184 lines
5.6 KiB
C++
184 lines
5.6 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp 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 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 OptimizeMeshes.h
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* @brief Declares a post processing step to join meshes, if possible
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*/
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#ifndef AI_OPTIMIZEMESHESPROCESS_H_INC
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#define AI_OPTIMIZEMESHESPROCESS_H_INC
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#include "Common/BaseProcess.h"
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#include <assimp/types.h>
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#include <vector>
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struct aiMesh;
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struct aiNode;
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class OptimizeMeshesProcessTest;
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** @brief Postprocessing step to optimize mesh usage
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*
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* The implementation looks for meshes that could be joined and joins them.
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* Usually this will reduce the number of drawcalls.
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*
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* @note Instanced meshes are currently not processed.
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*/
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class OptimizeMeshesProcess : public BaseProcess {
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public:
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// -------------------------------------------------------------------
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/// The default class constructor / destructor.
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OptimizeMeshesProcess();
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~OptimizeMeshesProcess() override = default;
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/** @brief Internal utility to store additional mesh info
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*/
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struct MeshInfo {
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MeshInfo() AI_NO_EXCEPT
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: instance_cnt(0)
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, vertex_format(0)
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, output_id(0xffffffff) {
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// empty
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}
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//! Number of times this mesh is referenced
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unsigned int instance_cnt;
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//! Vertex format id
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unsigned int vertex_format;
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//! Output ID
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unsigned int output_id;
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};
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene) override;
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// -------------------------------------------------------------------
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void SetupProperties(const Importer* pImp) override;
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// -------------------------------------------------------------------
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/** @brief Specify whether you want meshes with different
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* primitive types to be merged as well.
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*
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* IsActive() sets this property automatically to true if the
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* aiProcess_SortByPType flag is found.
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*/
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void EnablePrimitiveTypeSorting(bool enable) {
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pts = enable;
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}
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// Getter
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bool IsPrimitiveTypeSortingEnabled () const {
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return pts;
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}
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// -------------------------------------------------------------------
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/** @brief Specify a maximum size of a single output mesh.
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*
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* If a single input mesh already exceeds this limit, it won't
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* be split.
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* @param verts Maximum number of vertices per mesh
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* @param faces Maximum number of faces per mesh
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*/
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void SetPreferredMeshSizeLimit (unsigned int verts, unsigned int faces)
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{
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max_verts = verts;
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max_faces = faces;
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}
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protected:
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// -------------------------------------------------------------------
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/** @brief Do the actual optimization on all meshes of this node
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* @param pNode Node we're working with
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*/
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void ProcessNode( aiNode* pNode);
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// -------------------------------------------------------------------
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/** @brief Returns true if b can be joined with a
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*
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* @param verts Number of output verts up to now
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* @param faces Number of output faces up to now
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*/
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bool CanJoin ( unsigned int a, unsigned int b,
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unsigned int verts, unsigned int faces );
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// -------------------------------------------------------------------
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/** @brief Find instanced meshes, for the moment we're excluding
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* them from all optimizations
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*/
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void FindInstancedMeshes (aiNode* pNode);
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private:
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//! Scene we're working with
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aiScene* mScene;
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//! Per mesh info
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std::vector<MeshInfo> meshes;
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//! Output meshes
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std::vector<aiMesh*> output;
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//! @see EnablePrimitiveTypeSorting
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mutable bool pts;
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//! @see SetPreferredMeshSizeLimit
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mutable unsigned int max_verts,max_faces;
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//! Temporary storage
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std::vector<aiMesh*> merge_list;
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};
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} // end of namespace Assimp
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#endif // AI_CALCTANGENTSPROCESS_H_INC
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