/*Open Asset Import Library (assimp)----------------------------------------------------------------------Copyright (c) 2006-2022, assimp teamAll rights reserved.Redistribution and use of this software in source and binary forms,with or without modification, are permitted provided that thefollowing conditions are met:* Redistributions of source code must retain the abovecopyright notice, this list of conditions and thefollowing disclaimer.* Redistributions in binary form must reproduce the abovecopyright notice, this list of conditions and thefollowing disclaimer in the documentation and/or othermaterials provided with the distribution.* Neither the name of the assimp team, nor the names of itscontributors may be used to endorse or promote productsderived from this software without specific priorwritten 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 NOTLIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FORA PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHTOWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOTLIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANYTHEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USEOF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.----------------------------------------------------------------------*//** Implementation of the LimitBoneWeightsProcess post processing step */#include "LimitBoneWeightsProcess.h"#include <assimp/SmallVector.h>#include <assimp/StringUtils.h>#include <assimp/postprocess.h>#include <assimp/DefaultLogger.hpp>#include <assimp/scene.h>#include <stdio.h>using namespace Assimp;// ------------------------------------------------------------------------------------------------// Constructor to be privately used by ImporterLimitBoneWeightsProcess::LimitBoneWeightsProcess(){mMaxWeights = AI_LMW_MAX_WEIGHTS;}// ------------------------------------------------------------------------------------------------// Destructor, private as wellLimitBoneWeightsProcess::~LimitBoneWeightsProcess() = default;// ------------------------------------------------------------------------------------------------// Returns whether the processing step is present in the given flag field.bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const{return (pFlags & aiProcess_LimitBoneWeights) != 0;}// ------------------------------------------------------------------------------------------------// Executes the post processing step on the given imported data.void LimitBoneWeightsProcess::Execute( aiScene* pScene){ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess begin");for (unsigned int m = 0; m < pScene->mNumMeshes; ++m) {ProcessMesh(pScene->mMeshes[m]);}ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess end");}// ------------------------------------------------------------------------------------------------// Executes the post processing step on the given imported data.void LimitBoneWeightsProcess::SetupProperties(const Importer* pImp){// get the current value of the propertythis->mMaxWeights = pImp->GetPropertyInteger(AI_CONFIG_PP_LBW_MAX_WEIGHTS,AI_LMW_MAX_WEIGHTS);}// ------------------------------------------------------------------------------------------------// Unites identical vertices in the given meshvoid LimitBoneWeightsProcess::ProcessMesh(aiMesh* pMesh){if (!pMesh->HasBones())return;// collect all bone weights per vertextypedef SmallVector<Weight,8> VertexWeightArray;typedef std::vector<VertexWeightArray> WeightsPerVertex;WeightsPerVertex vertexWeights(pMesh->mNumVertices);size_t maxVertexWeights = 0;for (unsigned int b = 0; b < pMesh->mNumBones; ++b){const aiBone* bone = pMesh->mBones[b];for (unsigned int w = 0; w < bone->mNumWeights; ++w){const aiVertexWeight& vw = bone->mWeights[w];if (vertexWeights.size() <= vw.mVertexId)continue;vertexWeights[vw.mVertexId].push_back(Weight(b, vw.mWeight));maxVertexWeights = std::max(maxVertexWeights, vertexWeights[vw.mVertexId].size());}}if (maxVertexWeights <= mMaxWeights)return;unsigned int removed = 0, old_bones = pMesh->mNumBones;// now cut the weight count if it exceeds the maximumfor (WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit){if (vit->size() <= mMaxWeights)continue;// more than the defined maximum -> first sort by weight in descending order. That's// why we defined the < operator in such a weird way.std::sort(vit->begin(), vit->end());// now kill everything beyond the maximum countunsigned int m = static_cast<unsigned int>(vit->size());vit->resize(mMaxWeights);removed += static_cast<unsigned int>(m - vit->size());// and renormalize the weightsfloat sum = 0.0f;for(const Weight* it = vit->begin(); it != vit->end(); ++it) {sum += it->mWeight;}if (0.0f != sum) {const float invSum = 1.0f / sum;for(Weight* it = vit->begin(); it != vit->end(); ++it) {it->mWeight *= invSum;}}}// clear weight count for all bonefor (unsigned int a = 0; a < pMesh->mNumBones; ++a){pMesh->mBones[a]->mNumWeights = 0;}// rebuild the vertex weight array for all bonesfor (unsigned int a = 0; a < vertexWeights.size(); ++a){const VertexWeightArray& vw = vertexWeights[a];for (const Weight* it = vw.begin(); it != vw.end(); ++it){aiBone* bone = pMesh->mBones[it->mBone];bone->mWeights[bone->mNumWeights++] = aiVertexWeight(a, it->mWeight);}}// remove empty bonesunsigned int writeBone = 0;for (unsigned int readBone = 0; readBone< pMesh->mNumBones; ++readBone){aiBone* bone = pMesh->mBones[readBone];if (bone->mNumWeights > 0){pMesh->mBones[writeBone++] = bone;}else{delete bone;}}pMesh->mNumBones = writeBone;if (!DefaultLogger::isNullLogger()) {ASSIMP_LOG_INFO("Removed ", removed, " weights. Input bones: ", old_bones, ". Output bones: ", pMesh->mNumBones);}}
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