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/*
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Open Asset Import Library (assimp)
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/** @file OptimizeMeshes.cpp
* @brief Implementation of the aiProcess_OptimizeMeshes step
*/
#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
#include "OptimizeMeshes.h"
#include "ProcessHelper.h"
#include <assimp/SceneCombiner.h>
#include "Exceptional.h"
using namespace Assimp;
static const unsigned int NotSet = 0xffffffff;
static const unsigned int DeadBeef = 0xdeadbeef;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
OptimizeMeshesProcess::OptimizeMeshesProcess()
: mScene()
, pts(false)
, max_verts( NotSet )
, max_faces( NotSet ) {
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
OptimizeMeshesProcess::~OptimizeMeshesProcess() {
// empty
}
// ------------------------------------------------------------------------------------------------
// 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 ) ) ? DeadBeef : max_verts;
return true;
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Setup properties for the post-processing step
void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
{
if( max_verts == DeadBeef /* 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.resize( 0 );
output.resize( 0 );
// ensure we have the right sizes
merge_list.reserve(pScene->mNumMeshes);
output.reserve(pScene->mNumMeshes);
// Prepare lookup tables
meshes.resize(pScene->mNumMeshes);
FindInstancedMeshes(pScene->mRootNode);
if( max_verts == DeadBeef ) /* undo the magic hack */
max_verts = NotSet;
// ... 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 == NotSet ) {
meshes[i].output_id = n++;
output.push_back(mScene->mMeshes[i]);
}
}
// and process all nodes in the scenegraph recursively
ProcessNode(pScene->mRootNode);
if (!output.size()) {
throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
}
meshes.resize( 0 );
ai_assert(output.size() <= num_old);
mScene->mNumMeshes = static_cast<unsigned int>(output.size());
std::copy(output.begin(),output.end(),mScene->mMeshes);
if (output.size() != num_old) {
char tmp[512];
::ai_snprintf(tmp,512,"OptimizeMeshesProcess finished. Input meshes: %u, Output meshes: %u",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.resize( 0 );
unsigned int verts = 0, faces = 0;
// Find meshes to merge with us
for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
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->mMeshes[a] = pNode->mMeshes[pNode->mNumMeshes - 1];
--pNode->mNumMeshes;
--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 = static_cast<unsigned int>(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 ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) ||
(NotSet != 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 join them.
if (ma->HasBones()) {
// TODO
return false;
}
return true;
}
// ------------------------------------------------------------------------------------------------
// Build 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