912 lines
30 KiB
C++
912 lines
30 KiB
C++
/*
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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 <vector>
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#include <list>
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#include "OptimizeGraphProcess.h"
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#include "Hash.h"
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#include "../include/aiPostProcess.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include "../include/assimp.hpp"
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#include "../include/DefaultLogger.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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configRemoveAnimations = AI_OG_REMOVE_ANIMATIONS;
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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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// remove animation nodes?
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configRemoveAnimations = pImp->GetPropertyInteger(AI_CONFIG_PP_OG_REMOVE_ANIMATIONS,
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AI_OG_REMOVE_ANIMATIONS) != 0 ? true : false;
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// join nods with inequal transformations?
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configRemoveAnimations = 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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aiNode* OptimizeGraphProcess::RemoveAnimationNodes (aiNode* node)
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{
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ai_assert(NULL != node);
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std::vector<aiNode*> out;
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RemoveAnimationNodes(node,out);
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if (out.empty())
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throw new ImportErrorException("OptimizeGraphProcess: no nodes are remaining.");
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if (1 == out.size())
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return out[0];
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aiNode* p = new aiNode();
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p->mName.Set("<dummy_root>");
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p->mNumChildren = (unsigned int)out.size();
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p->mChildren = new aiNode*[p->mNumChildren];
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::memcpy(p->mChildren,&out[0],p->mNumChildren*sizeof(void*));
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return p;
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::RemoveAnimationNodes (aiNode* node,std::vector<aiNode*>& out)
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{
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ai_assert(NULL != node);
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// if this is an animation node: shift all children on this layer
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if (!node->mNumMeshes)
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{
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unsigned int old = (unsigned int)out.size();
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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{
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RemoveAnimationNodes(node->mChildren[i],out);
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}
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// update the transformations of all shifted childs
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std::vector<aiNode*>::iterator it2 = out.end(),it = out.begin()+old;
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for (; it != it2; ++it)
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(*it)->mTransformation = node->mTransformation * (*it)->mTransformation;
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delete[] node->mChildren;node->mChildren = NULL;
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delete node;
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}
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else
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{
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// *this* node remains on this layer, and the children, too
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out.push_back(node);
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std::vector<aiNode*> outNew;
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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{
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RemoveAnimationNodes(node->mChildren[i],outNew);
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}
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if (outNew.size() > node->mNumChildren)
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{
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delete[] node->mChildren;
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node->mChildren = new aiNode*[outNew.size()];
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}
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node->mNumChildren = (unsigned int)outNew.size();
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::memcpy(node->mChildren,&outNew[0],node->mNumChildren*sizeof(void*));
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}
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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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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->mNumBones;++a)
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{
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aiBoneAnim* pba = pani->mBones[a];
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if (pba->mBoneName == node->mName)
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{
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// this node is locked
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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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// 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::BuildUniqueBoneList(
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std::vector<aiMesh*>::const_iterator it,
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std::vector<aiMesh*>::const_iterator end,
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std::list<BoneWithHash>& asBones)
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{
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unsigned int iOffset = 0;
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for (; it != end;++it)
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{
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for (unsigned int l = 0; l < (*it)->mNumBones;++l)
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{
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aiBone* p = (*it)->mBones[l];
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uint32_t itml = SuperFastHash(p->mName.data,(unsigned int)p->mName.length);
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std::list<BoneWithHash>::iterator it2 = asBones.begin();
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std::list<BoneWithHash>::iterator end2 = asBones.end();
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for (;it2 != end2;++it2)
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{
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if ((*it2).first == itml)
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{
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(*it2).pSrcBones.push_back(BoneSrcIndex(p,iOffset));
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break;
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}
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}
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if (end2 == it2)
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{
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// need to begin a new bone entry
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asBones.push_back(BoneWithHash());
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BoneWithHash& btz = asBones.back();
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// setup members
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btz.first = itml;
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btz.second = &p->mName;
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btz.pSrcBones.push_back(BoneSrcIndex(p,iOffset));
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}
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}
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iOffset += (*it)->mNumVertices;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::JoinBones(
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std::vector<aiMesh*>::const_iterator it,
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std::vector<aiMesh*>::const_iterator end,
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aiMesh* out)
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{
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ai_assert(NULL != out);
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// find we need to build an unique list of all bones.
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// we work with hashes to make the comparisons MUCH faster,
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// at least if we have many bones.
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std::list<BoneWithHash> asBones;
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BuildUniqueBoneList(it,end,asBones);
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// now create the output bones
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out->mBones = new aiBone*[asBones.size()];
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for (std::list<BoneWithHash>::const_iterator it = asBones.begin(),
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end = asBones.end(); it != end;++it)
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{
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aiBone* pc = out->mBones[out->mNumBones++] = new aiBone();
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pc->mName = aiString( *((*it).second ));
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// get an itrator to the end of the list
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std::vector< BoneSrcIndex >::const_iterator wend = (*it).pSrcBones.end();
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// loop through all bones to be joined for this bone
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for (std::vector< BoneSrcIndex >::const_iterator
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wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit)
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{
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pc->mNumWeights += (*wmit).first->mNumWeights;
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// NOTE: different offset matrices for bones with equal names
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// are - at the moment - not handled correctly.
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if (wmit != (*it).pSrcBones.begin() &&
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pc->mOffsetMatrix != (*wmit).first->mOffsetMatrix)
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{
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DefaultLogger::get()->warn("Bones with equal names but different "
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"offset matrices can't be joined at the moment. If this causes "
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"problems, deactivate the OptimizeGraph-Step");
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continue;
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}
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pc->mOffsetMatrix = (*wmit).first->mOffsetMatrix;
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}
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// allocate the vertex weight array
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aiVertexWeight* avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];
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// and copy the final weights - adjust the vertex IDs by the
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// face index offset of the coresponding mesh.
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for (std::vector< BoneSrcIndex >::const_iterator
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wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit)
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{
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aiBone* pip = (*wmit).first;
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for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw)
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{
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const aiVertexWeight& vfi = pip->mWeights[mp];
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avw->mWeight = vfi.mWeight;
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avw->mVertexId = vfi.mVertexId + (*wmit).second;
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void OptimizeGraphProcess::JoinMeshes(std::vector<aiMesh*>& meshList,
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aiMesh*& out, unsigned int max)
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{
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ai_assert(NULL != out && 0 != max);
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out->mMaterialIndex = meshList[0]->mMaterialIndex;
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// allocate the output mesh
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out = new aiMesh();
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std::vector<aiMesh*>::const_iterator end = meshList.begin()+max;
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for (std::vector<aiMesh*>::const_iterator it = meshList.begin(); it != end;++it)
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{
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out->mNumVertices += (*it)->mNumVertices;
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out->mNumFaces += (*it)->mNumFaces;
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out->mNumBones += AI_OG_UNMASK((*it)->mNumBones);
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}
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if (out->mNumVertices) // just for safety
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{
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aiVector3D* pv2;
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// copy vertex positions
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if (meshList[0]->HasPositions())
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{
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pv2 = out->mVertices = new aiVector3D[out->mNumVertices];
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for (std::vector<aiMesh*>::const_iterator it = meshList.begin(); it != end;++it)
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{
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::memcpy(pv2,(*it)->mVertices,(*it)->mNumVertices*sizeof(aiVector3D));
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pv2 += (*it)->mNumVertices;
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}
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}
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// copy normals
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if (meshList[0]->HasNormals())
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{
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pv2 = out->mNormals = new aiVector3D[out->mNumVertices];
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for (std::vector<aiMesh*>::const_iterator it = meshList.begin(); it != end;++it)
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{
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::memcpy(pv2,(*it)->mNormals,(*it)->mNumVertices*sizeof(aiVector3D));
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pv2 += (*it)->mNumVertices;
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}
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}
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// copy tangents and bitangents
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if (meshList[0]->HasTangentsAndBitangents())
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{
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pv2 = out->mTangents = new aiVector3D[out->mNumVertices];
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aiVector3D* pv2b = out->mBitangents = new aiVector3D[out->mNumVertices];
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for (std::vector<aiMesh*>::const_iterator it = meshList.begin(); it != end;++it)
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{
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::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices*sizeof(aiVector3D));
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::memcpy(pv2b,(*it)->mBitangents,(*it)->mNumVertices*sizeof(aiVector3D));
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pv2 += (*it)->mNumVertices;
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pv2b += (*it)->mNumVertices;
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}
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}
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// copy texture coordinates
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unsigned int n = 0;
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while (meshList[0]->HasTextureCoords(n))
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{
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out->mNumUVComponents[n] = meshList[0]->mNumUVComponents[n];
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|
|
pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices];
|
|
for (std::vector<aiMesh*>::const_iterator it = meshList.begin(); it != end;++it)
|
|
{
|
|
::memcpy(pv2,(*it)->mTextureCoords[n],(*it)->mNumVertices*sizeof(aiVector3D));
|
|
pv2 += (*it)->mNumVertices;
|
|
}
|
|
++n;
|
|
}
|
|
// copy vertex colors
|
|
n = 0;
|
|
while (meshList[0]->HasVertexColors(n))
|
|
{
|
|
aiColor4D* pv2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
|
|
for (std::vector<aiMesh*>::const_iterator it = meshList.begin(); it != end;++it)
|
|
{
|
|
::memcpy(pv2,(*it)->mColors[n],(*it)->mNumVertices*sizeof(aiColor4D));
|
|
pv2 += (*it)->mNumVertices;
|
|
}
|
|
++n;
|
|
}
|
|
}
|
|
|
|
if (out->mNumFaces) // just for safety
|
|
{
|
|
// copy faces
|
|
out->mFaces = new aiFace[out->mNumFaces];
|
|
aiFace* pf2 = out->mFaces;
|
|
|
|
unsigned int ofs = 0;
|
|
for (std::vector<aiMesh*>::const_iterator it = meshList.begin(); it != end;++it)
|
|
{
|
|
for (unsigned int m = 0; m < (*it)->mNumFaces;++m,++pf2)
|
|
{
|
|
aiFace& face = (*it)->mFaces[m];
|
|
pf2->mNumIndices = face.mNumIndices;
|
|
pf2->mIndices = face.mIndices;
|
|
|
|
if (ofs)
|
|
{
|
|
// add the offset to the vertex
|
|
for (unsigned int q = 0; q < face.mNumIndices; ++q)
|
|
face.mIndices[q] += ofs;
|
|
}
|
|
ofs += (*it)->mNumVertices;
|
|
face.mIndices = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
// bones - as this is quite lengthy, I moved the code to a separate function
|
|
if (out->mNumBones)JoinBones(meshList.begin(),end,out);
|
|
|
|
// delete all source meshes
|
|
for (std::vector<aiMesh*>::const_iterator it = meshList.begin(); it != end;++it)
|
|
delete *it;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void OptimizeGraphProcess::ApplyNodeMeshesOptimization(aiNode* pNode)
|
|
{
|
|
ai_assert(NULL != pNode);
|
|
|
|
// find all meshes which are compatible and could therefore be joined.
|
|
// we can't join meshes that are locked
|
|
std::vector<aiMesh*> apcMeshes(pNode->mNumMeshes);
|
|
unsigned int iNumMeshes;
|
|
|
|
for (unsigned int m = 0, ttt = 0; m < pNode->mNumMeshes;++m)
|
|
{
|
|
iNumMeshes = 0;
|
|
|
|
unsigned int nm = pNode->mMeshes[m];
|
|
if (0xffffffff == nm || AI_OG_IS_MESH_LOCKED(pScene->mMeshes[nm]))continue;
|
|
|
|
for (unsigned int q = m+1; q < pNode->mNumMeshes;++q)
|
|
{
|
|
register unsigned int nq = pNode->mMeshes[q];
|
|
|
|
// skip locked meshes
|
|
if (AI_OG_IS_MESH_LOCKED(pScene->mMeshes[nq]))continue;
|
|
|
|
// compare the mesh hashes
|
|
if (mMeshHashes[nm] == mMeshHashes[nq])
|
|
{
|
|
apcMeshes[iNumMeshes++] = pScene->mMeshes[nq];
|
|
pNode->mMeshes[q] = 0xffffffff;
|
|
}
|
|
}
|
|
aiMesh* out;
|
|
if (iNumMeshes > 0)
|
|
{
|
|
apcMeshes[iNumMeshes++] = pScene->mMeshes[nm];
|
|
JoinMeshes(apcMeshes,out,iNumMeshes);
|
|
}
|
|
else out = pScene->mMeshes[nm];
|
|
|
|
pNode->mMeshes[ttt++] = (unsigned int)mOutputMeshes.size();
|
|
mOutputMeshes.push_back(out);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void OptimizeGraphProcess::TransformMeshes(aiNode* quak,aiNode* pNode)
|
|
{
|
|
for (unsigned int pl = 0; pl < quak->mNumMeshes;++pl)
|
|
{
|
|
aiMesh* mariusIsHot = pScene->mMeshes[quak->mMeshes[pl]];
|
|
aiMatrix4x4 mMatTransform = pNode->mTransformation;
|
|
|
|
// transformation: first back to the parent's local space,
|
|
// later into the local space of the destination child node
|
|
mMatTransform.Inverse();
|
|
mMatTransform = quak->mTransformation * mMatTransform;
|
|
|
|
// transform all vertices
|
|
for (unsigned int oo =0; oo < mariusIsHot->mNumVertices;++oo)
|
|
mariusIsHot->mVertices[oo] = mMatTransform * mariusIsHot->mVertices[oo];
|
|
|
|
// transform all normal vectors
|
|
if (mariusIsHot->HasNormals())
|
|
{
|
|
mMatTransform.Inverse().Transpose();
|
|
for (unsigned int oo =0; oo < mariusIsHot->mNumVertices;++oo)
|
|
mariusIsHot->mNormals[oo] = mMatTransform * mariusIsHot->mNormals[oo];
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void OptimizeGraphProcess::ApplyOptimizations(aiNode* node)
|
|
{
|
|
ai_assert(NULL != node);
|
|
|
|
unsigned int iJoinedIndex = 0;
|
|
|
|
// first: node index; second: number of faces in node
|
|
NodeIndexList aiBelowTreshold;
|
|
aiBelowTreshold.reserve(node->mNumChildren);
|
|
|
|
for (unsigned int i = 0; i < node->mNumChildren;++i)
|
|
{
|
|
aiNode* pChild = node->mChildren[i];
|
|
if (AI_OG_IS_NODE_LOCKED(pChild) || !pChild->mNumMeshes)continue;
|
|
|
|
// find out how many faces this node is referencing
|
|
unsigned int iFaceCnt = 0;
|
|
for (unsigned int a = 0; a < pChild->mNumMeshes;++a)
|
|
iFaceCnt += pScene->mMeshes[pChild->mMeshes[a]]->mNumFaces;
|
|
|
|
// are we below the treshold?
|
|
if (iFaceCnt < configMinNumFaces)
|
|
{
|
|
aiBelowTreshold.push_back(NodeIndexEntry());
|
|
NodeIndexEntry& p = aiBelowTreshold.back();
|
|
p.first = i;
|
|
p.second = iFaceCnt;
|
|
p.pNode = pChild;
|
|
}
|
|
}
|
|
|
|
if (!aiBelowTreshold.empty())
|
|
{
|
|
// some typedefs for the data structures we'll need
|
|
typedef std::pair<unsigned int, unsigned int> JoinListEntry;
|
|
std::vector<JoinListEntry> aiJoinList(aiBelowTreshold.size());
|
|
std::vector<unsigned int> aiTempList(aiBelowTreshold.size());
|
|
|
|
unsigned int iNumJoins, iNumTemp;
|
|
|
|
// sort the list by size
|
|
std::sort(aiBelowTreshold.begin(),aiBelowTreshold.end());
|
|
|
|
unsigned int iStart = 0;
|
|
for (NodeIndexList::const_iterator it = aiBelowTreshold.begin(),end = aiBelowTreshold.end();
|
|
it != end; /*++it */++iStart)
|
|
{
|
|
aiNode* pNode = node->mChildren[(*it).first];
|
|
|
|
// get the hash of the mesh
|
|
const unsigned int iMeshVFormat = mMeshHashes[pNode->mMeshes[0]];
|
|
|
|
// we search for a node with more faces than this ... find
|
|
// the one that fits best and continue until we've reached
|
|
// treshold size.
|
|
int iDiff = configMinNumFaces-(*it).second;
|
|
for (;;)
|
|
{
|
|
// do a binary search and start the iteration there
|
|
unsigned int index;
|
|
unsigned int start = BinarySearch(aiBelowTreshold,iDiff,index,iStart);
|
|
|
|
if (index == (*it).first)start++;
|
|
|
|
if (start >= aiBelowTreshold.size())
|
|
{
|
|
// there is no node with enough faces. take the first
|
|
start = 0;
|
|
}
|
|
|
|
// 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.
|
|
|
|
Algorithm:
|
|
|
|
1. Compute hashes for all meshes that we're able to check whether
|
|
two meshes are compatible.
|
|
2. Remove animation nodes if we have been configured to do so
|
|
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
|
|
if (configRemoveAnimations)
|
|
pScene->mRootNode = RemoveAnimationNodes(pScene->mRootNode);
|
|
|
|
// STEP 3
|
|
else FindLockedNodes(pScene->mRootNode);
|
|
|
|
// STEP 4
|
|
FindLockedMeshes(pScene->mRootNode);
|
|
|
|
// STEP 5
|
|
ApplyOptimizations(pScene->mRootNode);
|
|
|
|
// STEP 6
|
|
BuildOutputMeshList();
|
|
|
|
// STEP 7
|
|
UnlockNodes(pScene->mRootNode);
|
|
UnlockMeshes();
|
|
}
|