2
0
RichardTea 5 жил өмнө
parent
commit
463573c771

+ 250 - 253
code/PostProcessing/OptimizeGraph.cpp

@@ -43,13 +43,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  *  @brief Implementation of the aiProcess_OptimizGraph step
  */
 
-
 #ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
 
 #include "OptimizeGraph.h"
 #include "ProcessHelper.h"
-#include <assimp/SceneCombiner.h>
 #include <assimp/Exceptional.h>
+#include <assimp/SceneCombiner.h>
 #include <stdio.h>
 
 using namespace Assimp;
@@ -60,292 +59,290 @@ using namespace Assimp;
  * The unhashed variant should be faster, except for *very* large data sets
  */
 #ifdef AI_OG_USE_HASHING
-    // Use our standard hashing function to compute the hash
-#   define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
+// Use our standard hashing function to compute the hash
+#define AI_OG_GETKEY(str) SuperFastHash(str.data, str.length)
 #else
-    // Otherwise hope that std::string will utilize a static buffer
-    // for shorter node names. This would avoid endless heap copying.
-#   define AI_OG_GETKEY(str) std::string(str.data)
+// Otherwise hope that std::string will utilize a static buffer
+// for shorter node names. This would avoid endless heap copying.
+#define AI_OG_GETKEY(str) std::string(str.data)
 #endif
 
 // ------------------------------------------------------------------------------------------------
 // Constructor to be privately used by Importer
-OptimizeGraphProcess::OptimizeGraphProcess()
-: mScene()
-, nodes_in()
-, nodes_out()
-, count_merged() {
-    // empty
+OptimizeGraphProcess::OptimizeGraphProcess() :
+		mScene(),
+		nodes_in(),
+		nodes_out(),
+		count_merged() {
+	// empty
 }
 
 // ------------------------------------------------------------------------------------------------
 // Destructor, private as well
 OptimizeGraphProcess::~OptimizeGraphProcess() {
-    // empty
+	// empty
 }
 
 // ------------------------------------------------------------------------------------------------
 // Returns whether the processing step is present in the given flag field.
-bool OptimizeGraphProcess::IsActive( unsigned int pFlags) const {
-    return (0 != (pFlags & aiProcess_OptimizeGraph));
+bool OptimizeGraphProcess::IsActive(unsigned int pFlags) const {
+	return (0 != (pFlags & aiProcess_OptimizeGraph));
 }
 
 // ------------------------------------------------------------------------------------------------
 // Setup properties for the post-processing step
-void OptimizeGraphProcess::SetupProperties(const Importer* pImp) {
-    // Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
-    std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
-    AddLockedNodeList(tmp);
+void OptimizeGraphProcess::SetupProperties(const Importer *pImp) {
+	// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
+	std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST, "");
+	AddLockedNodeList(tmp);
 }
 
 // ------------------------------------------------------------------------------------------------
 // Collect new children
-void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes) {
-    nodes_in += nd->mNumChildren;
-
-    // Process children
-    std::list<aiNode*> child_nodes;
-    for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
-        CollectNewChildren(nd->mChildren[i],child_nodes);
-        nd->mChildren[i] = nullptr;
-    }
-
-    // Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
-    if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
-        for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
-
-            if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
-                (*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
-                nodes.push_back(*it);
-
-                it = child_nodes.erase(it);
-                continue;
-            }
-            ++it;
-        }
-
-        if (nd->mNumMeshes || !child_nodes.empty()) {
-            nodes.push_back(nd);
-        } else {
-            delete nd; /* bye, node */
-            return;
-        }
-    } else {
-
-        // Retain our current position in the hierarchy
-        nodes.push_back(nd);
-
-        // Now check for possible optimizations in our list of child nodes. join as many as possible
-        aiNode* join_master = NULL;
-        aiMatrix4x4 inv;
-
-        const LockedSetType::const_iterator end = locked.end();
-
-        std::list<aiNode*> join;
-        for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();)   {
-            aiNode* child = *it;
-            if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
-
-                // There may be no instanced meshes
-                unsigned int n = 0;
-                for (; n < child->mNumMeshes;++n) {
-                    if (meshes[child->mMeshes[n]] > 1) {
-                        break;
-                    }
-                }
-                if (n == child->mNumMeshes) {
-                    if (!join_master) {
-                        join_master = child;
-                        inv = join_master->mTransformation;
-                        inv.Inverse();
-                    } else {
-                        child->mTransformation = inv * child->mTransformation ;
-
-                        join.push_back(child);
-                        it = child_nodes.erase(it);
-                        continue;
-                    }
-                }
-            }
-            ++it;
-        }
-        if (join_master && !join.empty()) {
-            join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i",count_merged++);
-
-            unsigned int out_meshes = 0;
-            for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
-                out_meshes += (*it)->mNumMeshes;
-            }
-
-            // copy all mesh references in one array
-            if (out_meshes) {
-                unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
-                for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
-                    *tmp++ = join_master->mMeshes[n];
-                }
-
-                for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
-                    for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
-
-                        *tmp = (*it)->mMeshes[n];
-                        aiMesh* mesh = mScene->mMeshes[*tmp++];
-
-                        // manually move the mesh into the right coordinate system
-                        const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
-                        for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
-
-                            mesh->mVertices[a] *= (*it)->mTransformation;
-
-                            if (mesh->HasNormals())
-                                mesh->mNormals[a] *= IT;
-
-                            if (mesh->HasTangentsAndBitangents()) {
-                                mesh->mTangents[a] *= IT;
-                                mesh->mBitangents[a] *= IT;
-                            }
-                        }
-                    }
-                    delete *it; // bye, node
-                }
-                delete[] join_master->mMeshes;
-                join_master->mMeshes = meshes;
-                join_master->mNumMeshes += out_meshes;
-            }
-        }
-    }
-    // reassign children if something changed
-    if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
-
-        delete[] nd->mChildren;
-
-        if (!child_nodes.empty()) {
-            nd->mChildren = new aiNode*[child_nodes.size()];
-        }
-        else nd->mChildren = nullptr;
-    }
-
-    nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
-
-    if (nd->mChildren) {
-        aiNode** tmp = nd->mChildren;
-        for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
-            aiNode* node = *tmp++ = *it;
-            node->mParent = nd;
-        }
-    }
-
-    nodes_out += static_cast<unsigned int>(child_nodes.size());
+void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &nodes) {
+	nodes_in += nd->mNumChildren;
+
+	// Process children
+	std::list<aiNode *> child_nodes;
+	for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
+		CollectNewChildren(nd->mChildren[i], child_nodes);
+		nd->mChildren[i] = nullptr;
+	}
+
+	// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
+	if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end()) {
+		for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
+
+			if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
+				(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
+				nodes.push_back(*it);
+
+				it = child_nodes.erase(it);
+				continue;
+			}
+			++it;
+		}
+
+		if (nd->mNumMeshes || !child_nodes.empty()) {
+			nodes.push_back(nd);
+		} else {
+			delete nd; /* bye, node */
+			return;
+		}
+	} else {
+
+		// Retain our current position in the hierarchy
+		nodes.push_back(nd);
+
+		// Now check for possible optimizations in our list of child nodes. join as many as possible
+		aiNode *join_master = NULL;
+		aiMatrix4x4 inv;
+
+		const LockedSetType::const_iterator end = locked.end();
+
+		std::list<aiNode *> join;
+		for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
+			aiNode *child = *it;
+			if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
+
+				// There may be no instanced meshes
+				unsigned int n = 0;
+				for (; n < child->mNumMeshes; ++n) {
+					if (meshes[child->mMeshes[n]] > 1) {
+						break;
+					}
+				}
+				if (n == child->mNumMeshes) {
+					if (!join_master) {
+						join_master = child;
+						inv = join_master->mTransformation;
+						inv.Inverse();
+					} else {
+						child->mTransformation = inv * child->mTransformation;
+
+						join.push_back(child);
+						it = child_nodes.erase(it);
+						continue;
+					}
+				}
+			}
+			++it;
+		}
+		if (join_master && !join.empty()) {
+			join_master->mName.length = ::ai_snprintf(join_master->mName.data, MAXLEN, "$MergedNode_%i", count_merged++);
+
+			unsigned int out_meshes = 0;
+			for (std::list<aiNode *>::iterator it = join.begin(); it != join.end(); ++it) {
+				out_meshes += (*it)->mNumMeshes;
+			}
+
+			// copy all mesh references in one array
+			if (out_meshes) {
+				unsigned int *meshes = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshes;
+				for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) {
+					*tmp++ = join_master->mMeshes[n];
+				}
+
+				for (std::list<aiNode *>::iterator it = join.begin(); it != join.end(); ++it) {
+					for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
+
+						*tmp = (*it)->mMeshes[n];
+						aiMesh *mesh = mScene->mMeshes[*tmp++];
+
+						// manually move the mesh into the right coordinate system
+						const aiMatrix3x3 IT = aiMatrix3x3((*it)->mTransformation).Inverse().Transpose();
+						for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
+
+							mesh->mVertices[a] *= (*it)->mTransformation;
+
+							if (mesh->HasNormals())
+								mesh->mNormals[a] *= IT;
+
+							if (mesh->HasTangentsAndBitangents()) {
+								mesh->mTangents[a] *= IT;
+								mesh->mBitangents[a] *= IT;
+							}
+						}
+					}
+					delete *it; // bye, node
+				}
+				delete[] join_master->mMeshes;
+				join_master->mMeshes = meshes;
+				join_master->mNumMeshes += out_meshes;
+			}
+		}
+	}
+	// reassign children if something changed
+	if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
+
+		delete[] nd->mChildren;
+
+		if (!child_nodes.empty()) {
+			nd->mChildren = new aiNode *[child_nodes.size()];
+		} else
+			nd->mChildren = nullptr;
+	}
+
+	nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());
+
+	if (nd->mChildren) {
+		aiNode **tmp = nd->mChildren;
+		for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
+			aiNode *node = *tmp++ = *it;
+			node->mParent = nd;
+		}
+	}
+
+	nodes_out += static_cast<unsigned int>(child_nodes.size());
 }
 
 // ------------------------------------------------------------------------------------------------
 // Execute the post-processing step on the given scene
-void OptimizeGraphProcess::Execute( aiScene* pScene) {
-    ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
-    nodes_in = nodes_out = count_merged = 0;
-    mScene = pScene;
+void OptimizeGraphProcess::Execute(aiScene *pScene) {
+	ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
+	nodes_in = nodes_out = count_merged = 0;
+	mScene = pScene;
 
-    meshes.resize(pScene->mNumMeshes,0);
-    FindInstancedMeshes(pScene->mRootNode);
+	meshes.resize(pScene->mNumMeshes, 0);
+	FindInstancedMeshes(pScene->mRootNode);
 
-    // build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
-    locked.clear();
-    for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
+	// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
+	locked.clear();
+	for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
 #ifdef AI_OG_USE_HASHING
-        locked.insert(SuperFastHash((*it).c_str()));
+		locked.insert(SuperFastHash((*it).c_str()));
 #else
-        locked.insert(*it);
+		locked.insert(*it);
 #endif
-    }
-
-    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();
+	}
+
+	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