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1 /*
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2 ---------------------------------------------------------------------------
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3 Open Asset Import Library (assimp)
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4 ---------------------------------------------------------------------------
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5
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6 Copyright (c) 2006-2012, assimp team
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7
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8 All rights reserved.
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9
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10 Redistribution and use of this software in source and binary forms,
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11 with or without modification, are permitted provided that the following
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12 conditions are met:
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13
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14 * Redistributions of source code must retain the above
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15 copyright notice, this list of conditions and the
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16 following disclaimer.
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17
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18 * Redistributions in binary form must reproduce the above
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19 copyright notice, this list of conditions and the
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20 following disclaimer in the documentation and/or other
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21 materials provided with the distribution.
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22
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23 * Neither the name of the assimp team, nor the names of its
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24 contributors may be used to endorse or promote products
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25 derived from this software without specific prior
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26 written permission of the assimp team.
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27
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28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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39 ---------------------------------------------------------------------------
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40 */
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41
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42 /** @file OptimizeGraph.cpp
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43 * @brief Implementation of the aiProcess_OptimizGraph step
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44 */
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45
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46 #include "AssimpPCH.h"
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47 #ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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48
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49 using namespace Assimp;
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50 #include "OptimizeGraph.h"
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51 #include "ProcessHelper.h"
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52 #include "SceneCombiner.h"
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53
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54 #define AI_RESERVED_NODE_NAME "$Reserved_And_Evil"
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55
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56 /* AI_OG_USE_HASHING enables the use of hashing to speed-up std::set lookups.
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57 * The unhashed variant should be faster, except for *very* large data sets
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58 */
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59 #ifdef AI_OG_USE_HASHING
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60 // Use our standard hashing function to compute the hash
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61 # define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
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62 #else
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63 // Otherwise hope that std::string will utilize a static buffer
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64 // for shorter node names. This would avoid endless heap copying.
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65 # define AI_OG_GETKEY(str) std::string(str.data)
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66 #endif
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67
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68 // ------------------------------------------------------------------------------------------------
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69 // Constructor to be privately used by Importer
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70 OptimizeGraphProcess::OptimizeGraphProcess()
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71 {}
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72
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73 // ------------------------------------------------------------------------------------------------
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74 // Destructor, private as well
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75 OptimizeGraphProcess::~OptimizeGraphProcess()
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76 {}
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77
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78 // ------------------------------------------------------------------------------------------------
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79 // Returns whether the processing step is present in the given flag field.
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80 bool OptimizeGraphProcess::IsActive( unsigned int pFlags) const
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81 {
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82 return (0 != (pFlags & aiProcess_OptimizeGraph));
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83 }
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84
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85 // ------------------------------------------------------------------------------------------------
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86 // Setup properties for the postprocessing step
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87 void OptimizeGraphProcess::SetupProperties(const Importer* pImp)
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88 {
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89 // Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
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90 std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
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91 AddLockedNodeList(tmp);
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92 }
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93
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94 // ------------------------------------------------------------------------------------------------
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95 // Collect new children
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96 void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes)
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97 {
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98 nodes_in += nd->mNumChildren;
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99
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100 // Process children
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101 std::list<aiNode*> child_nodes;
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102 for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
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103
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104 CollectNewChildren(nd->mChildren[i],child_nodes);
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105 nd->mChildren[i] = NULL;
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106 }
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107
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108 // Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
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109 if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
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110 for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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111
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112 if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
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113 (*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
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114 nodes.push_back(*it);
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115
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116 it = child_nodes.erase(it);
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117 continue;
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118 }
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119 ++it;
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120 }
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121
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122 if (nd->mNumMeshes || child_nodes.size()) {
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123 nodes.push_back(nd);
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124 }
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125 else {
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126 delete nd; /* bye, node */
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127 return;
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128 }
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129 }
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130 else {
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131
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132 // Retain our current position in the hierarchy
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133 nodes.push_back(nd);
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134
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135 // Now check for possible optimizations in our list of child nodes. join as many as possible
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136 aiNode* join_master = NULL;
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137 aiMatrix4x4 inv;
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138
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139 const LockedSetType::const_iterator end = locked.end();
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140
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141 std::list<aiNode*> join;
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142 for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
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143 aiNode* child = *it;
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144 if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
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145
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146 // There may be no instanced meshes
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147 unsigned int n = 0;
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148 for (; n < child->mNumMeshes;++n) {
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149 if (meshes[child->mMeshes[n]] > 1) {
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150 break;
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151 }
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152 }
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153 if (n == child->mNumMeshes) {
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154
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155 if (!join_master) {
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156 join_master = child;
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157 inv = join_master->mTransformation;
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158 inv.Inverse();
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159 }
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160 else {
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161
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162 child->mTransformation = inv * child->mTransformation ;
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163
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164 join.push_back(child);
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165 it = child_nodes.erase(it);
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166 continue;
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167 }
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168 }
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169 }
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170 ++it;
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171 }
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172 if (join_master && join.size()) {
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173 join_master->mName.length = sprintf(join_master->mName.data,"$MergedNode_%i",count_merged++);
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174
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175 unsigned int out_meshes = 0;
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176 for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
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177 out_meshes += (*it)->mNumMeshes;
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178 }
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179
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180 // copy all mesh references in one array
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181 if (out_meshes) {
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182 unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
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183 for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
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184 *tmp++ = join_master->mMeshes[n];
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185 }
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186
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187 for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
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188 for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
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189
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190 *tmp = (*it)->mMeshes[n];
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191 aiMesh* mesh = mScene->mMeshes[*tmp++];
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192
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193 // manually move the mesh into the right coordinate system
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194 const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
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195 for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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196
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197 mesh->mVertices[a] *= (*it)->mTransformation;
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198
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199 if (mesh->HasNormals())
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200 mesh->mNormals[a] *= IT;
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201
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202 if (mesh->HasTangentsAndBitangents()) {
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203 mesh->mTangents[a] *= IT;
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204 mesh->mBitangents[a] *= IT;
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205 }
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206 }
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207 }
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208 delete *it; // bye, node
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209 }
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210 delete[] join_master->mMeshes;
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211 join_master->mMeshes = meshes;
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212 join_master->mNumMeshes += out_meshes;
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213 }
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214 }
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215 }
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216 // reassign children if something changed
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217 if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
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218
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219 delete[] nd->mChildren;
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220
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221 if (child_nodes.size())
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222 nd->mChildren = new aiNode*[child_nodes.size()];
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223 else nd->mChildren = NULL;
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224 }
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225
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226 nd->mNumChildren = child_nodes.size();
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227
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228 aiNode** tmp = nd->mChildren;
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229 for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
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230 aiNode* node = *tmp++ = *it;
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231 node->mParent = nd;
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232 }
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233
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234 nodes_out += child_nodes.size();
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235 }
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236
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237 // ------------------------------------------------------------------------------------------------
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238 // Execute the postprocessing step on the given scene
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239 void OptimizeGraphProcess::Execute( aiScene* pScene)
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240 {
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241 DefaultLogger::get()->debug("OptimizeGraphProcess begin");
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242 nodes_in = nodes_out = count_merged = 0;
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243 mScene = pScene;
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244
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245 meshes.resize(pScene->mNumMeshes,0);
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246 FindInstancedMeshes(pScene->mRootNode);
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247
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248 // build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
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249 locked.clear();
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250 for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
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251 #ifdef AI_OG_USE_HASHING
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252 locked.insert(SuperFastHash((*it).c_str()));
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253 #else
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254 locked.insert(*it);
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255 #endif
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256 }
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257
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258 for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
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259 for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
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260
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261 aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a];
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262 locked.insert(AI_OG_GETKEY(anim->mNodeName));
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263 }
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264 }
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265
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266 for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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267 for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
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268
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269 aiBone* bone = pScene->mMeshes[i]->mBones[a];
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270 locked.insert(AI_OG_GETKEY(bone->mName));
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271
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272 // HACK: Meshes referencing bones may not be transformed; we need to look them.
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273 // The easiest way to do this is to increase their reference counters ...
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274 meshes[i] += 2;
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275 }
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276 }
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277
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278 for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
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279 aiCamera* cam = pScene->mCameras[i];
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280 locked.insert(AI_OG_GETKEY(cam->mName));
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281 }
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282
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283 for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
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284 aiLight* lgh = pScene->mLights[i];
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285 locked.insert(AI_OG_GETKEY(lgh->mName));
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286 }
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287
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288 // Insert a dummy master node and make it read-only
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289 aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
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290 locked.insert(AI_OG_GETKEY(dummy_root->mName));
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291
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292 const aiString prev = pScene->mRootNode->mName;
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293 pScene->mRootNode->mParent = dummy_root;
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294
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295 dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1];
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296 dummy_root->mChildren[0] = pScene->mRootNode;
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297
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298 // Do our recursive processing of scenegraph nodes. For each node collect
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299 // a fully new list of children and allow their children to place themselves
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300 // on the same hierarchy layer as their parents.
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301 std::list<aiNode*> nodes;
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302 CollectNewChildren (dummy_root,nodes);
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303
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304 ai_assert(nodes.size() == 1);
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305
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306 if (dummy_root->mNumChildren == 0) {
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307 pScene->mRootNode = NULL;
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308 throw DeadlyImportError("After optimizing the scene graph, no data remains");
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309 }
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310
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311 if (dummy_root->mNumChildren > 1) {
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312 pScene->mRootNode = dummy_root;
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313
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314 // Keep the dummy node but assign the name of the old root node to it
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315 pScene->mRootNode->mName = prev;
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316 }
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317 else {
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318
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319 // Remove the dummy root node again.
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320 pScene->mRootNode = dummy_root->mChildren[0];
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321
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322 dummy_root->mChildren[0] = NULL;
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323 delete dummy_root;
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324 }
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325
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326 pScene->mRootNode->mParent = NULL;
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327 if (!DefaultLogger::isNullLogger()) {
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328 if ( nodes_in != nodes_out) {
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329
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330 char buf[512];
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331 sprintf(buf,"OptimizeGraphProcess finished; Input nodes: %i, Output nodes: %i",nodes_in,nodes_out);
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332 DefaultLogger::get()->info(buf);
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333 }
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334 else DefaultLogger::get()->debug("OptimizeGraphProcess finished");
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335 }
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336 meshes.clear();
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337 locked.clear();
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338 }
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339
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340 // ------------------------------------------------------------------------------------------------
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341 // Buidl a LUT of all instanced meshes
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342 void OptimizeGraphProcess::FindInstancedMeshes (aiNode* pNode)
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343 {
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344 for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
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345 ++meshes[pNode->mMeshes[i]];
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346 }
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347
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348 for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
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349 FindInstancedMeshes(pNode->mChildren[i]);
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350 }
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351
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352 #endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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