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@@ -43,13 +43,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* @brief Implementation of the aiProcess_OptimizGraph step
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*/
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-
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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#include "OptimizeGraph.h"
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#include "ProcessHelper.h"
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-#include <assimp/SceneCombiner.h>
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#include <assimp/Exceptional.h>
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+#include <assimp/SceneCombiner.h>
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#include <stdio.h>
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using namespace Assimp;
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@@ -60,292 +59,290 @@ using namespace Assimp;
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* The unhashed variant should be faster, except for *very* large data sets
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*/
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#ifdef AI_OG_USE_HASHING
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- // Use our standard hashing function to compute the hash
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-# define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
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+// Use our standard hashing function to compute the hash
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+#define AI_OG_GETKEY(str) SuperFastHash(str.data, str.length)
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#else
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- // Otherwise hope that std::string will utilize a static buffer
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- // for shorter node names. This would avoid endless heap copying.
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-# define AI_OG_GETKEY(str) std::string(str.data)
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+// Otherwise hope that std::string will utilize a static buffer
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+// for shorter node names. This would avoid endless heap copying.
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+#define AI_OG_GETKEY(str) std::string(str.data)
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#endif
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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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-: mScene()
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-, nodes_in()
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-, nodes_out()
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-, count_merged() {
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- // empty
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+OptimizeGraphProcess::OptimizeGraphProcess() :
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+ mScene(),
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+ nodes_in(),
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+ nodes_out(),
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+ count_merged() {
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+ // empty
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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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- // empty
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+ // empty
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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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- return (0 != (pFlags & aiProcess_OptimizeGraph));
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+bool OptimizeGraphProcess::IsActive(unsigned int pFlags) const {
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+ return (0 != (pFlags & aiProcess_OptimizeGraph));
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties for the post-processing step
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-void OptimizeGraphProcess::SetupProperties(const Importer* pImp) {
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- // Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
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- std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
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- AddLockedNodeList(tmp);
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+void OptimizeGraphProcess::SetupProperties(const Importer *pImp) {
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+ // Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
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+ std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST, "");
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+ AddLockedNodeList(tmp);
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}
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// ------------------------------------------------------------------------------------------------
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// Collect new children
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-void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes) {
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- nodes_in += nd->mNumChildren;
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-
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- // Process children
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- std::list<aiNode*> child_nodes;
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- for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
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- CollectNewChildren(nd->mChildren[i],child_nodes);
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- nd->mChildren[i] = nullptr;
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- }
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-
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- // Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
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- if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
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- for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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-
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- if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
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- (*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
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- nodes.push_back(*it);
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-
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- it = child_nodes.erase(it);
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- continue;
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- }
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- ++it;
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- }
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-
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- if (nd->mNumMeshes || !child_nodes.empty()) {
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- nodes.push_back(nd);
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- } else {
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- delete nd; /* bye, node */
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- return;
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- }
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- } else {
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-
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- // Retain our current position in the hierarchy
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- nodes.push_back(nd);
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-
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- // Now check for possible optimizations in our list of child nodes. join as many as possible
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- aiNode* join_master = NULL;
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- aiMatrix4x4 inv;
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-
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- const LockedSetType::const_iterator end = locked.end();
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-
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- std::list<aiNode*> join;
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- for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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- aiNode* child = *it;
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- if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
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-
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- // There may be no instanced meshes
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- unsigned int n = 0;
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- for (; n < child->mNumMeshes;++n) {
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- if (meshes[child->mMeshes[n]] > 1) {
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- break;
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- }
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- }
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- if (n == child->mNumMeshes) {
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- if (!join_master) {
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- join_master = child;
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- inv = join_master->mTransformation;
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- inv.Inverse();
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- } else {
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- child->mTransformation = inv * child->mTransformation ;
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-
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- join.push_back(child);
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- it = child_nodes.erase(it);
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- continue;
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- }
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- }
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- }
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- ++it;
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- }
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- if (join_master && !join.empty()) {
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- join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i",count_merged++);
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-
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- unsigned int out_meshes = 0;
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- for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
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- out_meshes += (*it)->mNumMeshes;
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- }
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-
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- // copy all mesh references in one array
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- if (out_meshes) {
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- unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
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- for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
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- *tmp++ = join_master->mMeshes[n];
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- }
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-
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- for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
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- for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
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-
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- *tmp = (*it)->mMeshes[n];
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- aiMesh* mesh = mScene->mMeshes[*tmp++];
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-
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- // manually move the mesh into the right coordinate system
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- const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
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- for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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-
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- mesh->mVertices[a] *= (*it)->mTransformation;
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-
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- if (mesh->HasNormals())
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- mesh->mNormals[a] *= IT;
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-
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- if (mesh->HasTangentsAndBitangents()) {
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- mesh->mTangents[a] *= IT;
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- mesh->mBitangents[a] *= IT;
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- }
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- }
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- }
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- delete *it; // bye, node
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- }
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- delete[] join_master->mMeshes;
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- join_master->mMeshes = meshes;
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- join_master->mNumMeshes += out_meshes;
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- }
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- }
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- }
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- // reassign children if something changed
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- if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
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-
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- delete[] nd->mChildren;
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-
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- if (!child_nodes.empty()) {
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- nd->mChildren = new aiNode*[child_nodes.size()];
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- }
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- else nd->mChildren = nullptr;
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- }
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-
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- nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
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-
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- if (nd->mChildren) {
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- aiNode** tmp = nd->mChildren;
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- for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
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- aiNode* node = *tmp++ = *it;
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- node->mParent = nd;
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- }
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- }
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-
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- nodes_out += static_cast<unsigned int>(child_nodes.size());
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+void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &nodes) {
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+ nodes_in += nd->mNumChildren;
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+
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+ // Process children
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+ std::list<aiNode *> child_nodes;
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+ for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
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+ CollectNewChildren(nd->mChildren[i], child_nodes);
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+ nd->mChildren[i] = nullptr;
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+ }
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+
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+ // Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
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+ if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end()) {
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+ for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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+
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+ if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
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+ (*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
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+ nodes.push_back(*it);
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+
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+ it = child_nodes.erase(it);
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+ continue;
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+ }
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+ ++it;
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+ }
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+
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+ if (nd->mNumMeshes || !child_nodes.empty()) {
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+ nodes.push_back(nd);
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+ } else {
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+ delete nd; /* bye, node */
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+ return;
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+ }
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+ } else {
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+
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+ // Retain our current position in the hierarchy
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+ nodes.push_back(nd);
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+
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+ // Now check for possible optimizations in our list of child nodes. join as many as possible
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+ aiNode *join_master = NULL;
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+ aiMatrix4x4 inv;
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+
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+ const LockedSetType::const_iterator end = locked.end();
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+
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+ std::list<aiNode *> join;
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+ for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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+ aiNode *child = *it;
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+ if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
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+
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+ // There may be no instanced meshes
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+ unsigned int n = 0;
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+ for (; n < child->mNumMeshes; ++n) {
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+ if (meshes[child->mMeshes[n]] > 1) {
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+ break;
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+ }
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+ }
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+ if (n == child->mNumMeshes) {
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+ if (!join_master) {
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+ join_master = child;
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+ inv = join_master->mTransformation;
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+ inv.Inverse();
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+ } else {
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+ child->mTransformation = inv * child->mTransformation;
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+
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+ join.push_back(child);
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+ it = child_nodes.erase(it);
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+ continue;
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+ }
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+ }
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+ }
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+ ++it;
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+ }
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+ if (join_master && !join.empty()) {
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+ join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i", count_merged++);
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+
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+ unsigned int out_meshes = 0;
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+ for (std::list<aiNode *>::iterator it = join.begin(); it != join.end(); ++it) {
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+ out_meshes += (*it)->mNumMeshes;
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+ }
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+
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+ // copy all mesh references in one array
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+ if (out_meshes) {
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+ unsigned int *meshes = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshes;
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+ for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) {
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+ *tmp++ = join_master->mMeshes[n];
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+ }
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+
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+ for (std::list<aiNode *>::iterator it = join.begin(); it != join.end(); ++it) {
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+ for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
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+
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+ *tmp = (*it)->mMeshes[n];
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+ aiMesh *mesh = mScene->mMeshes[*tmp++];
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+
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+ // manually move the mesh into the right coordinate system
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+ const aiMatrix3x3 IT = aiMatrix3x3((*it)->mTransformation).Inverse().Transpose();
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+ for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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+
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+ mesh->mVertices[a] *= (*it)->mTransformation;
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+
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+ if (mesh->HasNormals())
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+ mesh->mNormals[a] *= IT;
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+
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+ if (mesh->HasTangentsAndBitangents()) {
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+ mesh->mTangents[a] *= IT;
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+ mesh->mBitangents[a] *= IT;
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+ }
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+ }
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+ }
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+ delete *it; // bye, node
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+ }
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+ delete[] join_master->mMeshes;
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+ join_master->mMeshes = meshes;
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+ join_master->mNumMeshes += out_meshes;
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+ }
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+ }
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+ }
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+ // reassign children if something changed
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+ if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
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+
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+ delete[] nd->mChildren;
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+
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+ if (!child_nodes.empty()) {
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+ nd->mChildren = new aiNode *[child_nodes.size()];
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+ } else
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+ nd->mChildren = nullptr;
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+ }
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+
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+ nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
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+
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+ if (nd->mChildren) {
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+ aiNode **tmp = nd->mChildren;
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+ for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
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+ aiNode *node = *tmp++ = *it;
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+ node->mParent = nd;
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+ }
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+ }
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+
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+ nodes_out += static_cast<unsigned int>(child_nodes.size());
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}
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// ------------------------------------------------------------------------------------------------
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// Execute the post-processing step on the given scene
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-void OptimizeGraphProcess::Execute( aiScene* pScene) {
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- ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
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- nodes_in = nodes_out = count_merged = 0;
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- mScene = pScene;
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+void OptimizeGraphProcess::Execute(aiScene *pScene) {
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+ ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
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+ nodes_in = nodes_out = count_merged = 0;
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+ mScene = pScene;
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- meshes.resize(pScene->mNumMeshes,0);
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- FindInstancedMeshes(pScene->mRootNode);
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+ meshes.resize(pScene->mNumMeshes, 0);
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+ FindInstancedMeshes(pScene->mRootNode);
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- // build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
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- locked.clear();
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- for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
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+ // build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
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+ locked.clear();
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+ for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
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#ifdef AI_OG_USE_HASHING
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- locked.insert(SuperFastHash((*it).c_str()));
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+ locked.insert(SuperFastHash((*it).c_str()));
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#else
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- locked.insert(*it);
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+ locked.insert(*it);
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#endif
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- }
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-
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- for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
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- for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
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- aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a];
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- locked.insert(AI_OG_GETKEY(anim->mNodeName));
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- }
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- }
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-
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- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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- for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
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-
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- aiBone* bone = pScene->mMeshes[i]->mBones[a];
|
|
|
- locked.insert(AI_OG_GETKEY(bone->mName));
|
|
|
-
|
|
|
- // HACK: Meshes referencing bones may not be transformed; we need to look them.
|
|
|
- // The easiest way to do this is to increase their reference counters ...
|
|
|
- meshes[i] += 2;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
|
|
|
- aiCamera* cam = pScene->mCameras[i];
|
|
|
- locked.insert(AI_OG_GETKEY(cam->mName));
|
|
|
- }
|
|
|
-
|
|
|
- for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
|
|
|
- aiLight* lgh = pScene->mLights[i];
|
|
|
- locked.insert(AI_OG_GETKEY(lgh->mName));
|
|
|
- }
|
|
|
-
|
|
|
- // Insert a dummy master node and make it read-only
|
|
|
- aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
|
|
|
- locked.insert(AI_OG_GETKEY(dummy_root->mName));
|
|
|
-
|
|
|
- const aiString prev = pScene->mRootNode->mName;
|
|
|
- pScene->mRootNode->mParent = dummy_root;
|
|
|
-
|
|
|
- dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1];
|
|
|
- dummy_root->mChildren[0] = pScene->mRootNode;
|
|
|
-
|
|
|
- // Do our recursive processing of scenegraph nodes. For each node collect
|
|
|
- // a fully new list of children and allow their children to place themselves
|
|
|
- // on the same hierarchy layer as their parents.
|
|
|
- std::list<aiNode*> nodes;
|
|
|
- CollectNewChildren (dummy_root,nodes);
|
|
|
-
|
|
|
- ai_assert(nodes.size() == 1);
|
|
|
-
|
|
|
- if (dummy_root->mNumChildren == 0) {
|
|
|
- pScene->mRootNode = NULL;
|
|
|
- throw DeadlyImportError("After optimizing the scene graph, no data remains");
|
|
|
- }
|
|
|
-
|
|
|
- if (dummy_root->mNumChildren > 1) {
|
|
|
- pScene->mRootNode = dummy_root;
|
|
|
-
|
|
|
- // Keep the dummy node but assign the name of the old root node to it
|
|
|
- pScene->mRootNode->mName = prev;
|
|
|
- }
|
|
|
- else {
|
|
|
-
|
|
|
- // Remove the dummy root node again.
|
|
|
- pScene->mRootNode = dummy_root->mChildren[0];
|
|
|
-
|
|
|
- dummy_root->mChildren[0] = NULL;
|
|
|
- delete dummy_root;
|
|
|
- }
|
|
|
-
|
|
|
- pScene->mRootNode->mParent = NULL;
|
|
|
- if (!DefaultLogger::isNullLogger()) {
|
|
|
- if ( nodes_in != nodes_out) {
|
|
|
- ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
|
|
|
- } else {
|
|
|
- ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
|
|
|
- }
|
|
|
- }
|
|
|
- meshes.clear();
|
|
|
- locked.clear();
|
|
|
+ }
|
|
|
+
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
|
|
|
+ for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
|
|
|
+ aiNodeAnim *anim = pScene->mAnimations[i]->mChannels[a];
|
|
|
+ locked.insert(AI_OG_GETKEY(anim->mNodeName));
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
|
+ for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
|
|
|
+
|
|
|
+ aiBone *bone = pScene->mMeshes[i]->mBones[a];
|
|
|
+ locked.insert(AI_OG_GETKEY(bone->mName));
|
|
|
+
|
|
|
+ // HACK: Meshes referencing bones may not be transformed; we need to look them.
|
|
|
+ // The easiest way to do this is to increase their reference counters ...
|
|
|
+ meshes[i] += 2;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
|
|
|
+ aiCamera *cam = pScene->mCameras[i];
|
|
|
+ locked.insert(AI_OG_GETKEY(cam->mName));
|
|
|
+ }
|
|
|
+
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
|
|
|
+ aiLight *lgh = pScene->mLights[i];
|
|
|
+ locked.insert(AI_OG_GETKEY(lgh->mName));
|
|
|
+ }
|
|
|
+
|
|
|
+ // Insert a dummy master node and make it read-only
|
|
|
+ aiNode *dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
|
|
|
+ locked.insert(AI_OG_GETKEY(dummy_root->mName));
|
|
|
+
|
|
|
+ const aiString prev = pScene->mRootNode->mName;
|
|
|
+ pScene->mRootNode->mParent = dummy_root;
|
|
|
+
|
|
|
+ dummy_root->mChildren = new aiNode *[dummy_root->mNumChildren = 1];
|
|
|
+ dummy_root->mChildren[0] = pScene->mRootNode;
|
|
|
+
|
|
|
+ // Do our recursive processing of scenegraph nodes. For each node collect
|
|
|
+ // a fully new list of children and allow their children to place themselves
|
|
|
+ // on the same hierarchy layer as their parents.
|
|
|
+ std::list<aiNode *> nodes;
|
|
|
+ CollectNewChildren(dummy_root, nodes);
|
|
|
+
|
|
|
+ ai_assert(nodes.size() == 1);
|
|
|
+
|
|
|
+ if (dummy_root->mNumChildren == 0) {
|
|
|
+ pScene->mRootNode = NULL;
|
|
|
+ throw DeadlyImportError("After optimizing the scene graph, no data remains");
|
|
|
+ }
|
|
|
+
|
|
|
+ if (dummy_root->mNumChildren > 1) {
|
|
|
+ pScene->mRootNode = dummy_root;
|
|
|
+
|
|
|
+ // Keep the dummy node but assign the name of the old root node to it
|
|
|
+ pScene->mRootNode->mName = prev;
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // Remove the dummy root node again.
|
|
|
+ pScene->mRootNode = dummy_root->mChildren[0];
|
|
|
+
|
|
|
+ dummy_root->mChildren[0] = NULL;
|
|
|
+ delete dummy_root;
|
|
|
+ }
|
|
|
+
|
|
|
+ pScene->mRootNode->mParent = NULL;
|
|
|
+ if (!DefaultLogger::isNullLogger()) {
|
|
|
+ if (nodes_in != nodes_out) {
|
|
|
+ ASSIMP_LOG_INFO_F("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
|
|
|
+ } else {
|
|
|
+ ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ meshes.clear();
|
|
|
+ locked.clear();
|
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
// Build a LUT of all instanced meshes
|
|
|
-void OptimizeGraphProcess::FindInstancedMeshes (aiNode* pNode)
|
|
|
-{
|
|
|
- for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
|
|
|
- ++meshes[pNode->mMeshes[i]];
|
|
|
- }
|
|
|
-
|
|
|
- for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
|
|
|
- FindInstancedMeshes(pNode->mChildren[i]);
|
|
|
+void OptimizeGraphProcess::FindInstancedMeshes(aiNode *pNode) {
|
|
|
+ for (unsigned int i = 0; i < pNode->mNumMeshes; ++i) {
|
|
|
+ ++meshes[pNode->mMeshes[i]];
|
|
|
+ }
|
|
|
+
|
|
|
+ for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
|
|
|
+ FindInstancedMeshes(pNode->mChildren[i]);
|
|
|
}
|
|
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
|