/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2017, 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.h * @brief Declares a post processing step to join meshes, if possible */ #ifndef AI_OPTIMIZEMESHESPROCESS_H_INC #define AI_OPTIMIZEMESHESPROCESS_H_INC #include "BaseProcess.h" #include #include struct aiMesh; struct aiNode; class OptimizeMeshesProcessTest; namespace Assimp { // --------------------------------------------------------------------------- /** @brief Postprocessing step to optimize mesh usage * * The implementation looks for meshes that could be joined and joins them. * Usually this will reduce the number of drawcalls. * * @note Instanced meshes are currently not processed. */ class OptimizeMeshesProcess : public BaseProcess { public: OptimizeMeshesProcess(); ~OptimizeMeshesProcess(); /** @brief Internal utility to store additional mesh info */ struct MeshInfo { MeshInfo() : instance_cnt (0) , vertex_format (0) , output_id (0xffffffff) {} //! Number of times this mesh is referenced unsigned int instance_cnt; //! Vertex format id unsigned int vertex_format; //! Output ID unsigned int output_id; }; public: // ------------------------------------------------------------------- bool IsActive( unsigned int pFlags) const; // ------------------------------------------------------------------- void Execute( aiScene* pScene); // ------------------------------------------------------------------- void SetupProperties(const Importer* pImp); // ------------------------------------------------------------------- /** @brief Specify whether you want meshes with different * primitive types to be merged as well. * * IsActive() sets this property automatically to true if the * aiProcess_SortByPType flag is found. */ void EnablePrimitiveTypeSorting(bool enable) { pts = enable; } // Getter bool IsPrimitiveTypeSortingEnabled () const { return pts; } // ------------------------------------------------------------------- /** @brief Specify a maximum size of a single output mesh. * * If a single input mesh already exceeds this limit, it won't * be split. * @param verts Maximum number of vertices per mesh * @param faces Maximum number of faces per mesh */ void SetPreferredMeshSizeLimit (unsigned int verts, unsigned int faces) { max_verts = verts; max_faces = faces; } protected: // ------------------------------------------------------------------- /** @brief Do the actual optimization on all meshes of this node * @param pNode Node we're working with */ void ProcessNode( aiNode* pNode); // ------------------------------------------------------------------- /** @brief Returns true if b can be joined with a * * @param verts Number of output verts up to now * @param faces Number of output faces up to now */ bool CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces ); // ------------------------------------------------------------------- /** @brief Find instanced meshes, for the moment we're excluding * them from all optimizations */ void FindInstancedMeshes (aiNode* pNode); private: //! Scene we're working with aiScene* mScene; //! Per mesh info std::vector meshes; //! Output meshes std::vector output; //! @see EnablePrimitiveTypeSorting mutable bool pts; //! @see SetPreferredMeshSizeLimit mutable unsigned int max_verts,max_faces; //! Temporary storage std::vector merge_list; }; } // end of namespace Assimp #endif // AI_CALCTANGENTSPROCESS_H_INC