1 | /* |
2 | --------------------------------------------------------------------------- |
3 | Open Asset Import Library (assimp) |
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6 | Copyright (c) 2006-2017, assimp team |
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41 | */ |
42 | |
43 | /** @file OptimizeMeshes.cpp |
44 | * @brief Implementation of the aiProcess_OptimizeMeshes step |
45 | */ |
46 | |
47 | |
48 | #ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS |
49 | |
50 | |
51 | #include "OptimizeMeshes.h" |
52 | #include "ProcessHelper.h" |
53 | #include <assimp/SceneCombiner.h> |
54 | #include "Exceptional.h" |
55 | |
56 | using namespace Assimp; |
57 | |
58 | static const unsigned int NotSet = 0xffffffff; |
59 | static const unsigned int DeadBeef = 0xdeadbeef; |
60 | |
61 | // ------------------------------------------------------------------------------------------------ |
62 | // Constructor to be privately used by Importer |
63 | OptimizeMeshesProcess::OptimizeMeshesProcess() |
64 | : mScene() |
65 | , pts(false) |
66 | , max_verts( NotSet ) |
67 | , max_faces( NotSet ) { |
68 | // empty |
69 | } |
70 | |
71 | // ------------------------------------------------------------------------------------------------ |
72 | // Destructor, private as well |
73 | OptimizeMeshesProcess::~OptimizeMeshesProcess() { |
74 | // empty |
75 | } |
76 | |
77 | // ------------------------------------------------------------------------------------------------ |
78 | // Returns whether the processing step is present in the given flag field. |
79 | bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const |
80 | { |
81 | // Our behaviour needs to be different if the SortByPType or SplitLargeMeshes |
82 | // steps are active. Thus we need to query their flags here and store the |
83 | // information, although we're breaking const-correctness. |
84 | // That's a serious design flaw, consider redesign. |
85 | if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) { |
86 | pts = (0 != (pFlags & aiProcess_SortByPType)); |
87 | max_verts = ( 0 != ( pFlags & aiProcess_SplitLargeMeshes ) ) ? DeadBeef : max_verts; |
88 | return true; |
89 | } |
90 | return false; |
91 | } |
92 | |
93 | // ------------------------------------------------------------------------------------------------ |
94 | // Setup properties for the post-processing step |
95 | void OptimizeMeshesProcess::SetupProperties(const Importer* pImp) |
96 | { |
97 | if( max_verts == DeadBeef /* magic hack */ ) { |
98 | max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES); |
99 | max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES); |
100 | } |
101 | } |
102 | |
103 | // ------------------------------------------------------------------------------------------------ |
104 | // Execute step |
105 | void OptimizeMeshesProcess::Execute( aiScene* pScene) |
106 | { |
107 | const unsigned int num_old = pScene->mNumMeshes; |
108 | if (num_old <= 1) { |
109 | DefaultLogger::get()->debug("Skipping OptimizeMeshesProcess" ); |
110 | return; |
111 | } |
112 | |
113 | DefaultLogger::get()->debug("OptimizeMeshesProcess begin" ); |
114 | mScene = pScene; |
115 | |
116 | // need to clear persistent members from previous runs |
117 | merge_list.resize( 0 ); |
118 | output.resize( 0 ); |
119 | |
120 | // ensure we have the right sizes |
121 | merge_list.reserve(pScene->mNumMeshes); |
122 | output.reserve(pScene->mNumMeshes); |
123 | |
124 | // Prepare lookup tables |
125 | meshes.resize(pScene->mNumMeshes); |
126 | FindInstancedMeshes(pScene->mRootNode); |
127 | if( max_verts == DeadBeef ) /* undo the magic hack */ |
128 | max_verts = NotSet; |
129 | |
130 | // ... instanced meshes are immediately processed and added to the output list |
131 | for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) { |
132 | meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]); |
133 | |
134 | if (meshes[i].instance_cnt > 1 && meshes[i].output_id == NotSet ) { |
135 | meshes[i].output_id = n++; |
136 | output.push_back(mScene->mMeshes[i]); |
137 | } |
138 | } |
139 | |
140 | // and process all nodes in the scenegraph recursively |
141 | ProcessNode(pScene->mRootNode); |
142 | if (!output.size()) { |
143 | throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong" ); |
144 | } |
145 | |
146 | meshes.resize( 0 ); |
147 | ai_assert(output.size() <= num_old); |
148 | |
149 | mScene->mNumMeshes = static_cast<unsigned int>(output.size()); |
150 | std::copy(output.begin(),output.end(),mScene->mMeshes); |
151 | |
152 | if (output.size() != num_old) { |
153 | char tmp[512]; |
154 | ::ai_snprintf(tmp,512,"OptimizeMeshesProcess finished. Input meshes: %u, Output meshes: %u" ,num_old,pScene->mNumMeshes); |
155 | DefaultLogger::get()->info(tmp); |
156 | } else { |
157 | DefaultLogger::get()->debug( "OptimizeMeshesProcess finished" ); |
158 | } |
159 | } |
160 | |
161 | // ------------------------------------------------------------------------------------------------ |
162 | // Process meshes for a single node |
163 | void OptimizeMeshesProcess::ProcessNode( aiNode* pNode) |
164 | { |
165 | for (unsigned int i = 0; i < pNode->mNumMeshes;++i) { |
166 | unsigned int& im = pNode->mMeshes[i]; |
167 | |
168 | if (meshes[im].instance_cnt > 1) { |
169 | im = meshes[im].output_id; |
170 | } |
171 | else { |
172 | merge_list.resize( 0 ); |
173 | unsigned int verts = 0, faces = 0; |
174 | |
175 | // Find meshes to merge with us |
176 | for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) { |
177 | unsigned int am = pNode->mMeshes[a]; |
178 | if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) { |
179 | |
180 | merge_list.push_back(mScene->mMeshes[am]); |
181 | verts += mScene->mMeshes[am]->mNumVertices; |
182 | faces += mScene->mMeshes[am]->mNumFaces; |
183 | |
184 | pNode->mMeshes[a] = pNode->mMeshes[pNode->mNumMeshes - 1]; |
185 | --pNode->mNumMeshes; |
186 | --a; |
187 | } |
188 | } |
189 | |
190 | // and merge all meshes which we found, replace the old ones |
191 | if (!merge_list.empty()) { |
192 | merge_list.push_back(mScene->mMeshes[im]); |
193 | |
194 | aiMesh* out; |
195 | SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end()); |
196 | output.push_back(out); |
197 | } else { |
198 | output.push_back(mScene->mMeshes[im]); |
199 | } |
200 | im = static_cast<unsigned int>(output.size()-1); |
201 | } |
202 | } |
203 | |
204 | |
205 | for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) { |
206 | ProcessNode( pNode->mChildren[ i ] ); |
207 | } |
208 | } |
209 | |
210 | // ------------------------------------------------------------------------------------------------ |
211 | // Check whether two meshes can be joined |
212 | bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces ) |
213 | { |
214 | if (meshes[a].vertex_format != meshes[b].vertex_format) |
215 | return false; |
216 | |
217 | aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b]; |
218 | |
219 | if ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) || |
220 | (NotSet != max_faces && faces+mb->mNumFaces > max_faces)) { |
221 | return false; |
222 | } |
223 | |
224 | // Never merge unskinned meshes with skinned meshes |
225 | if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones()) |
226 | return false; |
227 | |
228 | // Never merge meshes with different kinds of primitives if SortByPType did already |
229 | // do its work. We would destroy everything again ... |
230 | if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes) |
231 | return false; |
232 | |
233 | // If both meshes are skinned, check whether we have many bones defined in both meshes. |
234 | // If yes, we can join them. |
235 | if (ma->HasBones()) { |
236 | // TODO |
237 | return false; |
238 | } |
239 | return true; |
240 | } |
241 | |
242 | // ------------------------------------------------------------------------------------------------ |
243 | // Build a LUT of all instanced meshes |
244 | void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode) |
245 | { |
246 | for( unsigned int i = 0; i < pNode->mNumMeshes; ++i ) { |
247 | ++meshes[ pNode->mMeshes[ i ] ].instance_cnt; |
248 | } |
249 | |
250 | for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) { |
251 | FindInstancedMeshes( pNode->mChildren[ i ] ); |
252 | } |
253 | } |
254 | |
255 | // ------------------------------------------------------------------------------------------------ |
256 | |
257 | #endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS |
258 | |