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Open Asset Import Library (assimp)
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*/

/** @file  FindInstancesProcess.cpp
 *  @brief Implementation of the aiProcess_FindInstances postprocessing step
*/

#include "AssimpPCH.h"
#include "FindInstancesProcess.h"

using namespace Assimp;

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
FindInstancesProcess::FindInstancesProcess()
:	configSpeedFlag (false)
{}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
FindInstancesProcess::~FindInstancesProcess()
{}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool FindInstancesProcess::IsActive( unsigned int pFlags) const
{
	// FindInstances makes absolutely no sense together with PreTransformVertices
	// fixme: spawn error message somewhere else?
	return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices);
}

// ------------------------------------------------------------------------------------------------
// Setup properties for the step
void FindInstancesProcess::SetupProperties(const Importer* pImp)
{
	// AI_CONFIG_FAVOUR_SPEED
	configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
}

// ------------------------------------------------------------------------------------------------
// Compare the bones of two meshes
bool CompareBones(const aiMesh* orig, const aiMesh* inst)
{
	for (unsigned int i = 0; i < orig->mNumBones;++i) {
		aiBone* aha = orig->mBones[i];
		aiBone* oha = inst->mBones[i];

		if (aha->mNumWeights   != oha->mNumWeights   ||
			aha->mOffsetMatrix != oha->mOffsetMatrix) {
			return false;
		}

		// compare weight per weight ---
		for (unsigned int n = 0; n < aha->mNumWeights;++n) {
			if  (aha->mWeights[n].mVertexId != oha->mWeights[n].mVertexId ||
				(aha->mWeights[n].mWeight - oha->mWeights[n].mWeight) < 10e-3f) {
				return false;
			}
		}
	}
	return true;
}

// ------------------------------------------------------------------------------------------------
// Update mesh indices in the node graph
void UpdateMeshIndices(aiNode* node, unsigned int* lookup)
{
	for (unsigned int n = 0; n < node->mNumMeshes;++n)
		node->mMeshes[n] = lookup[node->mMeshes[n]];

	for (unsigned int n = 0; n < node->mNumChildren;++n)
		UpdateMeshIndices(node->mChildren[n],lookup);
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FindInstancesProcess::Execute( aiScene* pScene)
{
	DefaultLogger::get()->debug("FindInstancesProcess begin");
	if (pScene->mNumMeshes) {

		// use a pseudo hash for all meshes in the scene to quickly find 
		// the ones which are possibly equal. This step is executed early 
		// in the pipeline, so we could, depending on the file format,
		// have several thousand small meshes. That's too much for a brute
		// everyone-against-everyone check involving up to 10 comparisons
		// each.
		boost::scoped_array<uint64_t> hashes (new uint64_t[pScene->mNumMeshes]);
		boost::scoped_array<unsigned int> remapping (new unsigned int[pScene->mNumMeshes]);

		unsigned int numMeshesOut = 0;
		for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {

			aiMesh* inst = pScene->mMeshes[i];
			hashes[i] = GetMeshHash(inst);

			for (int a = i-1; a >= 0; --a) {
				if (hashes[i] == hashes[a])
				{
					aiMesh* orig = pScene->mMeshes[a];
					if (!orig)
						continue;
					
					// check for hash collision .. we needn't check
					// the vertex format, it *must* match due to the
					// (brilliant) construction of the hash
					if (orig->mNumBones       != inst->mNumBones      ||
						orig->mNumFaces       != inst->mNumFaces      ||
						orig->mNumVertices    != inst->mNumVertices   ||
						orig->mMaterialIndex  != inst->mMaterialIndex ||
						orig->mPrimitiveTypes != inst->mPrimitiveTypes)
						continue;

					// up to now the meshes are equal. find an appropriate
					// epsilon to compare position differences against
					float epsilon = ComputePositionEpsilon(inst);
					epsilon *= epsilon;

					// now compare vertex positions, normals,
					// tangents and bitangents using this epsilon.
					if (orig->HasPositions()) {
						if(!CompareArrays(orig->mVertices,inst->mVertices,orig->mNumVertices,epsilon))
							continue;
					}
					if (orig->HasNormals()) {
						if(!CompareArrays(orig->mNormals,inst->mNormals,orig->mNumVertices,epsilon))
							continue;
					}
					if (orig->HasTangentsAndBitangents()) {
						if (!CompareArrays(orig->mTangents,inst->mTangents,orig->mNumVertices,epsilon) ||
							!CompareArrays(orig->mBitangents,inst->mBitangents,orig->mNumVertices,epsilon))
							continue;
					}

					// use a constant epsilon for colors and UV coordinates
					static const float uvEpsilon = 10e-4f;
					{
						unsigned int i, end = orig->GetNumUVChannels();
						for(i = 0; i < end; ++i) {
							if (!orig->mTextureCoords[i]) {
								continue;
							}
							if(!CompareArrays(orig->mTextureCoords[i],inst->mTextureCoords[i],orig->mNumVertices,uvEpsilon)) {
								break;	
							}
						}
						if (i != end) {
							continue;
						}
					}
					{
						unsigned int i, end = orig->GetNumColorChannels();
						for(i = 0; i < end; ++i) {
							if (!orig->mColors[i]) {
								continue;
							}
							if(!CompareArrays(orig->mColors[i],inst->mColors[i],orig->mNumVertices,uvEpsilon)) {
								break;	
							}
						}
						if (i != end) {
							continue;
						}
					}

					// These two checks are actually quite expensive and almost *never* required.
					// Almost. That's why they're still here. But there's no reason to do them
					// in speed-targeted imports.
					if (!configSpeedFlag) {

						// It seems to be strange, but we really need to check whether the
						// bones are identical too. Although it's extremely unprobable
						// that they're not if control reaches here, we need to deal
						// with unprobable cases, too. It could still be that there are
						// equal shapes which are deformed differently.
						if (!CompareBones(orig,inst))
							continue;

						// For completeness ... compare even the index buffers for equality
						// face order & winding order doesn't care. Input data is in verbose format.
						boost::scoped_array<unsigned int> ftbl_orig(new unsigned int[orig->mNumVertices]);
						boost::scoped_array<unsigned int> ftbl_inst(new unsigned int[orig->mNumVertices]);

						for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) {
							aiFace& f = orig->mFaces[tt];
							for (unsigned int nn = 0; nn < f.mNumIndices;++nn)
								ftbl_orig[f.mIndices[nn]] = tt;

							aiFace& f2 = inst->mFaces[tt];
							for (unsigned int nn = 0; nn < f2.mNumIndices;++nn)
								ftbl_inst[f2.mIndices[nn]] = tt;
						}
						if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int)))
							continue;
					}

					// We're still here. Or in other words: 'inst' is an instance of 'orig'.
					// Place a marker in our list that we can easily update mesh indices.
					remapping[i] = remapping[a];

					// Delete the instanced mesh, we don't need it anymore
					delete inst;
					pScene->mMeshes[i] = NULL;
					break;
				}
			}

			// If we didn't find a match for the current mesh: keep it
			if (pScene->mMeshes[i]) {
				remapping[i] = numMeshesOut++;
			}
		}
		ai_assert(0 != numMeshesOut);
		if (numMeshesOut != pScene->mNumMeshes) {

			// Collapse the meshes array by removing all NULL entries
			for (unsigned int real = 0, i = 0; real < numMeshesOut; ++i) {
				if (pScene->mMeshes[i])
					pScene->mMeshes[real++] = pScene->mMeshes[i];
			}

			// And update the node graph with our nice lookup table
			UpdateMeshIndices(pScene->mRootNode,remapping.get());

			// write to log
			if (!DefaultLogger::isNullLogger()) {
			
				char buffer[512];
				::sprintf(buffer,"FindInstancesProcess finished. Found %i instances",pScene->mNumMeshes-numMeshesOut);
				DefaultLogger::get()->info(buffer); 
			}
			pScene->mNumMeshes = numMeshesOut;
		}
		else DefaultLogger::get()->debug("FindInstancesProcess finished. No instanced meshes found"); 
	}
}