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authorMarijn Tamis <[email protected]>2018-05-03 18:22:48 +0200
committerMarijn Tamis <[email protected]>2018-05-03 18:22:48 +0200
commitca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch)
treeb06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/external/assimp-4.1.0/code/SplitLargeMeshes.cpp
parentForced rename of platform folders in cmake dir. Git didn't pick this up before. (diff)
downloadnvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz
nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.zip
NvCloth 1.1.4 Release. (24070740)
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/code/SplitLargeMeshes.cpp')
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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2017, 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 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;
+}