update: replace some clear / push-back by resize( 0 ) / push_back to avoid redundat allocations.
Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>pull/309/head
parent
3bb815097f
commit
0856ff9659
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@ -47,22 +47,28 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
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using namespace Assimp;
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#include "OptimizeMeshes.h"
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#include "ProcessHelper.h"
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#include "SceneCombiner.h"
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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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: pts (false)
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, max_verts (0xffffffff)
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, max_faces (0xffffffff)
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{}
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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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{}
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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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@ -74,17 +80,17 @@ bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
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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)) ? 0xdeadbeef : max_verts;
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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 postprocessing step
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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 == 0xdeadbeef /* magic hack */) {
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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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@ -104,35 +110,36 @@ void OptimizeMeshesProcess::Execute( aiScene* pScene)
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mScene = pScene;
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// need to clear persistent members from previous runs
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merge_list.clear();
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output.clear();
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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 == 0xdeadbeef) /* undo the magic hack */
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max_verts = 0xffffffff;
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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 == 0xffffffff) {
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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 scenegraoh recursively
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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.clear();
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meshes.resize( 0 );
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ai_assert(output.size() <= num_old);
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mScene->mNumMeshes = output.size();
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@ -142,8 +149,9 @@ void OptimizeMeshesProcess::Execute( aiScene* pScene)
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char tmp[512];
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::sprintf(tmp,"OptimizeMeshesProcess finished. Input meshes: %i, Output meshes: %i",num_old,pScene->mNumMeshes);
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DefaultLogger::get()->info(tmp);
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}
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else DefaultLogger::get()->debug("OptimizeMeshesProcess finished");
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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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@ -157,7 +165,7 @@ void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
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im = meshes[im].output_id;
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}
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else {
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merge_list.clear();
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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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@ -170,8 +178,9 @@ void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
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faces += mScene->mMeshes[am]->mNumFaces;
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--pNode->mNumMeshes;
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for (unsigned int n = a; n < pNode->mNumMeshes; ++n)
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pNode->mMeshes[n] = pNode->mMeshes[n+1];
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for( unsigned int n = a; n < pNode->mNumMeshes; ++n ) {
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pNode->mMeshes[ n ] = pNode->mMeshes[ n + 1 ];
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}
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--a;
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}
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@ -184,8 +193,7 @@ void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
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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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}
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else {
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} else {
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output.push_back(mScene->mMeshes[im]);
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}
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im = output.size()-1;
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@ -193,8 +201,9 @@ void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
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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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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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@ -206,8 +215,8 @@ bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned i
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aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
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if ((0xffffffff != max_verts && verts+mb->mNumVertices > max_verts) ||
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(0xffffffff != max_faces && faces+mb->mNumFaces > max_faces)) {
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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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@ -221,7 +230,7 @@ bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned i
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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 savely join them.
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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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@ -230,14 +239,18 @@ bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned i
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}
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// ------------------------------------------------------------------------------------------------
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// Buidl a LUT of all instanced meshes
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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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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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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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