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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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All rights reserved.
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* Redistributions in binary form must reproduce the above
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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*/
/** @file OptimizeGraph.h
* @brief Declares a post processing step to optimize the scenegraph
*/
#ifndef AI_OPTIMIZEGRAPHPROCESS_H_INC
#define AI_OPTIMIZEGRAPHPROCESS_H_INC
#include "BaseProcess.h"
#include "ProcessHelper.h"
#include <assimp/types.h>
#include <set>
struct aiMesh;
class OptimizeGraphProcessTest;
namespace Assimp {
// -----------------------------------------------------------------------------
/** @brief Postprocessing step to optimize the scenegraph
*
* The implementation tries to merge nodes, even if they use different
* transformations. Animations are preserved.
*
* @see aiProcess_OptimizeGraph for a detailed description of the
* algorithm being applied.
*/
class OptimizeGraphProcess : public BaseProcess
{
public:
OptimizeGraphProcess();
~OptimizeGraphProcess();
public:
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
// -------------------------------------------------------------------
void SetupProperties(const Importer* pImp);
// -------------------------------------------------------------------
/** @brief Add a list of node names to be locked and not modified.
* @param in List of nodes. See #AI_CONFIG_PP_OG_EXCLUDE_LIST for
* format explanations.
*/
inline void AddLockedNodeList(std::string& in)
{
ConvertListToStrings (in,locked_nodes);
}
// -------------------------------------------------------------------
/** @brief Add another node to be locked and not modified.
* @param name Name to be locked
*/
inline void AddLockedNode(std::string& name)
{
locked_nodes.push_back(name);
}
// -------------------------------------------------------------------
/** @brief Rmeove a node from the list of locked nodes.
* @param name Name to be unlocked
*/
inline void RemoveLockedNode(std::string& name)
{
locked_nodes.remove(name);
}
protected:
void CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes);
void FindInstancedMeshes (aiNode* pNode);
private:
#ifdef AI_OG_USE_HASHING
typedef std::set<unsigned int> LockedSetType;
#else
typedef std::set<std::string> LockedSetType;
#endif
//! Scene we're working with
aiScene* mScene;
//! List of locked names. Stored is the hash of the name
LockedSetType locked;
//! List of nodes to be locked in addition to those with animations, lights or cameras assigned.
std::list<std::string> locked_nodes;
//! Node counters for logging purposes
unsigned int nodes_in,nodes_out, count_merged;
//! Reference counters for meshes
std::vector<unsigned int> meshes;
};
} // end of namespace Assimp
#endif // AI_OPTIMIZEGRAPHPROCESS_H_INC