347 lines
11 KiB
C++
347 lines
11 KiB
C++
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 OptimizeGraph.cpp
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* @brief Implementation of the aiProcess_OptimizGraph step
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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using namespace Assimp;
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#include "OptimizeGraph.h"
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#include "ProcessHelper.h"
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#include "SceneCombiner.h"
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#define AI_RESERVED_NODE_NAME "$Reserved_And_Evil"
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/* AI_OG_USE_HASHING enables the use of hashing to speed-up std::set lookups.
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* The unhashed variant should be faster, except for *very* large data sets
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*/
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#ifdef AI_OG_USE_HASHING
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// Use our standard hashing function to compute the hash
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# define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
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#else
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// Otherwise hope that std::string will utilize a static buffer
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// for shorter node names. This would avoid endless heap copying.
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# define AI_OG_GETKEY(str) std::string(str.data)
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#endif
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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OptimizeGraphProcess::OptimizeGraphProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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OptimizeGraphProcess::~OptimizeGraphProcess()
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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 OptimizeGraphProcess::IsActive( unsigned int pFlags) const
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{
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return (0 != (pFlags & aiProcess_OptimizeGraph));
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties for the postprocessing step
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void OptimizeGraphProcess::SetupProperties(const Importer* pImp)
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{
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// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
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std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
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AddLockedNodeList(tmp);
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}
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// ------------------------------------------------------------------------------------------------
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// Collect new children
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void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes)
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{
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nodes_in += nd->mNumChildren;
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// Process children
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std::list<aiNode*> child_nodes;
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for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
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CollectNewChildren(nd->mChildren[i],child_nodes);
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nd->mChildren[i] = NULL;
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}
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// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
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if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
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for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
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(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
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nodes.push_back(*it);
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it = child_nodes.erase(it);
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continue;
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}
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++it;
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}
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if (nd->mNumMeshes || child_nodes.size()) {
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nodes.push_back(nd);
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}
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else {
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delete nd; /* bye, node */
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return;
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}
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}
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else {
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// Retain our current position in the hierarchy
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nodes.push_back(nd);
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// Now check for possible optimizations in our list of child nodes. join as many as possible
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aiNode* join_master = NULL;
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aiMatrix4x4 inv;
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const LockedSetType::const_iterator end = locked.end();
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std::list<aiNode*> join;
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for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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aiNode* child = *it;
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if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
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// There may be no instanced meshes
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unsigned int n = 0;
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for (; n < child->mNumMeshes;++n) {
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if (meshes[child->mMeshes[n]] > 1) {
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break;
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}
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}
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if (n == child->mNumMeshes) {
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if (!join_master) {
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join_master = child;
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inv = join_master->mTransformation;
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inv.Inverse();
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}
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else {
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child->mTransformation = inv * child->mTransformation ;
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join.push_back(child);
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it = child_nodes.erase(it);
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continue;
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}
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}
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}
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++it;
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}
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if (join_master && join.size()) {
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join_master->mName.length = sprintf(join_master->mName.data,"$MergedNode_%i",count_merged++);
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unsigned int out_meshes = 0;
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for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
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out_meshes += (*it)->mNumMeshes;
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}
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// copy all mesh references in one array
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if (out_meshes) {
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unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
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for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
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*tmp++ = join_master->mMeshes[n];
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}
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for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
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for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
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*tmp = (*it)->mMeshes[n];
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aiMesh* mesh = mScene->mMeshes[*tmp++];
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// manually move the mesh into the right coordinate system
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const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
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for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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mesh->mVertices[a] *= (*it)->mTransformation;
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if (mesh->HasNormals())
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mesh->mNormals[a] *= IT;
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if (mesh->HasTangentsAndBitangents()) {
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mesh->mTangents[a] *= IT;
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mesh->mBitangents[a] *= IT;
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}
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}
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}
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delete *it; // bye, node
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}
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delete[] join_master->mMeshes;
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join_master->mMeshes = meshes;
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join_master->mNumMeshes += out_meshes;
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}
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}
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}
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// reassign children if something changed
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if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
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delete[] nd->mChildren;
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if (child_nodes.size())
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nd->mChildren = new aiNode*[child_nodes.size()];
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else nd->mChildren = NULL;
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}
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nd->mNumChildren = child_nodes.size();
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aiNode** tmp = nd->mChildren;
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for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
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aiNode* node = *tmp++ = *it;
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node->mParent = nd;
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}
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nodes_out += child_nodes.size();
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}
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// ------------------------------------------------------------------------------------------------
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// Execute the postprocessing step on the given scene
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void OptimizeGraphProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("OptimizeGraphProcess begin");
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nodes_in = nodes_out = count_merged = 0;
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mScene = pScene;
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meshes.resize(pScene->mNumMeshes,0);
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FindInstancedMeshes(pScene->mRootNode);
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// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
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locked.clear();
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for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
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#ifdef AI_OG_USE_HASHING
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locked.insert(SuperFastHash((*it).c_str()));
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#else
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locked.insert(*it);
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#endif
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}
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for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
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for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
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aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a];
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locked.insert(AI_OG_GETKEY(anim->mNodeName));
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}
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}
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
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aiBone* bone = pScene->mMeshes[i]->mBones[a];
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locked.insert(AI_OG_GETKEY(bone->mName));
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// HACK: Meshes referencing bones may not be transformed; we need to look them.
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// The easiest way to do this is to increase their reference counters ...
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meshes[i] += 2;
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}
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}
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for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
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aiCamera* cam = pScene->mCameras[i];
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locked.insert(AI_OG_GETKEY(cam->mName));
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}
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for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
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aiLight* lgh = pScene->mLights[i];
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locked.insert(AI_OG_GETKEY(lgh->mName));
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}
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// Insert a dummy master node and make it read-only
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aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
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locked.insert(AI_OG_GETKEY(dummy_root->mName));
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const aiString prev = pScene->mRootNode->mName;
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pScene->mRootNode->mParent = dummy_root;
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dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1];
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dummy_root->mChildren[0] = pScene->mRootNode;
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// Do our recursive processing of scenegraph nodes. For each node collect
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// a fully new list of children and allow their children to place themselves
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// on the same hierarchy layer as their parents.
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std::list<aiNode*> nodes;
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CollectNewChildren (dummy_root,nodes);
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ai_assert(nodes.size() == 1);
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if (dummy_root->mNumChildren > 1) {
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pScene->mRootNode = dummy_root;
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// Keep the dummy node but assign the name of the old root node to it
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pScene->mRootNode->mName = prev;
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}
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else {
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// Remove the dummy root node again.
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pScene->mRootNode = dummy_root->mChildren[0];
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dummy_root->mChildren[0] = NULL;
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delete dummy_root;
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}
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pScene->mRootNode->mParent = NULL;
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if (!DefaultLogger::isNullLogger()) {
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if ( nodes_in != nodes_out) {
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char buf[512];
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sprintf(buf,"OptimizeGraphProcess finished; Input nodes: %i, Output nodes: %i",nodes_in,nodes_out);
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DefaultLogger::get()->info(buf);
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}
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else DefaultLogger::get()->debug("OptimizeGraphProcess finished");
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}
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meshes.clear();
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locked.clear();
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}
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// ------------------------------------------------------------------------------------------------
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// Buidl a LUT of all instanced meshes
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void OptimizeGraphProcess::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]];
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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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#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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