258 lines
9.3 KiB
C++
258 lines
9.3 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file OptimizeMeshes.cpp
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* @brief Implementation of the aiProcess_OptimizeMeshes step
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*/
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
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#include "OptimizeMeshes.h"
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#include "ProcessHelper.h"
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#include <assimp/SceneCombiner.h>
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#include "Exceptional.h"
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using namespace Assimp;
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static const unsigned int NotSet = 0xffffffff;
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static const unsigned int DeadBeef = 0xdeadbeef;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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OptimizeMeshesProcess::OptimizeMeshesProcess()
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: mScene()
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, pts(false)
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, max_verts( NotSet )
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, max_faces( NotSet ) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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OptimizeMeshesProcess::~OptimizeMeshesProcess() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
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{
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// Our behaviour needs to be different if the SortByPType or SplitLargeMeshes
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// steps are active. Thus we need to query their flags here and store the
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// information, although we're breaking const-correctness.
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// That's a serious design flaw, consider redesign.
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if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
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pts = (0 != (pFlags & aiProcess_SortByPType));
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max_verts = ( 0 != ( pFlags & aiProcess_SplitLargeMeshes ) ) ? DeadBeef : max_verts;
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return true;
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties for the post-processing step
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void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
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{
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if( max_verts == DeadBeef /* magic hack */ ) {
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max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
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max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Execute step
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void OptimizeMeshesProcess::Execute( aiScene* pScene)
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{
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const unsigned int num_old = pScene->mNumMeshes;
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if (num_old <= 1) {
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DefaultLogger::get()->debug("Skipping OptimizeMeshesProcess");
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return;
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}
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DefaultLogger::get()->debug("OptimizeMeshesProcess begin");
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mScene = pScene;
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// need to clear persistent members from previous runs
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merge_list.resize( 0 );
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output.resize( 0 );
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// ensure we have the right sizes
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merge_list.reserve(pScene->mNumMeshes);
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output.reserve(pScene->mNumMeshes);
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// Prepare lookup tables
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meshes.resize(pScene->mNumMeshes);
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FindInstancedMeshes(pScene->mRootNode);
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if( max_verts == DeadBeef ) /* undo the magic hack */
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max_verts = NotSet;
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// ... instanced meshes are immediately processed and added to the output list
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for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
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meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);
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if (meshes[i].instance_cnt > 1 && meshes[i].output_id == NotSet ) {
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meshes[i].output_id = n++;
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output.push_back(mScene->mMeshes[i]);
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}
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}
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// and process all nodes in the scenegraph recursively
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ProcessNode(pScene->mRootNode);
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if (!output.size()) {
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throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
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}
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meshes.resize( 0 );
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ai_assert(output.size() <= num_old);
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mScene->mNumMeshes = static_cast<unsigned int>(output.size());
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std::copy(output.begin(),output.end(),mScene->mMeshes);
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if (output.size() != num_old) {
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char tmp[512];
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::ai_snprintf(tmp,512,"OptimizeMeshesProcess finished. Input meshes: %u, Output meshes: %u",num_old,pScene->mNumMeshes);
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DefaultLogger::get()->info(tmp);
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} else {
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DefaultLogger::get()->debug( "OptimizeMeshesProcess finished" );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Process meshes for a single node
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void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
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{
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for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
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unsigned int& im = pNode->mMeshes[i];
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if (meshes[im].instance_cnt > 1) {
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im = meshes[im].output_id;
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}
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else {
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merge_list.resize( 0 );
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unsigned int verts = 0, faces = 0;
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// Find meshes to merge with us
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for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
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unsigned int am = pNode->mMeshes[a];
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if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) {
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merge_list.push_back(mScene->mMeshes[am]);
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verts += mScene->mMeshes[am]->mNumVertices;
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faces += mScene->mMeshes[am]->mNumFaces;
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pNode->mMeshes[a] = pNode->mMeshes[pNode->mNumMeshes - 1];
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--pNode->mNumMeshes;
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--a;
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}
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}
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// and merge all meshes which we found, replace the old ones
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if (!merge_list.empty()) {
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merge_list.push_back(mScene->mMeshes[im]);
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aiMesh* out;
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SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
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output.push_back(out);
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} else {
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output.push_back(mScene->mMeshes[im]);
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}
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im = static_cast<unsigned int>(output.size()-1);
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}
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}
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for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
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ProcessNode( pNode->mChildren[ i ] );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether two meshes can be joined
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bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces )
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{
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if (meshes[a].vertex_format != meshes[b].vertex_format)
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return false;
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aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
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if ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) ||
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(NotSet != max_faces && faces+mb->mNumFaces > max_faces)) {
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return false;
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}
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// Never merge unskinned meshes with skinned meshes
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if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones())
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return false;
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// Never merge meshes with different kinds of primitives if SortByPType did already
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// do its work. We would destroy everything again ...
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if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes)
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return false;
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// If both meshes are skinned, check whether we have many bones defined in both meshes.
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// If yes, we can join them.
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if (ma->HasBones()) {
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// TODO
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return false;
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a LUT of all instanced meshes
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void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode)
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{
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for( unsigned int i = 0; i < pNode->mNumMeshes; ++i ) {
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++meshes[ pNode->mMeshes[ i ] ].instance_cnt;
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}
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for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
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FindInstancedMeshes( pNode->mChildren[ i ] );
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}
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}
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// ------------------------------------------------------------------------------------------------
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#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
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