279 lines
12 KiB
C++
279 lines
12 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 FindInstancesProcess.cpp
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* @brief Implementation of the aiProcess_FindInstances postprocessing step
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*/
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#include "FindInstancesProcess.h"
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#include <memory>
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#include <stdio.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FindInstancesProcess::FindInstancesProcess()
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: configSpeedFlag (false)
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FindInstancesProcess::~FindInstancesProcess()
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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 FindInstancesProcess::IsActive( unsigned int pFlags) const
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{
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// FindInstances makes absolutely no sense together with PreTransformVertices
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// fixme: spawn error message somewhere else?
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return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices);
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties for the step
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void FindInstancesProcess::SetupProperties(const Importer* pImp)
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{
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// AI_CONFIG_FAVOUR_SPEED
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configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
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}
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// ------------------------------------------------------------------------------------------------
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// Compare the bones of two meshes
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bool CompareBones(const aiMesh* orig, const aiMesh* inst)
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{
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for (unsigned int i = 0; i < orig->mNumBones;++i) {
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aiBone* aha = orig->mBones[i];
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aiBone* oha = inst->mBones[i];
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if (aha->mNumWeights != oha->mNumWeights ||
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aha->mOffsetMatrix != oha->mOffsetMatrix) {
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return false;
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}
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// compare weight per weight ---
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for (unsigned int n = 0; n < aha->mNumWeights;++n) {
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if (aha->mWeights[n].mVertexId != oha->mWeights[n].mVertexId ||
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(aha->mWeights[n].mWeight - oha->mWeights[n].mWeight) < 10e-3f) {
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return false;
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}
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}
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Update mesh indices in the node graph
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void UpdateMeshIndices(aiNode* node, unsigned int* lookup)
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{
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for (unsigned int n = 0; n < node->mNumMeshes;++n)
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node->mMeshes[n] = lookup[node->mMeshes[n]];
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for (unsigned int n = 0; n < node->mNumChildren;++n)
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UpdateMeshIndices(node->mChildren[n],lookup);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void FindInstancesProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("FindInstancesProcess begin");
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if (pScene->mNumMeshes) {
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// use a pseudo hash for all meshes in the scene to quickly find
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// the ones which are possibly equal. This step is executed early
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// in the pipeline, so we could, depending on the file format,
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// have several thousand small meshes. That's too much for a brute
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// everyone-against-everyone check involving up to 10 comparisons
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// each.
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std::unique_ptr<uint64_t[]> hashes (new uint64_t[pScene->mNumMeshes]);
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std::unique_ptr<unsigned int[]> remapping (new unsigned int[pScene->mNumMeshes]);
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unsigned int numMeshesOut = 0;
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh* inst = pScene->mMeshes[i];
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hashes[i] = GetMeshHash(inst);
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for (int a = i-1; a >= 0; --a) {
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if (hashes[i] == hashes[a])
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{
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aiMesh* orig = pScene->mMeshes[a];
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if (!orig)
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continue;
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// check for hash collision .. we needn't check
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// the vertex format, it *must* match due to the
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// (brilliant) construction of the hash
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if (orig->mNumBones != inst->mNumBones ||
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orig->mNumFaces != inst->mNumFaces ||
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orig->mNumVertices != inst->mNumVertices ||
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orig->mMaterialIndex != inst->mMaterialIndex ||
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orig->mPrimitiveTypes != inst->mPrimitiveTypes)
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continue;
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// up to now the meshes are equal. find an appropriate
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// epsilon to compare position differences against
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float epsilon = ComputePositionEpsilon(inst);
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epsilon *= epsilon;
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// now compare vertex positions, normals,
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// tangents and bitangents using this epsilon.
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if (orig->HasPositions()) {
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if(!CompareArrays(orig->mVertices,inst->mVertices,orig->mNumVertices,epsilon))
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continue;
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}
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if (orig->HasNormals()) {
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if(!CompareArrays(orig->mNormals,inst->mNormals,orig->mNumVertices,epsilon))
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continue;
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}
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if (orig->HasTangentsAndBitangents()) {
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if (!CompareArrays(orig->mTangents,inst->mTangents,orig->mNumVertices,epsilon) ||
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!CompareArrays(orig->mBitangents,inst->mBitangents,orig->mNumVertices,epsilon))
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continue;
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}
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// use a constant epsilon for colors and UV coordinates
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static const float uvEpsilon = 10e-4f;
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{
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unsigned int i, end = orig->GetNumUVChannels();
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for(i = 0; i < end; ++i) {
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if (!orig->mTextureCoords[i]) {
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continue;
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}
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if(!CompareArrays(orig->mTextureCoords[i],inst->mTextureCoords[i],orig->mNumVertices,uvEpsilon)) {
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break;
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}
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}
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if (i != end) {
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continue;
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}
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}
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{
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unsigned int i, end = orig->GetNumColorChannels();
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for(i = 0; i < end; ++i) {
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if (!orig->mColors[i]) {
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continue;
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}
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if(!CompareArrays(orig->mColors[i],inst->mColors[i],orig->mNumVertices,uvEpsilon)) {
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break;
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}
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}
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if (i != end) {
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continue;
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}
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}
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// These two checks are actually quite expensive and almost *never* required.
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// Almost. That's why they're still here. But there's no reason to do them
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// in speed-targeted imports.
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if (!configSpeedFlag) {
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// It seems to be strange, but we really need to check whether the
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// bones are identical too. Although it's extremely unprobable
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// that they're not if control reaches here, we need to deal
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// with unprobable cases, too. It could still be that there are
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// equal shapes which are deformed differently.
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if (!CompareBones(orig,inst))
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continue;
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// For completeness ... compare even the index buffers for equality
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// face order & winding order doesn't care. Input data is in verbose format.
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std::unique_ptr<unsigned int[]> ftbl_orig(new unsigned int[orig->mNumVertices]);
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std::unique_ptr<unsigned int[]> ftbl_inst(new unsigned int[orig->mNumVertices]);
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for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) {
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aiFace& f = orig->mFaces[tt];
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for (unsigned int nn = 0; nn < f.mNumIndices;++nn)
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ftbl_orig[f.mIndices[nn]] = tt;
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aiFace& f2 = inst->mFaces[tt];
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for (unsigned int nn = 0; nn < f2.mNumIndices;++nn)
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ftbl_inst[f2.mIndices[nn]] = tt;
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}
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if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int)))
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continue;
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}
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// We're still here. Or in other words: 'inst' is an instance of 'orig'.
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// Place a marker in our list that we can easily update mesh indices.
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remapping[i] = remapping[a];
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// Delete the instanced mesh, we don't need it anymore
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delete inst;
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pScene->mMeshes[i] = NULL;
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break;
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}
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}
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// If we didn't find a match for the current mesh: keep it
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if (pScene->mMeshes[i]) {
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remapping[i] = numMeshesOut++;
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}
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}
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ai_assert(0 != numMeshesOut);
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if (numMeshesOut != pScene->mNumMeshes) {
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// Collapse the meshes array by removing all NULL entries
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for (unsigned int real = 0, i = 0; real < numMeshesOut; ++i) {
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if (pScene->mMeshes[i])
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pScene->mMeshes[real++] = pScene->mMeshes[i];
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}
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// And update the node graph with our nice lookup table
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UpdateMeshIndices(pScene->mRootNode,remapping.get());
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// write to log
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if (!DefaultLogger::isNullLogger()) {
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char buffer[512];
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::ai_snprintf(buffer,512,"FindInstancesProcess finished. Found %i instances",pScene->mNumMeshes-numMeshesOut);
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DefaultLogger::get()->info(buffer);
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}
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pScene->mNumMeshes = numMeshesOut;
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}
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else DefaultLogger::get()->debug("FindInstancesProcess finished. No instanced meshes found");
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}
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}
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