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+/*
+---------------------------------------------------------------------------
+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 FindInstancesProcess.cpp
+ * @brief Implementation of the aiProcess_FindInstances postprocessing step
+*/
+
+
+#include "FindInstancesProcess.h"
+#include <memory>
+#include <stdio.h>
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+FindInstancesProcess::FindInstancesProcess()
+: configSpeedFlag (false)
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+FindInstancesProcess::~FindInstancesProcess()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the processing step is present in the given flag field.
+bool FindInstancesProcess::IsActive( unsigned int pFlags) const
+{
+ // FindInstances makes absolutely no sense together with PreTransformVertices
+ // fixme: spawn error message somewhere else?
+ return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup properties for the step
+void FindInstancesProcess::SetupProperties(const Importer* pImp)
+{
+ // AI_CONFIG_FAVOUR_SPEED
+ configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Compare the bones of two meshes
+bool CompareBones(const aiMesh* orig, const aiMesh* inst)
+{
+ for (unsigned int i = 0; i < orig->mNumBones;++i) {
+ aiBone* aha = orig->mBones[i];
+ aiBone* oha = inst->mBones[i];
+
+ if (aha->mNumWeights != oha->mNumWeights ||
+ aha->mOffsetMatrix != oha->mOffsetMatrix) {
+ return false;
+ }
+
+ // compare weight per weight ---
+ for (unsigned int n = 0; n < aha->mNumWeights;++n) {
+ if (aha->mWeights[n].mVertexId != oha->mWeights[n].mVertexId ||
+ (aha->mWeights[n].mWeight - oha->mWeights[n].mWeight) < 10e-3f) {
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Update mesh indices in the node graph
+void UpdateMeshIndices(aiNode* node, unsigned int* lookup)
+{
+ for (unsigned int n = 0; n < node->mNumMeshes;++n)
+ node->mMeshes[n] = lookup[node->mMeshes[n]];
+
+ for (unsigned int n = 0; n < node->mNumChildren;++n)
+ UpdateMeshIndices(node->mChildren[n],lookup);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Executes the post processing step on the given imported data.
+void FindInstancesProcess::Execute( aiScene* pScene)
+{
+ ASSIMP_LOG_DEBUG("FindInstancesProcess begin");
+ if (pScene->mNumMeshes) {
+
+ // use a pseudo hash for all meshes in the scene to quickly find
+ // the ones which are possibly equal. This step is executed early
+ // in the pipeline, so we could, depending on the file format,
+ // have several thousand small meshes. That's too much for a brute
+ // everyone-against-everyone check involving up to 10 comparisons
+ // each.
+ std::unique_ptr<uint64_t[]> hashes (new uint64_t[pScene->mNumMeshes]);
+ std::unique_ptr<unsigned int[]> remapping (new unsigned int[pScene->mNumMeshes]);
+
+ unsigned int numMeshesOut = 0;
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+
+ aiMesh* inst = pScene->mMeshes[i];
+ hashes[i] = GetMeshHash(inst);
+
+ // Find an appropriate epsilon
+ // to compare position differences against
+ float epsilon = ComputePositionEpsilon(inst);
+ epsilon *= epsilon;
+
+ for (int a = i-1; a >= 0; --a) {
+ if (hashes[i] == hashes[a])
+ {
+ aiMesh* orig = pScene->mMeshes[a];
+ if (!orig)
+ continue;
+
+ // check for hash collision .. we needn't check
+ // the vertex format, it *must* match due to the
+ // (brilliant) construction of the hash
+ if (orig->mNumBones != inst->mNumBones ||
+ orig->mNumFaces != inst->mNumFaces ||
+ orig->mNumVertices != inst->mNumVertices ||
+ orig->mMaterialIndex != inst->mMaterialIndex ||
+ orig->mPrimitiveTypes != inst->mPrimitiveTypes)
+ continue;
+
+ // up to now the meshes are equal. Now compare vertex positions, normals,
+ // tangents and bitangents using this epsilon.
+ if (orig->HasPositions()) {
+ if(!CompareArrays(orig->mVertices,inst->mVertices,orig->mNumVertices,epsilon))
+ continue;
+ }
+ if (orig->HasNormals()) {
+ if(!CompareArrays(orig->mNormals,inst->mNormals,orig->mNumVertices,epsilon))
+ continue;
+ }
+ if (orig->HasTangentsAndBitangents()) {
+ if (!CompareArrays(orig->mTangents,inst->mTangents,orig->mNumVertices,epsilon) ||
+ !CompareArrays(orig->mBitangents,inst->mBitangents,orig->mNumVertices,epsilon))
+ continue;
+ }
+
+ // use a constant epsilon for colors and UV coordinates
+ static const float uvEpsilon = 10e-4f;
+ {
+ unsigned int j, end = orig->GetNumUVChannels();
+ for(j = 0; j < end; ++j) {
+ if (!orig->mTextureCoords[j]) {
+ continue;
+ }
+ if(!CompareArrays(orig->mTextureCoords[j],inst->mTextureCoords[j],orig->mNumVertices,uvEpsilon)) {
+ break;
+ }
+ }
+ if (j != end) {
+ continue;
+ }
+ }
+ {
+ unsigned int j, end = orig->GetNumColorChannels();
+ for(j = 0; j < end; ++j) {
+ if (!orig->mColors[j]) {
+ continue;
+ }
+ if(!CompareArrays(orig->mColors[j],inst->mColors[j],orig->mNumVertices,uvEpsilon)) {
+ break;
+ }
+ }
+ if (j != end) {
+ continue;
+ }
+ }
+
+ // These two checks are actually quite expensive and almost *never* required.
+ // Almost. That's why they're still here. But there's no reason to do them
+ // in speed-targeted imports.
+ if (!configSpeedFlag) {
+
+ // It seems to be strange, but we really need to check whether the
+ // bones are identical too. Although it's extremely unprobable
+ // that they're not if control reaches here, we need to deal
+ // with unprobable cases, too. It could still be that there are
+ // equal shapes which are deformed differently.
+ if (!CompareBones(orig,inst))
+ continue;
+
+ // For completeness ... compare even the index buffers for equality
+ // face order & winding order doesn't care. Input data is in verbose format.
+ std::unique_ptr<unsigned int[]> ftbl_orig(new unsigned int[orig->mNumVertices]);
+ std::unique_ptr<unsigned int[]> ftbl_inst(new unsigned int[orig->mNumVertices]);
+
+ for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) {
+ aiFace& f = orig->mFaces[tt];
+ for (unsigned int nn = 0; nn < f.mNumIndices;++nn)
+ ftbl_orig[f.mIndices[nn]] = tt;
+
+ aiFace& f2 = inst->mFaces[tt];
+ for (unsigned int nn = 0; nn < f2.mNumIndices;++nn)
+ ftbl_inst[f2.mIndices[nn]] = tt;
+ }
+ if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int)))
+ continue;
+ }
+
+ // We're still here. Or in other words: 'inst' is an instance of 'orig'.
+ // Place a marker in our list that we can easily update mesh indices.
+ remapping[i] = remapping[a];
+
+ // Delete the instanced mesh, we don't need it anymore
+ delete inst;
+ pScene->mMeshes[i] = NULL;
+ break;
+ }
+ }
+
+ // If we didn't find a match for the current mesh: keep it
+ if (pScene->mMeshes[i]) {
+ remapping[i] = numMeshesOut++;
+ }
+ }
+ ai_assert(0 != numMeshesOut);
+ if (numMeshesOut != pScene->mNumMeshes) {
+
+ // Collapse the meshes array by removing all NULL entries
+ for (unsigned int real = 0, i = 0; real < numMeshesOut; ++i) {
+ if (pScene->mMeshes[i])
+ pScene->mMeshes[real++] = pScene->mMeshes[i];
+ }
+
+ // And update the node graph with our nice lookup table
+ UpdateMeshIndices(pScene->mRootNode,remapping.get());
+
+ // write to log
+ if (!DefaultLogger::isNullLogger()) {
+ ASSIMP_LOG_INFO_F( "FindInstancesProcess finished. Found ", (pScene->mNumMeshes - numMeshesOut), " instances" );
+ }
+ pScene->mNumMeshes = numMeshesOut;
+ } else {
+ ASSIMP_LOG_DEBUG("FindInstancesProcess finished. No instanced meshes found");
+ }
+ }
+}