341 lines
11 KiB
C++
341 lines
11 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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/** Defines a post processing step to refactor the output node graph to
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be more compact */
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#ifndef AI_OPTIMIZEGRAPHPROCESS_H_INC
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#define AI_OPTIMIZEGRAPHPROCESS_H_INC
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#include "BaseProcess.h"
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struct aiMesh;
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struct aiNode;
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struct aiBone;
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class OptimizeGraphProcessTest;
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namespace Assimp {
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// NOTE: If you change these limits, don't forget to change the
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// corresponding values in all Assimp ports
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// **********************************************************
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// Java: ConfigProperty.java,
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// ConfigProperty.OG_MAX_HIERARCHY_DEPTH
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// ConfigProperty.OG_MIN_NUM_FACES
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// ConfigProperty.JOIN_INEQUAL_TRANSFORMS
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// **********************************************************
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#if (!defined AI_OG_MAX_DEPTH)
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# define AI_OG_MAX_DEPTH 0x4
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#endif // !! AI_LMW_MAX_WEIGHTS
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#if (!defined AI_OG_MIN_NUM_FACES)
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# define AI_OG_MIN_NUM_FACES 0xffffffff
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#endif // !! AI_LMW_MAX_WEIGHTS
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#if (!defined AI_OG_REMOVE_ANIMATIONS)
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# define AI_OG_REMOVE_ANIMATIONS false
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#endif // !! AI_LMW_MAX_WEIGHTS
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#if (!defined AI_OG_JOIN_INEQUAL_TRANSFORMS)
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# define AI_OG_JOIN_INEQUAL_TRANSFORMS false
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#endif // !! AI_LMW_MAX_WEIGHTS
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// ---------------------------------------------------------------------------
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struct NodeIndexEntry : public std::pair<unsigned int, unsigned int>
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{
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// binary operator < for use with std::sort
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bool operator< (const NodeIndexEntry& other)
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{
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return second < other.second;
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}
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// pointer to the original node
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aiNode* pNode;
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};
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typedef std::vector<NodeIndexEntry> NodeIndexList;
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typedef std::pair<aiBone*,unsigned int> BoneSrcIndex;
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// ---------------------------------------------------------------------------
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struct BoneWithHash : public std::pair<uint32_t,aiString*>
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{
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std::vector<BoneSrcIndex> pSrcBones;
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};
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// ---------------------------------------------------------------------------
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/** This post processing step reformats the output node graph to be more
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* compact. There are several options, e.g. maximum hierachy depth or
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* minimum mesh size. Some files store every face as a new mesh, so
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* some Assimp steps (such as FixInfacingNormals or SmoothNormals) don't
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* work properly on these meshes. This step joins such small meshes and
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* nodes. Animations are kept during the step.
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* @note Use the PretransformVertices step to remove the node graph
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* completely (and all animations, too).
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*/
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class ASSIMP_API OptimizeGraphProcess : public BaseProcess
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{
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friend class Importer;
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friend class ::OptimizeGraphProcessTest;
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protected:
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/** Constructor to be privately used by Importer */
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OptimizeGraphProcess();
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/** Destructor, private as well */
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~OptimizeGraphProcess();
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typedef std::pair< unsigned int, aiNode* > MeshRefCount;
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typedef unsigned int MeshHash;
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public:
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag.
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* @param pFlags The processing flags the importer was called with.
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* A bitwise combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields,
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* false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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/** Called prior to ExecuteOnScene().
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* The function is a request to the process to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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// set the configMinNumfaces property
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inline void SetMinNumFaces(unsigned int n)
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{
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configMinNumFaces = n;
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}
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// set the configRemoveAnimations property
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inline void SetRemoveAnimations(bool b)
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{
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configRemoveAnimations = b;
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}
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protected:
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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// -------------------------------------------------------------------
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/** Removes animation nodes from the tree.
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* @param node Current node
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* @param out Receives a list of replacement nodes for *this* node -
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* if *this* node should be kept, it must be added to the list.
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*/
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void RemoveAnimationNodes (aiNode* node,std::vector<aiNode*>& out);
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// -------------------------------------------------------------------
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/** Entry point to the RemoveAnimationNodes algorithm.
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* @param node Root node to start with
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* @return New root node
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*/
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aiNode* RemoveAnimationNodes (aiNode* node);
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// -------------------------------------------------------------------
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/** Finds and marks all locked nodes in the tree.
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* A node is locked if it is referenced by animations.
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* @param node ROot node to start with
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* @note A locked node has the MSB set in its mNumChildren member
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*/
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void FindLockedNodes(aiNode* node);
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// -------------------------------------------------------------------
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/** Searches for locked meshes. A mesh is locked if it is referenced
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* by more than one node in the hierarchy.
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* @param node Root node to start with
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*/
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void FindLockedMeshes(aiNode* node);
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void FindLockedMeshes(aiNode* node, MeshRefCount* pRefCount);
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// -------------------------------------------------------------------
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/** Unlocks all nodes in the output tree.
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* @param node Root node to start with
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*/
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void UnlockNodes(aiNode* node);
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// -------------------------------------------------------------------
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/** Unlocks all meshes in the output tree.
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*/
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void UnlockMeshes();
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// -------------------------------------------------------------------
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/** Apply the final optimization algorithm to the tree.
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* See the Execute-method for a detailled description of the algorithm.
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* @param node Root node to start with
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*/
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void ApplyOptimizations(aiNode* node);
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// -------------------------------------------------------------------
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/** Binary search for the first element that is >= min.
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* @param sortedArray Input array
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* @param min Treshold
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*/
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unsigned int BinarySearch(NodeIndexList& sortedArray,
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unsigned int min, unsigned int& index, unsigned int iStart);
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// -------------------------------------------------------------------
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/** Compute stable hashes for all meshes and fill mMeshHashes
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* with the results.
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*/
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void ComputeMeshHashes();
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// -------------------------------------------------------------------
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/** Optimizes the meshes in a single node aftr the joining process.
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* @param pNode Node to be optimized. Childs noded won't be processed
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* automatically.
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*/
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void ApplyNodeMeshesOptimization(aiNode* pNode);
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// -------------------------------------------------------------------
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/** Join meshes.
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* The output meshes are deleted afterwards.
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* @param meshList List of meshes to be joined
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* @param out Receives a pointer to the output mesh.
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*/
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void JoinMeshes(std::vector<aiMesh*>& meshList,aiMesh*& out,
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unsigned int max);
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// -------------------------------------------------------------------
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/** Join bones from a collection of meshes.
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*
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* @param it First mesh to be processed
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* @param end Last mesh to be processed
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* @param out Valid output mesh to receive the output bone list.
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*/
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void JoinBones(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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/** Build a list of unique bones from a collection of meshes.
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*
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* @param it First mesh to be processed
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* @param end Last mesh to be processed
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* @param asBones Receives a list of unique bones
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*/
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void BuildUniqueBoneList(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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/** Build the output mesh list.
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*/
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void BuildOutputMeshList();
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// -------------------------------------------------------------------
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/** Transform meshes from one coordinate space into another.
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* @param quak Input space. All meshes referenced by this node -
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* assuming none of them is locked - are transformed in the
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* local coordinate space of pNode
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* @param pNode Destination coordinate space
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*/
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void TransformMeshes(aiNode* quak,aiNode* pNode);
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private:
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/** Configuration option: specifies the minimum number of faces
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a node should have. The steps tries to join meshes with less
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vertices that are on the same hierarchy level.
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If this value is set to a very large value (e.g. 0xffffffff)
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all meshes on the same hierarchy level are joined - if they
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aren't animation nodes and if they have the same world matrices
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*/
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unsigned int configMinNumFaces;
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/** Configuration option: specifies whether animations are removed
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from the node graph. If animations aren't needed by the caller,
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this allows for further optimization.
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*/
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bool configRemoveAnimations;
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/** Configuration option: specifies whether nodes with inequal
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world matrices are joined if they are on the same hierarchy
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level and if it seems to make sense.
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*/
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bool configJoinInequalTransforms;
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/** Working data */
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aiScene* pScene;
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/** List of hash identifiers for all meshes.
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The hashes are build from both the meshes vertex format
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and the material indices. Bones are not taken into account.
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*/
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std::vector<MeshHash> mMeshHashes;
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/** List of output meshes.
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*/
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std::vector<aiMesh*> mOutputMeshes;
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};
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} // end of namespace Assimp
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#endif // AI_LIMITBONEWEIGHTSPROCESS_H_INC
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