Integrating aiProcess_OptimizeGraph and aiProcess_OptimizeMeshes back into the Assimp core. They're stable enough now.
Moving private members of Assimp::Importer to a pimpl, hopefully solving strange crashes with vc9 debug builds. Updating assimp_cmd to reflect these changes. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@403 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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code/OptimizeMeshes.cpp
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239
code/OptimizeMeshes.cpp
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file OptimizeMeshes.cpp
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* @brief Implementation of the aiProcess_OptimizeMeshes step
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
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using namespace Assimp;
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#include "OptimizeMeshes.h"
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#include "ProcessHelper.h"
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#include "SceneCombiner.h"
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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OptimizeMeshesProcess::OptimizeMeshesProcess()
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: pts (false)
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, max_verts (0xffffffff)
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, max_faces (0xffffffff)
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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OptimizeMeshesProcess::~OptimizeMeshesProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
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{
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// Our behaviour needs to be different if the SortByPType or SplitLargeMeshes
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// steps are active. Thus we need to query their flags here and store the
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// information, although we're breaking const-correctness.
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// That's a serious design flaw, consider redesign.
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if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
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pts = (0 != (pFlags & aiProcess_SortByPType));
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max_verts = (0 != (pFlags & aiProcess_SplitLargeMeshes)) ? 0xdeadbeef : 0;
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return true;
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties for the postprocessing step
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void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
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{
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if (max_verts == 0xdeadbeef /* magic hack */) {
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max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
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max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Execute step
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void OptimizeMeshesProcess::Execute( aiScene* pScene)
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{
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const unsigned int num_old = pScene->mNumMeshes;
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if (num_old <= 1) {
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DefaultLogger::get()->debug("Skipping OptimizeMeshesProcess");
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return;
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}
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DefaultLogger::get()->debug("OptimizeMeshesProcess begin");
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mScene = pScene;
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merge_list.reserve(pScene->mNumMeshes);
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output.reserve(pScene->mNumMeshes);
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// Prepare lookup tables
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meshes.resize(pScene->mNumMeshes);
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FindInstancedMeshes(pScene->mRootNode);
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if (max_verts == 0xdeadbeef) /* undo the magic hack */
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max_verts = 0xffffffff;
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// ... instanced meshes are immediately processed and added to the output list
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for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
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meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);
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if (meshes[i].instance_cnt > 1 && meshes[i].output_id == 0xffffffff) {
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meshes[i].output_id = n++;
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output.push_back(mScene->mMeshes[i]);
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}
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}
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// and process all nodes in the scenegraoh recursively
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ProcessNode(pScene->mRootNode);
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if (!output.size()) {
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throw new ImportErrorException("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
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}
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meshes.clear();
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ai_assert(output.size() <= num_old);
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mScene->mNumMeshes = output.size();
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std::copy(output.begin(),output.end(),mScene->mMeshes);
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if (output.size() != num_old) {
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char tmp[512];
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::sprintf(tmp,"OptimizeMeshesProcess finished. Input meshes: %i, Output meshes: %i",num_old,pScene->mNumMeshes);
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DefaultLogger::get()->info(tmp);
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}
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else DefaultLogger::get()->debug("OptimizeMeshesProcess finished");
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}
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// ------------------------------------------------------------------------------------------------
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// Process meshes for a single node
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void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
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{
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for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
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unsigned int& im = pNode->mMeshes[i];
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if (meshes[im].instance_cnt > 1) {
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im = meshes[im].output_id;
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}
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else {
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merge_list.clear();
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unsigned int verts = 0, faces = 0;
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// Find meshes to merge with us
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for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
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register unsigned int am = pNode->mMeshes[a];
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if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) {
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merge_list.push_back(mScene->mMeshes[am]);
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verts += mScene->mMeshes[am]->mNumVertices;
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faces += mScene->mMeshes[am]->mNumFaces;
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--pNode->mNumMeshes;
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for (unsigned int n = a; n < pNode->mNumMeshes; ++n)
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pNode->mMeshes[n] = pNode->mMeshes[n+1];
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--a;
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}
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}
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// and merge all meshes which we found, replace the old ones
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if (!merge_list.empty()) {
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merge_list.push_back(mScene->mMeshes[im]);
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aiMesh* out;
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SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
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output.push_back(out);
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}
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else {
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output.push_back(mScene->mMeshes[im]);
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}
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im = output.size()-1;
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}
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}
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for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
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ProcessNode(pNode->mChildren[i]);
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether two meshes can be joined
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bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces )
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{
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if (meshes[a].vertex_format != meshes[b].vertex_format)
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return false;
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aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
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if (0xffffffff != max_verts && verts+mb->mNumVertices > max_verts ||
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0xffffffff != max_faces && faces+mb->mNumFaces > max_faces) {
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return false;
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}
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// Never merge unskinned meshes with skinned meshes
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if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones())
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return false;
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// Never merge meshes with different kinds of primitives if SortByPType did already
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// do its work. We would destroy everything again ...
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if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes)
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return false;
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// If both meshes are skinned, check whether we have many bones defined in both meshes.
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// If yes, we can savely join them.
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if (ma->HasBones()) {
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// TODO
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return false;
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Buidl a LUT of all instanced meshes
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void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode)
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{
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for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
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++meshes[pNode->mMeshes[i]].instance_cnt;
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for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
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FindInstancedMeshes(pNode->mChildren[i]);
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}
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#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
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