/* --------------------------------------------------------------------------- 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. --------------------------------------------------------------------------- */ /** @file Implementation of the "RemoveRedundantMaterials" post processing step */ // internal headers #include "RemoveRedundantMaterials.h" #include "MaterialSystem.h" // public ASSIMP headers #include "../include/DefaultLogger.h" #include "../include/aiPostProcess.h" #include "../include/aiMesh.h" #include "../include/aiScene.h" using namespace Assimp; #if _MSC_VER >= 1400 # define sprintf sprintf_s #endif // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer RemoveRedundantMatsProcess::RemoveRedundantMatsProcess() { } // ------------------------------------------------------------------------------------------------ // Destructor, private as well RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess() { // nothing to do here } // ------------------------------------------------------------------- // Returns whether the processing step is present in the given flag field. bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const { return (pFlags & aiProcess_RemoveRedundantMaterials) != 0; } // ------------------------------------------------------------------- // Executes the post processing step on the given imported data. void RemoveRedundantMatsProcess::Execute( aiScene* pScene) { DefaultLogger::get()->debug("RemoveRedundantMatsProcess begin"); unsigned int iCnt = 0; if (pScene->mNumMaterials) { // TODO: reimplement this algorithm to work in-place unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials]; unsigned int iNewNum = 0; // iterate through all materials and calculate a hash for them // store all hashes in a list and so a quick search whether // we do already have a specific hash. This allows us to // determine which materials are identical. uint32_t* aiHashes; aiHashes = new uint32_t[pScene->mNumMaterials]; for (unsigned int i = 0; i < pScene->mNumMaterials;++i) { uint32_t me = aiHashes[i] = ((MaterialHelper*)pScene->mMaterials[i])->ComputeHash(); for (unsigned int a = 0; a < i;++a) { if (me == aiHashes[a]) { ++iCnt; me = 0; aiMappingTable[i] = aiMappingTable[a]; delete pScene->mMaterials[i]; break; } } if (me) { aiMappingTable[i] = iNewNum++; } } if (iCnt) { // build an output material list aiMaterial** ppcMaterials = new aiMaterial*[iNewNum]; ::memset(ppcMaterials,0,sizeof(void*)*iNewNum); for (unsigned int p = 0; p < pScene->mNumMaterials;++p) { // generate new names for all modified materials const unsigned int idx = aiMappingTable[p]; if (ppcMaterials[idx]) { aiString sz; sz.length = ::sprintf(sz.data,"aiMaterial #%i",p); ((MaterialHelper*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME); } else ppcMaterials[idx] = pScene->mMaterials[p]; } // update all material indices for (unsigned int p = 0; p < pScene->mNumMeshes;++p) { aiMesh* mesh = pScene->mMeshes[p]; mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex]; } // delete the old material list delete[] pScene->mMaterials; pScene->mMaterials = ppcMaterials; pScene->mNumMaterials = iNewNum; } // delete temporary storage delete[] aiHashes; delete[] aiMappingTable; } if (!iCnt)DefaultLogger::get()->debug("RemoveRedundantMatsProcess finished "); else { char szBuffer[128]; // should be sufficiently large ::sprintf(szBuffer,"RemoveRedundantMatsProcess finished. Found %i redundant materials",iCnt); DefaultLogger::get()->info(szBuffer); } }