You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-07 12:30:27 +00:00
Updated assimp to commit 1d565b0 with iFire
Signed-off-by: RevoluPowered <gordon@gordonite.tech> Signed-off-by: K. S. Ernest (iFIre) Lee <ernest.lee@chibifire.com>
This commit is contained in:
256
thirdparty/assimp/code/PostProcessing/OptimizeMeshes.cpp
vendored
Normal file
256
thirdparty/assimp/code/PostProcessing/OptimizeMeshes.cpp
vendored
Normal file
@@ -0,0 +1,256 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, 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_F("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
|
||||
Reference in New Issue
Block a user