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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 RemoveRedundantMaterials.cpp
- * @brief Implementation of the "RemoveRedundantMaterials" post processing step
- */
-
- // internal headers
- #include "AssimpPCH.h"
- #include "RemoveRedundantMaterials.h"
- #include "ParsingUtils.h"
- #include "ProcessHelper.h"
- #include "MaterialSystem.h"
-
- using namespace Assimp;
-
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
- {
- // nothing to do here
- }
-
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess()
- {
- // nothing to do here
- }
-
- // ------------------------------------------------------------------------------------------------
- // Returns whether the processing step is present in the given flag field.
- bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
- {
- return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
- }
-
- // ------------------------------------------------------------------------------------------------
- // Setup import properties
- void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp)
- {
- // Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
- configFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
- }
-
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
- {
- DefaultLogger::get()->debug("RemoveRedundantMatsProcess begin");
-
- unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
- if (pScene->mNumMaterials)
- {
- // Find out which materials are referenced by meshes
- std::vector<bool> abReferenced(pScene->mNumMaterials,false);
- for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
- abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
-
- // If a list of materials to be excluded was given, match the list with
- // our imported materials and 'salt' all positive matches to ensure that
- // we get unique hashes later.
- if (configFixedMaterials.length()) {
-
- std::list<std::string> strings;
- ConvertListToStrings(configFixedMaterials,strings);
-
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
- aiMaterial* mat = pScene->mMaterials[i];
-
- aiString name;
- mat->Get(AI_MATKEY_NAME,name);
-
- if (name.length) {
- std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
- if (it != strings.end()) {
-
- // Our brilliant 'salt': A single material property with ~ as first
- // character to mark it as internal and temporary.
- const int dummy = 1;
- ((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
-
- // Keep this material even if no mesh references it
- abReferenced[i] = true;
- DefaultLogger::get()->debug(std::string("Found positive match in exclusion list: \'") + name.data + "\'");
- }
- }
- }
- }
-
- // TODO: reimplement this algorithm to work in-place
- unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
- unsigned int iNewNum = 0;
-
- // Iterate through all materials and calculate a hash for them
- // store all hashes in a list and so a quick search whether
- // we do already have a specific hash. This allows us to
- // determine which materials are identical.
- uint32_t* aiHashes;
- aiHashes = new uint32_t[pScene->mNumMaterials];
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
- {
- // No mesh is referencing this material, remove it.
- if (!abReferenced[i]) {
- ++unreferencedRemoved;
- delete pScene->mMaterials[i];
- continue;
- }
-
- // Check all previously mapped materials for a matching hash.
- // On a match we can delete this material and just make it ref to the same index.
- uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
- for (unsigned int a = 0; a < i;++a)
- {
- if (abReferenced[a] && me == aiHashes[a]) {
- ++redundantRemoved;
- me = 0;
- aiMappingTable[i] = aiMappingTable[a];
- delete pScene->mMaterials[i];
- break;
- }
- }
- // This is a new material that is referenced, add to the map.
- if (me) {
- aiMappingTable[i] = iNewNum++;
- }
- }
- // If the new material count differs from the original,
- // we need to rebuild the material list and remap mesh material indexes.
- if (iNewNum != pScene->mNumMaterials) {
- aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
- ::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
- for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
- {
- // if the material is not referenced ... remove it
- if (!abReferenced[p]) {
- continue;
- }
-
- // generate new names for all modified materials
- const unsigned int idx = aiMappingTable[p];
- if (ppcMaterials[idx])
- {
- aiString sz;
- sz.length = ::sprintf(sz.data,"JoinedMaterial_#%i",p);
- ((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
- }
- else
- ppcMaterials[idx] = pScene->mMaterials[p];
- }
- // update all material indices
- for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
- aiMesh* mesh = pScene->mMeshes[p];
- mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
- }
- // delete the old material list
- delete[] pScene->mMaterials;
- pScene->mMaterials = ppcMaterials;
- pScene->mNumMaterials = iNewNum;
- }
- // delete temporary storage
- delete[] aiHashes;
- delete[] aiMappingTable;
- }
- if (redundantRemoved == 0 && unreferencedRemoved == 0)
- {
- DefaultLogger::get()->debug("RemoveRedundantMatsProcess finished ");
- }
- else
- {
- char szBuffer[128]; // should be sufficiently large
- ::sprintf(szBuffer,"RemoveRedundantMatsProcess finished. Removed %i redundant and %i unused materials.",
- redundantRemoved,unreferencedRemoved);
- DefaultLogger::get()->info(szBuffer);
- }
- }
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