Removed OptimizeGraph step - actually it isn't really useful, although I got it working very well.
Updated credits. VC9 workspace updated by hand (no vc9 ...) so be careful. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@300 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
6557c28ef7
commit
462bb953c2
3
CREDITS
3
CREDITS
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@ -55,3 +55,6 @@ supplied patches for linux and SCons.
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- T. R.
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The GUY who performed some of the CSM mocaps.
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- Andy Maloney
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Contributed fixes for the documentation and the doxygen markup
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@ -181,9 +181,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS
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# include "RemoveRedundantMaterials.h"
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#endif
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#ifndef AI_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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# include "OptimizeGraphProcess.h"
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#endif
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#ifndef AI_BUILD_NO_FINDINVALIDDATA_PROCESS
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# include "FindInvalidDataProcess.h"
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#endif
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@ -376,10 +373,6 @@ Importer::Importer()
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mPostProcessingSteps.push_back( new FindInvalidDataProcess());
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#endif
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#if (!defined AI_BUILD_NO_OPTIMIZEGRAPH_PROCESS)
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mPostProcessingSteps.push_back( new OptimizeGraphProcess());
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#endif
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#if (!defined AI_BUILD_NO_FIXINFACINGNORMALS_PROCESS)
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mPostProcessingSteps.push_back( new FixInfacingNormalsProcess());
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#endif
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@ -564,15 +557,6 @@ bool ValidateFlags(unsigned int pFlags)
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"aiProcess_GenNormals may not be specified together");
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return false;
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}
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if (pFlags & aiProcess_PreTransformVertices &&
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pFlags & aiProcess_OptimizeGraph)
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{
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DefaultLogger::get()->error("aiProcess_PreTransformVertives and "
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"aiProcess_OptimizeGraph may not be specified together");
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return false;
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}
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return true;
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}
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#endif // ! DEBUG
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@ -1,636 +0,0 @@
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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
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following 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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/** Implementation of the OptimizeGraphProcess post-processing step*/
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#include "AssimpPCH.h"
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#include "OptimizeGraphProcess.h"
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#include "Hash.h"
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using namespace Assimp;
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// MSB for type unsigned int
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#define AI_OG_UINT_MSB (1u<<((sizeof(unsigned int)*8u)-1u))
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#define AI_OG_UINT_MSB_2 (AI_OG_UINT_MSB>>1)
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// check whether a node/a mesh is locked
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#define AI_OG_IS_NODE_LOCKED(nd) (nd->mNumChildren & AI_OG_UINT_MSB)
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#define AI_OG_IS_MESH_LOCKED(ms) (ms->mNumBones & AI_OG_UINT_MSB)
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// check whether a node has locked meshes in its list
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#define AI_OG_HAS_NODE_LOCKED_MESHES(nd) (nd->mNumChildren & AI_OG_UINT_MSB_2)
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// unmask the two upper bits of an unsigned int
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#define AI_OG_UNMASK(p) (p & (~(AI_OG_UINT_MSB|AI_OG_UINT_MSB_2)))
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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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configMinNumFaces = AI_OG_MIN_NUM_FACES;
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configJoinInequalTransforms = AI_OG_JOIN_INEQUAL_TRANSFORMS;
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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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// nothing to do here
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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 (pFlags & aiProcess_OptimizeGraph) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties of the step
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void OptimizeGraphProcess::SetupProperties(const Importer* pImp)
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{
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// join nods with inequal transformations?
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configJoinInequalTransforms = pImp->GetPropertyInteger(AI_CONFIG_PP_OG_JOIN_INEQUAL_TRANSFORMS,
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AI_OG_JOIN_INEQUAL_TRANSFORMS) != 0 ? true : false;
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// minimum face number per node
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configMinNumFaces = pImp->GetPropertyInteger(AI_CONFIG_PP_OG_MIN_NUM_FACES,
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AI_OG_MIN_NUM_FACES);
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::FindLockedNodes(aiNode* node)
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{
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ai_assert(NULL != node);
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// process animations
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for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
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{
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aiAnimation* pani = pScene->mAnimations[i];
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for (unsigned int a = 0; a < pani->mNumChannels;++a)
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{
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aiNodeAnim* pba = pani->mChannels[a];
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if (pba->mNodeName == node->mName)
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{
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// this node is locked, it is referenced by an animation channel
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node->mNumChildren |= AI_OG_UINT_MSB;
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}
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}
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}
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// process cameras
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for (unsigned int i = 0; i < pScene->mNumCameras;++i)
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{
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aiCamera* p = pScene->mCameras[i];
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if (p->mName == node->mName)
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{
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// this node is locked, it is referenced by a camera
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node->mNumChildren |= AI_OG_UINT_MSB;
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}
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}
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// process lights
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for (unsigned int i = 0; i < pScene->mNumLights;++i)
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{
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aiLight* p = pScene->mLights[i];
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if (p->mName == node->mName)
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{
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// this node is locked, it is referenced by a light
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node->mNumChildren |= AI_OG_UINT_MSB;
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}
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}
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// call all children
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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FindLockedNodes(node->mChildren[i]);
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::FindLockedMeshes(aiNode* node, MeshRefCount* pRefCount)
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{
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ai_assert(NULL != node && NULL != pRefCount);
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for (unsigned int i = 0;i < node->mNumMeshes;++i)
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{
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unsigned int m = node->mMeshes[i];
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if (pRefCount[m].first)
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{
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// we have already one reference - lock the first node
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// that had a referenced to this mesh too if it has only
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// one mesh assigned. If there are multiple meshes,
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// the others could still be used for optimizations.
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if (pRefCount[m].second)
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{
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pRefCount[m].second->mNumChildren |= (pRefCount[m].second->mNumMeshes <= 1
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? AI_OG_UINT_MSB : AI_OG_UINT_MSB_2);
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pRefCount[m].second = NULL;
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}
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pScene->mMeshes[m]->mNumBones |= AI_OG_UINT_MSB;
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// lock this node
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node->mNumChildren |= (node->mNumMeshes <= 1
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? AI_OG_UINT_MSB : AI_OG_UINT_MSB_2);
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}
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else pRefCount[m].second = node;
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++pRefCount[m].first;
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}
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// call all children
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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FindLockedMeshes(node->mChildren[i],pRefCount);
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::FindLockedMeshes(aiNode* node)
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{
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ai_assert(NULL != node);
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MeshRefCount* pRefCount = new MeshRefCount[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pRefCount[i] = MeshRefCount();
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// execute the algorithm
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FindLockedMeshes(node,pRefCount);
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delete[] pRefCount;
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::UnlockNodes(aiNode* node)
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{
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ai_assert(NULL != node);
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node->mNumChildren &= ~(AI_OG_UINT_MSB|AI_OG_UINT_MSB_2);
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// call all children
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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UnlockNodes(node->mChildren[i]);
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::UnlockMeshes()
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{
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pScene->mMeshes[i]->mNumBones &= ~AI_OG_UINT_MSB;
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::ComputeMeshHashes()
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{
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mMeshHashes.resize(pScene->mNumMeshes);
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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unsigned int iRet = 0;
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aiMesh* pcMesh = pScene->mMeshes[i];
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// normals
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if (pcMesh->HasNormals())iRet |= 0x1;
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// tangents and bitangents
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if (pcMesh->HasTangentsAndBitangents())iRet |= 0x2;
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// texture coordinates
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unsigned int p = 0;
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ai_assert(4 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
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while (pcMesh->HasTextureCoords(p))
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{
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iRet |= (0x100 << p++);
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// NOTE: meshes with numUVComp != 3 && != 2 aren't handled correctly here
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ai_assert(pcMesh->mNumUVComponents[p] == 3 || pcMesh->mNumUVComponents[p] == 2);
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if (3 == pcMesh->mNumUVComponents[p])
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iRet |= (0x1000 << p++);
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}
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// vertex colors
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p = 0;
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ai_assert(4 >= AI_MAX_NUMBER_OF_COLOR_SETS);
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while (pcMesh->HasVertexColors(p))iRet |= (0x10000 << p++);
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mMeshHashes[i] = iRet;
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// material index -store it in the upper 1 1/2 bytes, so
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// are able to encode 2^12 material indices.
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iRet |= (pcMesh->mMaterialIndex << 20u);
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}
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}
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// ------------------------------------------------------------------------------------------------
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inline unsigned int OptimizeGraphProcess::BinarySearch(NodeIndexList& sortedArray,
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unsigned int min, unsigned int& index, unsigned int iStart)
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{
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unsigned int first = iStart,last = (unsigned int)sortedArray.size()-1;
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while (first <= last)
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{
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unsigned int mid = (first + last) / 2;
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unsigned int id = sortedArray[mid].second;
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if (min > id)
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first = mid + 1;
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else if (min <= id)
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{
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last = mid - 1;
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if (!mid || min > sortedArray[last].second)
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{
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index = sortedArray[last].first;
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return mid;
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}
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}
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}
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return (unsigned int)sortedArray.size();
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::ApplyNodeMeshesOptimization(aiNode* pNode)
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{
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ai_assert(NULL != pNode);
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// find all meshes which are compatible and could therefore be joined.
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// we can't join meshes that are locked
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std::vector<aiMesh*> apcMeshes(pNode->mNumMeshes);
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unsigned int iNumMeshes;
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for (unsigned int m = 0, ttt = 0; m < pNode->mNumMeshes;++m)
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{
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iNumMeshes = 0;
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unsigned int nm = pNode->mMeshes[m];
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if (0xffffffff == nm || AI_OG_IS_MESH_LOCKED(pScene->mMeshes[nm]))continue;
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for (unsigned int q = m+1; q < pNode->mNumMeshes;++q)
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{
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register unsigned int nq = pNode->mMeshes[q];
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// skip locked meshes
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if (AI_OG_IS_MESH_LOCKED(pScene->mMeshes[nq]))continue;
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// compare the mesh hashes
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if (mMeshHashes[nm] == mMeshHashes[nq])
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{
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apcMeshes[iNumMeshes++] = pScene->mMeshes[nq];
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pNode->mMeshes[q] = 0xffffffff;
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}
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}
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aiMesh* out;
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if (iNumMeshes > 0)
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{
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apcMeshes[iNumMeshes++] = pScene->mMeshes[nm];
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// JoinMeshes(apcMeshes,out,iNumMeshes);
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}
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else out = pScene->mMeshes[nm];
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pNode->mMeshes[ttt++] = (unsigned int)mOutputMeshes.size();
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mOutputMeshes.push_back(out);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::TransformMeshes(aiNode* quak,aiNode* pNode)
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{
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for (unsigned int pl = 0; pl < quak->mNumMeshes;++pl)
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{
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aiMesh* mariusIsHot = pScene->mMeshes[quak->mMeshes[pl]];
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aiMatrix4x4 mMatTransform = pNode->mTransformation;
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// transformation: first back to the parent's local space,
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// later into the local space of the destination child node
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mMatTransform.Inverse();
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mMatTransform = quak->mTransformation * mMatTransform;
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// transform all vertices
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for (unsigned int oo =0; oo < mariusIsHot->mNumVertices;++oo)
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mariusIsHot->mVertices[oo] = mMatTransform * mariusIsHot->mVertices[oo];
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// transform all normal vectors
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if (mariusIsHot->HasNormals())
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{
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mMatTransform.Inverse().Transpose();
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for (unsigned int oo =0; oo < mariusIsHot->mNumVertices;++oo)
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mariusIsHot->mNormals[oo] = mMatTransform * mariusIsHot->mNormals[oo];
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::ApplyOptimizations(aiNode* node)
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{
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ai_assert(NULL != node);
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unsigned int iJoinedIndex = 0;
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// first: node index; second: number of faces in node
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NodeIndexList aiBelowTreshold;
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aiBelowTreshold.reserve(node->mNumChildren);
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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{
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aiNode* pChild = node->mChildren[i];
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if (AI_OG_IS_NODE_LOCKED(pChild) || !pChild->mNumMeshes)continue;
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// find out how many faces this node is referencing
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unsigned int iFaceCnt = 0;
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for (unsigned int a = 0; a < pChild->mNumMeshes;++a)
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iFaceCnt += pScene->mMeshes[pChild->mMeshes[a]]->mNumFaces;
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// are we below the treshold?
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if (iFaceCnt < configMinNumFaces)
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{
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aiBelowTreshold.push_back(NodeIndexEntry());
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NodeIndexEntry& p = aiBelowTreshold.back();
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p.first = i;
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p.second = iFaceCnt;
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p.pNode = pChild;
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}
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}
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if (!aiBelowTreshold.empty())
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{
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// some typedefs for the data structures we'll need
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typedef std::pair<unsigned int, unsigned int> JoinListEntry;
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std::vector<JoinListEntry> aiJoinList(aiBelowTreshold.size());
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std::vector<unsigned int> aiTempList(aiBelowTreshold.size());
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unsigned int iNumJoins, iNumTemp;
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// sort the list by size
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std::sort(aiBelowTreshold.begin(),aiBelowTreshold.end());
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unsigned int iStart = 0;
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for (NodeIndexList::const_iterator it = aiBelowTreshold.begin(),end = aiBelowTreshold.end();
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it != end; /*++it */++iStart)
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{
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aiNode* pNode = node->mChildren[(*it).first];
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// get the hash of the mesh
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const unsigned int iMeshVFormat = mMeshHashes[pNode->mMeshes[0]];
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// we search for a node with more faces than this ... find
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// the one that fits best and continue until we've reached
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// treshold size.
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int iDiff = configMinNumFaces-(*it).second;
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for (;;)
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{
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// do a binary search and start the iteration there
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unsigned int index;
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unsigned int start = BinarySearch(aiBelowTreshold,iDiff,index,iStart);
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if (index == (*it).first)start++;
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if (start >= aiBelowTreshold.size())
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{
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// there is no node with enough faces. take the first
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start = 0;
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}
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|
||||
// todo: implement algorithm to find the best possible combination ...
|
||||
iNumTemp = 0;
|
||||
|
||||
while( start < aiBelowTreshold.size())
|
||||
{
|
||||
// check whether the node has akready been processed before
|
||||
const NodeIndexEntry& entry = aiBelowTreshold[start];
|
||||
if (!entry.pNode)continue;
|
||||
|
||||
const aiNode* pip = node->mChildren[entry.first];
|
||||
if (configJoinInequalTransforms )
|
||||
{
|
||||
// we need to check whether this node has locked meshes
|
||||
// in this case we can't add it here - the meshes will
|
||||
// be transformed from one to another coordinate space
|
||||
|
||||
if (!AI_OG_HAS_NODE_LOCKED_MESHES(pip) || pip->mTransformation == pNode->mTransformation)
|
||||
aiTempList[iNumTemp++] = start;
|
||||
}
|
||||
else if (node->mChildren[entry.first]->mTransformation == pNode->mTransformation)
|
||||
{
|
||||
aiTempList[iNumTemp++] = start;
|
||||
break;
|
||||
}
|
||||
++start;
|
||||
}
|
||||
|
||||
if (iNumTemp)
|
||||
{
|
||||
// search for a node which has a mesh with
|
||||
// - the same material index
|
||||
// - the same vertex layout
|
||||
unsigned int d = iNumJoins = 0;
|
||||
for (unsigned int m = 0; m < iNumTemp;++m)
|
||||
{
|
||||
register unsigned int mn = aiTempList[m];
|
||||
aiNode* pip = aiBelowTreshold[mn].pNode;
|
||||
|
||||
for (unsigned int tt = 0; tt < pip->mNumMeshes;++tt)
|
||||
{
|
||||
register unsigned int mm = pip->mMeshes[tt];
|
||||
|
||||
if (mMeshHashes [ mm ] == iMeshVFormat)
|
||||
{
|
||||
d = mn;
|
||||
goto break_out;
|
||||
}
|
||||
}
|
||||
}
|
||||
break_out:
|
||||
aiJoinList[iNumJoins++] = JoinListEntry( aiBelowTreshold[d].first, d );
|
||||
iDiff -= aiBelowTreshold[d].second;
|
||||
}
|
||||
// did we reach the target treshold?
|
||||
if (iDiff <= 0)break;
|
||||
}
|
||||
|
||||
// did we found any nodes to be joined with *this* one?
|
||||
if (iNumJoins)
|
||||
{
|
||||
unsigned int iNumTotalChilds = pNode->mNumChildren;
|
||||
unsigned int iNumTotalMeshes = pNode->mNumMeshes;
|
||||
std::vector<JoinListEntry>::const_iterator wend = aiJoinList.begin()+iNumJoins;
|
||||
|
||||
// get output array bounds
|
||||
for (std::vector<JoinListEntry>::const_iterator wit = aiJoinList.begin();
|
||||
wit != wend;++wit )
|
||||
{
|
||||
aiNode*& quak = node->mChildren[(*wit).first];
|
||||
iNumTotalChilds += AI_OG_UNMASK( quak->mNumChildren );
|
||||
iNumTotalMeshes += quak->mNumMeshes;
|
||||
}
|
||||
|
||||
// build the output child list
|
||||
if (iNumTotalChilds != pNode->mNumChildren)
|
||||
{
|
||||
aiNode** ppc = pNode->mChildren;
|
||||
delete[] pNode->mChildren;
|
||||
pNode->mChildren = new aiNode*[iNumTotalChilds];
|
||||
::memcpy(pNode->mChildren,ppc, sizeof(void*)* AI_OG_UNMASK( pNode->mNumChildren ));
|
||||
|
||||
for (std::vector<JoinListEntry>::const_iterator wit = aiJoinList.begin();
|
||||
wit != wend;++wit )
|
||||
{
|
||||
aiNode*& quak = node->mChildren[(*wit).first];
|
||||
::memcpy(pNode->mChildren+pNode->mNumChildren,
|
||||
quak->mChildren, sizeof(void*)*quak->mNumChildren);
|
||||
|
||||
pNode->mNumChildren += AI_OG_UNMASK( quak->mNumChildren );
|
||||
}
|
||||
}
|
||||
|
||||
// build the output mesh list
|
||||
unsigned int* ppc = pNode->mMeshes;
|
||||
delete[] pNode->mMeshes;
|
||||
pNode->mMeshes = new unsigned int[iNumTotalMeshes];
|
||||
::memcpy(pNode->mMeshes,ppc, sizeof(void*)*pNode->mNumMeshes);
|
||||
|
||||
for (std::vector<JoinListEntry>::const_iterator wit = aiJoinList.begin();
|
||||
wit != wend;++wit )
|
||||
{
|
||||
aiNode*& quak = node->mChildren[(*wit).first];
|
||||
::memcpy(pNode->mMeshes+pNode->mNumMeshes,
|
||||
quak->mMeshes, sizeof(unsigned int)*quak->mNumMeshes);
|
||||
|
||||
// if the node has a transformation matrix that is not equal to ours,
|
||||
// we'll need to transform all vertices of the mesh into our
|
||||
// local coordinate space.
|
||||
if (configJoinInequalTransforms && quak->mTransformation != pNode->mTransformation)
|
||||
TransformMeshes(quak,pNode);
|
||||
|
||||
pNode->mNumMeshes += quak->mNumMeshes;
|
||||
|
||||
// remove the joined nodes from all lists.
|
||||
aiBelowTreshold[(*wit).second].pNode = NULL;
|
||||
if ((*wit).second == iStart+1)++iStart;
|
||||
}
|
||||
|
||||
// now generate an output name for the joined nodes
|
||||
if (1 == iNumTotalChilds)
|
||||
{
|
||||
pNode->mName.length = ::sprintf( pNode->mName.data, "<Joined_%i_%i>",
|
||||
iJoinedIndex++,iNumJoins+1);
|
||||
}
|
||||
}
|
||||
|
||||
// now optimize the meshes in this node
|
||||
ApplyNodeMeshesOptimization(pNode);
|
||||
|
||||
// note - this has been optimized away. The search in the binary
|
||||
// list starts with iStart, which is incremented each iteration
|
||||
++it; // = aiBelowTreshold.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
// call all children recursively
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i)
|
||||
ApplyOptimizations(node->mChildren[i]);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void OptimizeGraphProcess::BuildOutputMeshList()
|
||||
{
|
||||
// all meshes should have been deleted before if they are
|
||||
// not contained in the new mesh list
|
||||
|
||||
if (pScene->mNumMeshes < mOutputMeshes.size())
|
||||
{
|
||||
delete[] pScene->mMeshes;
|
||||
pScene->mMeshes = new aiMesh*[mOutputMeshes.size()];
|
||||
}
|
||||
pScene->mNumMeshes = (unsigned int)mOutputMeshes.size();
|
||||
::memcpy(pScene->mMeshes,&mOutputMeshes[0],pScene->mNumMeshes*sizeof(void*));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void OptimizeGraphProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
throw new ImportErrorException("This step is disabled in this beta");
|
||||
this->pScene = pScene;
|
||||
/*
|
||||
|
||||
a) the term "mesh node" stands for a node with numMeshes > 0
|
||||
b) the term "animation node" stands for a node with numMeshes == 0,
|
||||
regardless whether the node is referenced by animation channels,
|
||||
lights or cameras
|
||||
|
||||
Algorithm:
|
||||
|
||||
1. Compute hashes for all meshes that we're able to check whether
|
||||
two meshes are compatible.
|
||||
3. Find out which nodes may not be moved, so to speak are "locked" - a
|
||||
locked node will never be joined with neighbors.
|
||||
- A node lock is indicated by a set MSB in the aiNode::mNumChildren member
|
||||
4. Find out which meshes are locked - they are referenced by
|
||||
more than one node. They will never be joined. Mark all
|
||||
nodes referencing such a mesh as "locked", too.
|
||||
- A mesh lock is indicated by a set MSB in the aiMesh::mNumBones member
|
||||
5. For each unlocked node count the face numbers of all assigned meshes
|
||||
- if it is below the pre-defined treshold add the node to a list.
|
||||
For each node in the list - try to find enough joinable nodes to
|
||||
have enough faces all together.
|
||||
Two nodes are joined if:
|
||||
- none of them is locked
|
||||
- (optional) their world matrices are identical
|
||||
- nodes whose meshes share the same material indices are prefered
|
||||
Two meshes in one node are joined if:
|
||||
- their material indices are identical
|
||||
- none of them is locked
|
||||
- they share the same vertex format
|
||||
6. Build the final mesh list
|
||||
7. For all meshes and all nodes - remove locks.
|
||||
|
||||
*/
|
||||
|
||||
throw new ImportErrorException("OG step is still undeer development and not yet finished");
|
||||
|
||||
// STEP 1
|
||||
ComputeMeshHashes();
|
||||
|
||||
// STEP 2
|
||||
FindLockedNodes(pScene->mRootNode);
|
||||
|
||||
// STEP 3
|
||||
FindLockedMeshes(pScene->mRootNode);
|
||||
|
||||
// STEP 4
|
||||
ApplyOptimizations(pScene->mRootNode);
|
||||
|
||||
// STEP 5
|
||||
BuildOutputMeshList();
|
||||
|
||||
// STEP 6
|
||||
UnlockNodes(pScene->mRootNode);
|
||||
UnlockMeshes();
|
||||
}
|
|
@ -1,275 +0,0 @@
|
|||
/*
|
||||
Open Asset Import Library (ASSIMP)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** Defines a post processing step to refactor the output node graph to
|
||||
be more compact */
|
||||
#ifndef AI_OPTIMIZEGRAPHPROCESS_H_INC
|
||||
#define AI_OPTIMIZEGRAPHPROCESS_H_INC
|
||||
|
||||
#include "BaseProcess.h"
|
||||
|
||||
struct aiMesh;
|
||||
struct aiNode;
|
||||
struct aiBone;
|
||||
class OptimizeGraphProcessTest;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// NOTE: If you change these limits, don't forget to change the
|
||||
// corresponding values in all Assimp ports
|
||||
|
||||
// **********************************************************
|
||||
// Java: ConfigProperty.java,
|
||||
// ConfigProperty.OG_MIN_NUM_FACES
|
||||
// ConfigProperty.JOIN_INEQUAL_TRANSFORMS
|
||||
// **********************************************************
|
||||
|
||||
#if (!defined AI_OG_MAX_DEPTH)
|
||||
# define AI_OG_MAX_DEPTH 0x4
|
||||
#endif // !! AI_LMW_MAX_WEIGHTS
|
||||
|
||||
#if (!defined AI_OG_MIN_NUM_FACES)
|
||||
# define AI_OG_MIN_NUM_FACES 0xffffffff
|
||||
#endif // !! AI_LMW_MAX_WEIGHTS
|
||||
|
||||
#if (!defined AI_OG_JOIN_INEQUAL_TRANSFORMS)
|
||||
# define AI_OG_JOIN_INEQUAL_TRANSFORMS false
|
||||
#endif // !! AI_LMW_MAX_WEIGHTS
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
struct NodeIndexEntry : public std::pair<unsigned int, unsigned int>
|
||||
{
|
||||
// binary operator < for use with std::sort
|
||||
bool operator< (const NodeIndexEntry& other)
|
||||
{
|
||||
return second < other.second;
|
||||
}
|
||||
|
||||
// pointer to the original node
|
||||
aiNode* pNode;
|
||||
};
|
||||
typedef std::vector<NodeIndexEntry> NodeIndexList;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** This post processing step reformats the output node graph to be more
|
||||
* compact. There are several options, e.g. maximum hierachy depth or
|
||||
* minimum mesh size. Some files store every face as a new mesh, so
|
||||
* some Assimp steps (such as FixInfacingNormals or SmoothNormals) don't
|
||||
* work properly on these meshes. This step joins such small meshes and
|
||||
* nodes. Animations are kept during the step.
|
||||
* @note Use the PretransformVertices step to remove the node graph
|
||||
* completely (and all animations, too).
|
||||
*/
|
||||
class ASSIMP_API OptimizeGraphProcess : public BaseProcess
|
||||
{
|
||||
friend class Importer;
|
||||
friend class ::OptimizeGraphProcessTest;
|
||||
|
||||
protected:
|
||||
/** Constructor to be privately used by Importer */
|
||||
OptimizeGraphProcess();
|
||||
|
||||
/** Destructor, private as well */
|
||||
~OptimizeGraphProcess();
|
||||
|
||||
|
||||
typedef std::pair< unsigned int, aiNode* > MeshRefCount;
|
||||
typedef unsigned int MeshHash;
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the processing step is present in the given flag.
|
||||
* @param pFlags The processing flags the importer was called with.
|
||||
* A bitwise combination of #aiPostProcessSteps.
|
||||
* @return true if the process is present in this flag fields,
|
||||
* false if not.
|
||||
*/
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Called prior to ExecuteOnScene().
|
||||
* The function is a request to the process to update its configuration
|
||||
* basing on the Importer's configuration property list.
|
||||
*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
|
||||
// set the configMinNumfaces property
|
||||
inline void SetMinNumFaces(unsigned int n)
|
||||
{
|
||||
configMinNumFaces = n;
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Executes the post processing step on the given imported data.
|
||||
* At the moment a process is not supposed to fail.
|
||||
* @param pScene The imported data to work at.
|
||||
*/
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Removes animation nodes from the tree.
|
||||
* @param node Current node
|
||||
* @param out Receives a list of replacement nodes for *this* node -
|
||||
* if *this* node should be kept, it must be added to the list.
|
||||
*/
|
||||
void RemoveAnimationNodes (aiNode* node,std::vector<aiNode*>& out);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Finds and marks all locked nodes in the tree.
|
||||
* A node is locked if it is referenced by animations.
|
||||
* @param node ROot node to start with
|
||||
* @note A locked node has the MSB set in its mNumChildren member
|
||||
*/
|
||||
void FindLockedNodes(aiNode* node);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Searches for locked meshes. A mesh is locked if it is referenced
|
||||
* by more than one node in the hierarchy.
|
||||
* @param node Root node to start with
|
||||
*/
|
||||
void FindLockedMeshes(aiNode* node);
|
||||
void FindLockedMeshes(aiNode* node, MeshRefCount* pRefCount);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Unlocks all nodes in the output tree.
|
||||
* @param node Root node to start with
|
||||
*/
|
||||
void UnlockNodes(aiNode* node);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Unlocks all meshes in the output tree.
|
||||
*/
|
||||
void UnlockMeshes();
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Apply the final optimization algorithm to the tree.
|
||||
* See the Execute-method for a detailled description of the algorithm.
|
||||
* @param node Root node to start with
|
||||
*/
|
||||
void ApplyOptimizations(aiNode* node);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Binary search for the first element that is >= min.
|
||||
* @param sortedArray Input array
|
||||
* @param min Treshold
|
||||
*/
|
||||
unsigned int BinarySearch(NodeIndexList& sortedArray,
|
||||
unsigned int min, unsigned int& index, unsigned int iStart);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Compute stable hashes for all meshes and fill mMeshHashes
|
||||
* with the results.
|
||||
*/
|
||||
void ComputeMeshHashes();
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Optimizes the meshes in a single node aftr the joining process.
|
||||
* @param pNode Node to be optimized. Childs noded won't be processed
|
||||
* automatically.
|
||||
*/
|
||||
void ApplyNodeMeshesOptimization(aiNode* pNode);
|
||||
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Build the output mesh list.
|
||||
*/
|
||||
void BuildOutputMeshList();
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Transform meshes from one coordinate space into another.
|
||||
* @param quak Input space. All meshes referenced by this node -
|
||||
* assuming none of them is locked - are transformed in the
|
||||
* local coordinate space of pNode
|
||||
* @param pNode Destination coordinate space
|
||||
*/
|
||||
void TransformMeshes(aiNode* quak,aiNode* pNode);
|
||||
|
||||
private:
|
||||
|
||||
/** Configuration option: specifies the minimum number of faces
|
||||
a node should have. The steps tries to join meshes with less
|
||||
vertices that are on the same hierarchy level.
|
||||
If this value is set to a very large value (e.g. 0xffffffff)
|
||||
all meshes on the same hierarchy level are joined - if they
|
||||
aren't animation nodes and if they have the same world matrices
|
||||
*/
|
||||
unsigned int configMinNumFaces;
|
||||
|
||||
|
||||
/** Configuration option: specifies whether nodes with inequal
|
||||
world matrices are joined if they are on the same hierarchy
|
||||
level and if it seems to make sense.
|
||||
*/
|
||||
bool configJoinInequalTransforms;
|
||||
|
||||
/** Working data */
|
||||
aiScene* pScene;
|
||||
|
||||
/** List of hash identifiers for all meshes.
|
||||
The hashes are build from both the meshes vertex format
|
||||
and the material indices. Bones are not taken into account.
|
||||
*/
|
||||
std::vector<MeshHash> mMeshHashes;
|
||||
|
||||
/** List of output meshes.
|
||||
*/
|
||||
std::vector<aiMesh*> mOutputMeshes;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_LIMITBONEWEIGHTSPROCESS_H_INC
|
|
@ -39,7 +39,6 @@ SOURCES = AssimpPCH.cpp \
|
|||
ObjFileImporter.cpp \
|
||||
ObjFileMtlImporter.cpp \
|
||||
ObjFileParser.cpp \
|
||||
OptimizeGraphProcess.cpp \
|
||||
PlyLoader.cpp \
|
||||
PlyParser.cpp \
|
||||
PretransformVertices.cpp \
|
||||
|
|
|
@ -39,7 +39,6 @@ SOURCES = AssimpPCH.cpp \
|
|||
ObjFileImporter.cpp \
|
||||
ObjFileMtlImporter.cpp \
|
||||
ObjFileParser.cpp \
|
||||
OptimizeGraphProcess.cpp \
|
||||
PlyLoader.cpp \
|
||||
PlyParser.cpp \
|
||||
PretransformVertices.cpp \
|
||||
|
|
|
@ -195,22 +195,6 @@ enum aiPostProcessSteps
|
|||
*/
|
||||
aiProcess_FixInfacingNormals = 0x2000,
|
||||
|
||||
/** This step performs some optimizations on the node graph.
|
||||
*
|
||||
* It is incompatible to the PreTransformVertices-Step. Some configuration
|
||||
* options exist, see aiConfig.h for more details.
|
||||
* Generally, two actions are available:<br>
|
||||
* 1. Remove animation nodes and data from the scene. This allows other
|
||||
* steps for further optimizations.<br>
|
||||
* 2. Combine very small meshes to larger ones. Only if the meshes
|
||||
* are used by the same node or by nodes on the same hierarchy (with
|
||||
* equal local transformations). Unlike PreTransformVertices, the
|
||||
* OptimizeGraph-step doesn't transform vertices from one space
|
||||
* another (at least with the default configuration).<br>
|
||||
*
|
||||
* It is recommended to have this step run with the default configuration.
|
||||
*/
|
||||
aiProcess_OptimizeGraph = 0x4000,
|
||||
|
||||
/** This step splits meshes with more than one primitive type in
|
||||
* homogeneous submeshes.
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
|
||||
#include "UnitTestPCH.h"
|
|
@ -1,35 +0,0 @@
|
|||
#ifndef TESTOG_H
|
||||
#define TESTOG_H
|
||||
|
||||
#include <cppunit/TestFixture.h>
|
||||
#include <cppunit/extensions/HelperMacros.h>
|
||||
|
||||
#include <aiScene.h>
|
||||
#include <OptimizeGraphProcess.h>
|
||||
|
||||
|
||||
using namespace std;
|
||||
using namespace Assimp;
|
||||
|
||||
class OptimizeGraphProcessTest : public CPPUNIT_NS :: TestFixture
|
||||
{
|
||||
CPPUNIT_TEST_SUITE (OptimizeGraphProcessTest);
|
||||
CPPUNIT_TEST (testProcess);
|
||||
CPPUNIT_TEST_SUITE_END ();
|
||||
|
||||
public:
|
||||
void setUp (void);
|
||||
void tearDown (void);
|
||||
|
||||
protected:
|
||||
|
||||
void testProcess (void);
|
||||
|
||||
|
||||
private:
|
||||
|
||||
OptimizeGraphProcess* piProcess;
|
||||
aiScene* pcMesh;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -1387,14 +1387,6 @@
|
|||
RelativePath="..\..\test\unit\utMaterialSystem.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\test\unit\utOptimizeGraph.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\test\unit\utOptimizeGraph.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\test\unit\utPretransformVertices.cpp"
|
||||
>
|
||||
|
|
|
@ -2086,14 +2086,6 @@
|
|||
RelativePath="..\..\code\LimitBoneWeightsProcess.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\OptimizeGraphProcess.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\OptimizeGraphProcess.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\PretransformVertices.cpp"
|
||||
>
|
||||
|
|
|
@ -2083,14 +2083,6 @@
|
|||
RelativePath="..\..\code\LimitBoneWeightsProcess.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\OptimizeGraphProcess.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\OptimizeGraphProcess.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\PretransformVertices.cpp"
|
||||
>
|
||||
|
|
Loading…
Reference in New Issue