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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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 OptimizeMeshes.cpp
+ * @brief Implementation of the aiProcess_OptimizeMeshes step
+ */
+
+
+#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
+
+
+#include "OptimizeMeshes.h"
+#include "ProcessHelper.h"
+#include <assimp/SceneCombiner.h>
+#include <assimp/Exceptional.h>
+
+using namespace Assimp;
+
+static const unsigned int NotSet = 0xffffffff;
+static const unsigned int DeadBeef = 0xdeadbeef;
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+OptimizeMeshesProcess::OptimizeMeshesProcess()
+ : mScene()
+ , pts(false)
+ , max_verts( NotSet )
+ , max_faces( NotSet ) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+OptimizeMeshesProcess::~OptimizeMeshesProcess() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the processing step is present in the given flag field.
+bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
+{
+ // Our behaviour needs to be different if the SortByPType or SplitLargeMeshes
+ // steps are active. Thus we need to query their flags here and store the
+ // information, although we're breaking const-correctness.
+ // That's a serious design flaw, consider redesign.
+ if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
+ pts = (0 != (pFlags & aiProcess_SortByPType));
+ max_verts = ( 0 != ( pFlags & aiProcess_SplitLargeMeshes ) ) ? DeadBeef : max_verts;
+ return true;
+ }
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup properties for the post-processing step
+void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
+{
+ if( max_verts == DeadBeef /* magic hack */ ) {
+ max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
+ max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Execute step
+void OptimizeMeshesProcess::Execute( aiScene* pScene)
+{
+ const unsigned int num_old = pScene->mNumMeshes;
+ if (num_old <= 1) {
+ ASSIMP_LOG_DEBUG("Skipping OptimizeMeshesProcess");
+ return;
+ }
+
+ ASSIMP_LOG_DEBUG("OptimizeMeshesProcess begin");
+ mScene = pScene;
+
+ // need to clear persistent members from previous runs
+ merge_list.resize( 0 );
+ output.resize( 0 );
+
+ // ensure we have the right sizes
+ merge_list.reserve(pScene->mNumMeshes);
+ output.reserve(pScene->mNumMeshes);
+
+ // Prepare lookup tables
+ meshes.resize(pScene->mNumMeshes);
+ FindInstancedMeshes(pScene->mRootNode);
+ if( max_verts == DeadBeef ) /* undo the magic hack */
+ max_verts = NotSet;
+
+ // ... instanced meshes are immediately processed and added to the output list
+ for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
+ meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);
+
+ if (meshes[i].instance_cnt > 1 && meshes[i].output_id == NotSet ) {
+ meshes[i].output_id = n++;
+ output.push_back(mScene->mMeshes[i]);
+ }
+ }
+
+ // and process all nodes in the scenegraph recursively
+ ProcessNode(pScene->mRootNode);
+ if (!output.size()) {
+ throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
+ }
+
+ meshes.resize( 0 );
+ ai_assert(output.size() <= num_old);
+
+ mScene->mNumMeshes = static_cast<unsigned int>(output.size());
+ std::copy(output.begin(),output.end(),mScene->mMeshes);
+
+ if (output.size() != num_old) {
+ ASSIMP_LOG_DEBUG("OptimizeMeshesProcess finished. Input meshes: ", num_old, ", Output meshes: ", pScene->mNumMeshes);
+ } else {
+ ASSIMP_LOG_DEBUG( "OptimizeMeshesProcess finished" );
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Process meshes for a single node
+void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
+{
+ for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
+ unsigned int& im = pNode->mMeshes[i];
+
+ if (meshes[im].instance_cnt > 1) {
+ im = meshes[im].output_id;
+ }
+ else {
+ merge_list.resize( 0 );
+ unsigned int verts = 0, faces = 0;
+
+ // Find meshes to merge with us
+ for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
+ unsigned int am = pNode->mMeshes[a];
+ if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) {
+
+ merge_list.push_back(mScene->mMeshes[am]);
+ verts += mScene->mMeshes[am]->mNumVertices;
+ faces += mScene->mMeshes[am]->mNumFaces;
+
+ pNode->mMeshes[a] = pNode->mMeshes[pNode->mNumMeshes - 1];
+ --pNode->mNumMeshes;
+ --a;
+ }
+ }
+
+ // and merge all meshes which we found, replace the old ones
+ if (!merge_list.empty()) {
+ merge_list.push_back(mScene->mMeshes[im]);
+
+ aiMesh* out;
+ SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
+ output.push_back(out);
+ } else {
+ output.push_back(mScene->mMeshes[im]);
+ }
+ im = static_cast<unsigned int>(output.size()-1);
+ }
+ }
+
+
+ for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
+ ProcessNode( pNode->mChildren[ i ] );
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Check whether two meshes can be joined
+bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces )
+{
+ if (meshes[a].vertex_format != meshes[b].vertex_format)
+ return false;
+
+ aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
+
+ if ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) ||
+ (NotSet != max_faces && faces+mb->mNumFaces > max_faces)) {
+ return false;
+ }
+
+ // Never merge unskinned meshes with skinned meshes
+ if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones())
+ return false;
+
+ // Never merge meshes with different kinds of primitives if SortByPType did already
+ // do its work. We would destroy everything again ...
+ if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes)
+ return false;
+
+ // If both meshes are skinned, check whether we have many bones defined in both meshes.
+ // If yes, we can join them.
+ if (ma->HasBones()) {
+ // TODO
+ return false;
+ }
+ return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build a LUT of all instanced meshes
+void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode)
+{
+ for( unsigned int i = 0; i < pNode->mNumMeshes; ++i ) {
+ ++meshes[ pNode->mMeshes[ i ] ].instance_cnt;
+ }
+
+ for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
+ FindInstancedMeshes( pNode->mChildren[ i ] );
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+
+#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS