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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 OptimizeMeshes.cpp
- * @brief Implementation of the aiProcess_OptimizeMeshes step
- */
-
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
-
- using namespace Assimp;
- #include "OptimizeMeshes.h"
- #include "ProcessHelper.h"
- #include "SceneCombiner.h"
-
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- OptimizeMeshesProcess::OptimizeMeshesProcess()
- : pts (false)
- , max_verts (0xffffffff)
- , max_faces (0xffffffff)
- {}
-
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- OptimizeMeshesProcess::~OptimizeMeshesProcess()
- {}
-
- // ------------------------------------------------------------------------------------------------
- // Returns whether the processing step is present in the given flag field.
- bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
- {
- // Our behaviour needs to be different if the SortByPType or SplitLargeMeshes
- // steps are active. Thus we need to query their flags here and store the
- // information, although we're breaking const-correctness.
- // That's a serious design flaw, consider redesign.
- if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
- pts = (0 != (pFlags & aiProcess_SortByPType));
- max_verts = (0 != (pFlags & aiProcess_SplitLargeMeshes)) ? 0xdeadbeef : max_verts;
- return true;
- }
- return false;
- }
-
- // ------------------------------------------------------------------------------------------------
- // Setup properties for the postprocessing step
- void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
- {
- if (max_verts == 0xdeadbeef /* magic hack */) {
- max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
- max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- // Execute step
- void OptimizeMeshesProcess::Execute( aiScene* pScene)
- {
- const unsigned int num_old = pScene->mNumMeshes;
- if (num_old <= 1) {
- DefaultLogger::get()->debug("Skipping OptimizeMeshesProcess");
- return;
- }
-
- DefaultLogger::get()->debug("OptimizeMeshesProcess begin");
- mScene = pScene;
-
- // need to clear persistent members from previous runs
- merge_list.clear();
- output.clear();
-
- merge_list.reserve(pScene->mNumMeshes);
- output.reserve(pScene->mNumMeshes);
-
- // Prepare lookup tables
- meshes.resize(pScene->mNumMeshes);
- FindInstancedMeshes(pScene->mRootNode);
- if (max_verts == 0xdeadbeef) /* undo the magic hack */
- max_verts = 0xffffffff;
-
- // ... instanced meshes are immediately processed and added to the output list
- for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
- meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);
-
- if (meshes[i].instance_cnt > 1 && meshes[i].output_id == 0xffffffff) {
- meshes[i].output_id = n++;
- output.push_back(mScene->mMeshes[i]);
- }
- }
-
- // and process all nodes in the scenegraoh recursively
- ProcessNode(pScene->mRootNode);
- if (!output.size()) {
- throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
- }
-
- meshes.clear();
- ai_assert(output.size() <= num_old);
-
- mScene->mNumMeshes = output.size();
- std::copy(output.begin(),output.end(),mScene->mMeshes);
-
- if (output.size() != num_old) {
- char tmp[512];
- ::sprintf(tmp,"OptimizeMeshesProcess finished. Input meshes: %i, Output meshes: %i",num_old,pScene->mNumMeshes);
- DefaultLogger::get()->info(tmp);
- }
- else DefaultLogger::get()->debug("OptimizeMeshesProcess finished");
- }
-
- // ------------------------------------------------------------------------------------------------
- // Process meshes for a single node
- void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
- {
- for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
- unsigned int& im = pNode->mMeshes[i];
-
- if (meshes[im].instance_cnt > 1) {
- im = meshes[im].output_id;
- }
- else {
- merge_list.clear();
- unsigned int verts = 0, faces = 0;
-
- // Find meshes to merge with us
- for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
- register unsigned int am = pNode->mMeshes[a];
- if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) {
-
- merge_list.push_back(mScene->mMeshes[am]);
- verts += mScene->mMeshes[am]->mNumVertices;
- faces += mScene->mMeshes[am]->mNumFaces;
-
- --pNode->mNumMeshes;
- for (unsigned int n = a; n < pNode->mNumMeshes; ++n)
- pNode->mMeshes[n] = pNode->mMeshes[n+1];
-
- --a;
- }
- }
-
- // and merge all meshes which we found, replace the old ones
- if (!merge_list.empty()) {
- merge_list.push_back(mScene->mMeshes[im]);
-
- aiMesh* out;
- SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
- output.push_back(out);
- }
- else {
- output.push_back(mScene->mMeshes[im]);
- }
- im = output.size()-1;
- }
- }
-
-
- for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
- ProcessNode(pNode->mChildren[i]);
- }
-
- // ------------------------------------------------------------------------------------------------
- // Check whether two meshes can be joined
- bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces )
- {
- if (meshes[a].vertex_format != meshes[b].vertex_format)
- return false;
-
- aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
-
- if ((0xffffffff != max_verts && verts+mb->mNumVertices > max_verts) ||
- (0xffffffff != max_faces && faces+mb->mNumFaces > max_faces)) {
- return false;
- }
-
- // Never merge unskinned meshes with skinned meshes
- if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones())
- return false;
-
- // Never merge meshes with different kinds of primitives if SortByPType did already
- // do its work. We would destroy everything again ...
- if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes)
- return false;
-
- // If both meshes are skinned, check whether we have many bones defined in both meshes.
- // If yes, we can savely join them.
- if (ma->HasBones()) {
- // TODO
- return false;
- }
- return true;
- }
-
- // ------------------------------------------------------------------------------------------------
- // Buidl a LUT of all instanced meshes
- void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode)
- {
- for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
- ++meshes[pNode->mMeshes[i]].instance_cnt;
-
- for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
- FindInstancedMeshes(pNode->mChildren[i]);
- }
-
- #endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
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