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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 RemoveRedundantMaterials.cpp
+ * @brief Implementation of the "RemoveRedundantMaterials" post processing step
+*/
+
+// internal headers
+
+#include "RemoveRedundantMaterials.h"
+#include <assimp/ParsingUtils.h>
+#include "ProcessHelper.h"
+#include "Material/MaterialSystem.h"
+#include <stdio.h>
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
+: mConfigFixedMaterials() {
+ // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess()
+{
+ // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the processing step is present in the given flag field.
+bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
+{
+ return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup import properties
+void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp)
+{
+ // Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
+ mConfigFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
+}
+
+// ------------------------------------------------------------------------------------------------
+// Executes the post processing step on the given imported data.
+void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
+{
+ ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess begin");
+
+ unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
+ if (pScene->mNumMaterials)
+ {
+ // Find out which materials are referenced by meshes
+ std::vector<bool> abReferenced(pScene->mNumMaterials,false);
+ for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
+ abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
+
+ // If a list of materials to be excluded was given, match the list with
+ // our imported materials and 'salt' all positive matches to ensure that
+ // we get unique hashes later.
+ if (mConfigFixedMaterials.length()) {
+
+ std::list<std::string> strings;
+ ConvertListToStrings(mConfigFixedMaterials,strings);
+
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
+ aiMaterial* mat = pScene->mMaterials[i];
+
+ aiString name;
+ mat->Get(AI_MATKEY_NAME,name);
+
+ if (name.length) {
+ std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
+ if (it != strings.end()) {
+
+ // Our brilliant 'salt': A single material property with ~ as first
+ // character to mark it as internal and temporary.
+ const int dummy = 1;
+ ((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
+
+ // Keep this material even if no mesh references it
+ abReferenced[i] = true;
+ ASSIMP_LOG_DEBUG_F( "Found positive match in exclusion list: \'", name.data, "\'");
+ }
+ }
+ }
+ }
+
+ // TODO: re-implement this algorithm to work in-place
+ unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials];
+ for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) {
+ aiMappingTable[ i ] = 0;
+ }
+ unsigned int iNewNum = 0;
+
+ // Iterate through all materials and calculate a hash for them
+ // store all hashes in a list and so a quick search whether
+ // we do already have a specific hash. This allows us to
+ // determine which materials are identical.
+ uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
+ {
+ // No mesh is referencing this material, remove it.
+ if (!abReferenced[i]) {
+ ++unreferencedRemoved;
+ delete pScene->mMaterials[i];
+ pScene->mMaterials[i] = nullptr;
+ continue;
+ }
+
+ // Check all previously mapped materials for a matching hash.
+ // On a match we can delete this material and just make it ref to the same index.
+ uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
+ for (unsigned int a = 0; a < i;++a)
+ {
+ if (abReferenced[a] && me == aiHashes[a]) {
+ ++redundantRemoved;
+ me = 0;
+ aiMappingTable[i] = aiMappingTable[a];
+ delete pScene->mMaterials[i];
+ pScene->mMaterials[i] = nullptr;
+ break;
+ }
+ }
+ // This is a new material that is referenced, add to the map.
+ if (me) {
+ aiMappingTable[i] = iNewNum++;
+ }
+ }
+ // If the new material count differs from the original,
+ // we need to rebuild the material list and remap mesh material indexes.
+ if (iNewNum != pScene->mNumMaterials) {
+ ai_assert(iNewNum > 0);
+ aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
+ ::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
+ for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
+ {
+ // if the material is not referenced ... remove it
+ if (!abReferenced[p]) {
+ continue;
+ }
+
+ // generate new names for modified materials that had no names
+ const unsigned int idx = aiMappingTable[p];
+ if (ppcMaterials[idx]) {
+ aiString sz;
+ if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) {
+ sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p);
+ ((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
+ }
+ } else {
+ ppcMaterials[idx] = pScene->mMaterials[p];
+ }
+ }
+ // update all material indices
+ for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
+ aiMesh* mesh = pScene->mMeshes[p];
+ ai_assert( NULL!=mesh );
+ mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
+ }
+ // delete the old material list
+ delete[] pScene->mMaterials;
+ pScene->mMaterials = ppcMaterials;
+ pScene->mNumMaterials = iNewNum;
+ }
+ // delete temporary storage
+ delete[] aiHashes;
+ delete[] aiMappingTable;
+ }
+ if (redundantRemoved == 0 && unreferencedRemoved == 0)
+ {
+ ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess finished ");
+ }
+ else
+ {
+ ASSIMP_LOG_INFO_F("RemoveRedundantMatsProcess finished. Removed ", redundantRemoved, " redundant and ",
+ unreferencedRemoved, " unused materials.");
+ }
+}