
- // Usually we won't have vertex colors or multiple UVs, so we can skip from here
- // Actually this increases runtime performance slightly, at least if branch
- // prediction is on our side.
- if (complex){
- // manually unrolled because continue wouldn't work as desired in an inner loop,
- // also because some compilers seem to fail the task. Colors and UV coords
- // are interleaved since the higher entries are most likely to be
- // zero and thus useless. By interleaving the arrays, vertices are,
- // on average, rejected earlier.
-
- if( (uv.texcoords[1] - v.texcoords[1]).SquareLength() > squareEpsilon)
- continue;
- if( GetColorDifference( uv.colors[0], v.colors[0]) > squareEpsilon)
- continue;
-
- if( (uv.texcoords[2] - v.texcoords[2]).SquareLength() > squareEpsilon)
- continue;
- if( GetColorDifference( uv.colors[1], v.colors[1]) > squareEpsilon)
- continue;
-
- if( (uv.texcoords[3] - v.texcoords[3]).SquareLength() > squareEpsilon)
- continue;
- if( GetColorDifference( uv.colors[2], v.colors[2]) > squareEpsilon)
- continue;
-
- if( (uv.texcoords[4] - v.texcoords[4]).SquareLength() > squareEpsilon)
- continue;
- if( GetColorDifference( uv.colors[3], v.colors[3]) > squareEpsilon)
- continue;
-
- if( (uv.texcoords[5] - v.texcoords[5]).SquareLength() > squareEpsilon)
- continue;
- if( GetColorDifference( uv.colors[4], v.colors[4]) > squareEpsilon)
- continue;
-
- if( (uv.texcoords[6] - v.texcoords[6]).SquareLength() > squareEpsilon)
- continue;
- if( GetColorDifference( uv.colors[5], v.colors[5]) > squareEpsilon)
- continue;
-
- if( (uv.texcoords[7] - v.texcoords[7]).SquareLength() > squareEpsilon)
- continue;
- if( GetColorDifference( uv.colors[6], v.colors[6]) > squareEpsilon)
- continue;
-
- if( GetColorDifference( uv.colors[7], v.colors[7]) > squareEpsilon)
- continue;
- }
-
- // we're still here -> this vertex perfectly matches our given vertex
- matchIndex = uidx;
- break;
- }
-
- // found a replacement vertex among the uniques?
- if( matchIndex != 0xffffffff)
- {
- // store where to found the matching unique vertex
- replaceIndex[a] = matchIndex | 0x80000000;
- }
- else
- {
- // no unique vertex matches it upto now -> so add it
- replaceIndex[a] = (unsigned int)uniqueVertices.size();
- uniqueVertices.push_back( v);
- }
- }
-
- if (!DefaultLogger::isNullLogger() && DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
- DefaultLogger::get()->debug((Formatter::format(),
- "Mesh ",meshIndex,
- " (",
- (pMesh->mName.length ? pMesh->mName.data : "unnamed"),
- ") | Verts in: ",pMesh->mNumVertices,
- " out: ",
- uniqueVertices.size(),
- " | ~",
- ((pMesh->mNumVertices - uniqueVertices.size()) / (float)pMesh->mNumVertices) * 100.f,
- "%"
- ));
- }
-
- // replace vertex data with the unique data sets
- pMesh->mNumVertices = (unsigned int)uniqueVertices.size();
-
- // ----------------------------------------------------------------------------
- // NOTE - we're *not* calling Vertex::SortBack() because it would check for
- // presence of every single vertex component once PER VERTEX. And our CPU
- // dislikes branches, even if they're easily predictable.
- // ----------------------------------------------------------------------------
-
- // Position
- delete [] pMesh->mVertices;
- pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
- for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
- pMesh->mVertices[a] = uniqueVertices[a].position;
-
- // Normals, if present
- if( pMesh->mNormals)
- {
- delete [] pMesh->mNormals;
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- pMesh->mNormals[a] = uniqueVertices[a].normal;
- }
- }
- // Tangents, if present
- if( pMesh->mTangents)
- {
- delete [] pMesh->mTangents;
- pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
- for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- pMesh->mTangents[a] = uniqueVertices[a].tangent;
- }
- }
- // Bitangents as well
- if( pMesh->mBitangents)
- {
- delete [] pMesh->mBitangents;
- pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
- for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- pMesh->mBitangents[a] = uniqueVertices[a].bitangent;
- }
- }
- // Vertex colors
- for( unsigned int a = 0; pMesh->HasVertexColors(a); a++)
- {
- delete [] pMesh->mColors[a];
- pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
- for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
- pMesh->mColors[a][b] = uniqueVertices[b].colors[a];
- }
- }
- // Texture coords
- for( unsigned int a = 0; pMesh->HasTextureCoords(a); a++)
- {
- delete [] pMesh->mTextureCoords[a];
- pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
- for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
- pMesh->mTextureCoords[a][b] = uniqueVertices[b].texcoords[a];
- }
- }
-
- // adjust the indices in all faces
- for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
- {
- aiFace& face = pMesh->mFaces[a];
- for( unsigned int b = 0; b < face.mNumIndices; b++) {
- face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000;
- }
- }
-
- // adjust bone vertex weights.
- for( int a = 0; a < (int)pMesh->mNumBones; a++)
- {
- aiBone* bone = pMesh->mBones[a];
- std::vector<aiVertexWeight> newWeights;
- newWeights.reserve( bone->mNumWeights);
-
- for( unsigned int b = 0; b < bone->mNumWeights; b++)
- {
- const aiVertexWeight& ow = bone->mWeights[b];
- // if the vertex is a unique one, translate it
- if( !(replaceIndex[ow.mVertexId] & 0x80000000))
- {
- aiVertexWeight nw;
- nw.mVertexId = replaceIndex[ow.mVertexId];
- nw.mWeight = ow.mWeight;
- newWeights.push_back( nw);
- }
- }
-
- if (newWeights.size() > 0) {
- // kill the old and replace them with the translated weights
- delete [] bone->mWeights;
- bone->mNumWeights = (unsigned int)newWeights.size();
-
- bone->mWeights = new aiVertexWeight[bone->mNumWeights];
- memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
- }
- else {
-
- /* NOTE:
- *
- * In the algorithm above we're assuming that there are no vertices
- * with a different bone weight setup at the same position. That wouldn't
- * make sense, but it is not absolutely impossible. SkeletonMeshBuilder
- * for example generates such input data if two skeleton points
- * share the same position. Again this doesn't make sense but is
- * reality for some model formats (MD5 for example uses these special
- * nodes as attachment tags for its weapons).
- *
- * Then it is possible that a bone has no weights anymore .... as a quick
- * workaround, we're just removing these bones. If they're animated,
- * model geometry might be modified but at least there's no risk of a crash.
- */
- delete bone;
- --pMesh->mNumBones;
- for (unsigned int n = a; n < pMesh->mNumBones; ++n) {
- pMesh->mBones[n] = pMesh->mBones[n+1];
- }
-
- --a;
- DefaultLogger::get()->warn("Removing bone -> no weights remaining");
- }
- }
- return pMesh->mNumVertices;
- }
-
- #endif // !! ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
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