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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2024, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- /** @file OptimizeGraph.cpp
- * @brief Implementation of the aiProcess_OptimizGraph step
- */
- #ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
- #include "OptimizeGraph.h"
- #include "ProcessHelper.h"
- #include "ConvertToLHProcess.h"
- #include <assimp/Exceptional.h>
- #include <assimp/SceneCombiner.h>
- #include <stdio.h>
- using namespace Assimp;
- #define AI_RESERVED_NODE_NAME "$Reserved_And_Evil"
- /* AI_OG_USE_HASHING enables the use of hashing to speed-up std::set lookups.
- * 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)
- #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)
- #endif
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- OptimizeGraphProcess::OptimizeGraphProcess() :
- mScene(),
- nodes_in(),
- nodes_out(),
- count_merged() {
- // 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));
- }
- // ------------------------------------------------------------------------------------------------
- // 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);
- }
- // ------------------------------------------------------------------------------------------------
- // 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 = nullptr;
- 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, AI_MAXLEN, "$MergedNode_%u", count_merged++);
- unsigned int out_meshes = 0;
- for (std::list<aiNode *>::const_iterator it = join.cbegin(); it != join.cend(); ++it) {
- out_meshes += (*it)->mNumMeshes;
- }
- // copy all mesh references in one array
- if (out_meshes) {
- unsigned int *meshIdxs = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshIdxs;
- for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) {
- *tmp++ = join_master->mMeshes[n];
- }
- for (const aiNode *join_node : join) {
- for (unsigned int n = 0; n < join_node->mNumMeshes; ++n) {
- *tmp = join_node->mMeshes[n];
- aiMesh *mesh = mScene->mMeshes[*tmp++];
- // Assume the transformation is affine
- // manually move the mesh into the right coordinate system
- // Check for odd negative scale (mirror)
- if (join_node->mTransformation.Determinant() < 0) {
- // Reverse the mesh face winding order
- FlipWindingOrderProcess::ProcessMesh(mesh);
- }
- // Update positions, normals and tangents
- const aiMatrix3x3 IT = aiMatrix3x3(join_node->mTransformation).Inverse().Transpose();
- for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
- mesh->mVertices[a] *= join_node->mTransformation;
- if (mesh->HasNormals())
- mesh->mNormals[a] *= IT;
- if (mesh->HasTangentsAndBitangents()) {
- mesh->mTangents[a] *= IT;
- mesh->mBitangents[a] *= IT;
- }
- }
- }
- delete join_node; // bye, node
- }
- delete[] join_master->mMeshes;
- join_master->mMeshes = meshIdxs;
- 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;
- 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) {
- #ifdef AI_OG_USE_HASHING
- locked.insert(SuperFastHash((*it).c_str()));
- #else
- 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 = nullptr;
- 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] = nullptr;
- delete dummy_root;
- }
- pScene->mRootNode->mParent = nullptr;
- if (!DefaultLogger::isNullLogger()) {
- if (nodes_in != nodes_out) {
- ASSIMP_LOG_INFO("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]);
- }
- #endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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