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Open Asset Import Library (assimp)
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/** @file RemoveRedundantMaterials.cpp
* @brief Implementation of the "RemoveRedundantMaterials" post processing step
*/
// internal headers
#include "RemoveRedundantMaterials.h"
#include "ParsingUtils.h"
#include "ProcessHelper.h"
#include "MaterialSystem.h"
#include <stdio.h>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
: configFixedMaterials() {
// 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: re-implement this algorithm to work in-place
unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials];
for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) {
aiMappingTable[ i ] = 0;
}
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 = 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];
pScene->mMaterials[i] = nullptr;
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];
pScene->mMaterials[i] = nullptr;
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) {
ai_assert(iNewNum > 0);
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 modified materials that had no names
const unsigned int idx = aiMappingTable[p];
if (ppcMaterials[idx]) {
aiString sz;
if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) {
sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",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];
ai_assert( NULL!=mesh );
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
::ai_snprintf(szBuffer,128,"RemoveRedundantMatsProcess finished. Removed %u redundant and %u unused materials.",
redundantRemoved,unreferencedRemoved);
DefaultLogger::get()->info(szBuffer);
}
}