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146 lines
4.5 KiB
C++
146 lines
4.5 KiB
C++
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp 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
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following 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 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 OptimizeGraph.h
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* @brief Declares a post processing step to optimize the scenegraph
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*/
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#ifndef AI_OPTIMIZEGRAPHPROCESS_H_INC
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#define AI_OPTIMIZEGRAPHPROCESS_H_INC
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#include "BaseProcess.h"
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#include "ProcessHelper.h"
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#include <assimp/types.h>
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#include <set>
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struct aiMesh;
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class OptimizeGraphProcessTest;
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namespace Assimp {
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// -----------------------------------------------------------------------------
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/** @brief Postprocessing step to optimize the scenegraph
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*
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* The implementation tries to merge nodes, even if they use different
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* transformations. Animations are preserved.
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*
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* @see aiProcess_OptimizeGraph for a detailed description of the
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* algorithm being applied.
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*/
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class OptimizeGraphProcess : public BaseProcess
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{
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public:
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OptimizeGraphProcess();
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~OptimizeGraphProcess();
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public:
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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// -------------------------------------------------------------------
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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/** @brief Add a list of node names to be locked and not modified.
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* @param in List of nodes. See #AI_CONFIG_PP_OG_EXCLUDE_LIST for
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* format explanations.
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*/
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inline void AddLockedNodeList(std::string& in)
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{
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ConvertListToStrings (in,locked_nodes);
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}
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// -------------------------------------------------------------------
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/** @brief Add another node to be locked and not modified.
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* @param name Name to be locked
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*/
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inline void AddLockedNode(std::string& name)
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{
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locked_nodes.push_back(name);
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}
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// -------------------------------------------------------------------
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/** @brief Remove a node from the list of locked nodes.
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* @param name Name to be unlocked
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*/
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inline void RemoveLockedNode(std::string& name)
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{
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locked_nodes.remove(name);
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}
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protected:
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void CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes);
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void FindInstancedMeshes (aiNode* pNode);
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private:
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#ifdef AI_OG_USE_HASHING
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typedef std::set<unsigned int> LockedSetType;
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#else
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typedef std::set<std::string> LockedSetType;
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#endif
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//! Scene we're working with
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aiScene* mScene;
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//! List of locked names. Stored is the hash of the name
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LockedSetType locked;
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//! List of nodes to be locked in addition to those with animations, lights or cameras assigned.
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std::list<std::string> locked_nodes;
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//! Node counters for logging purposes
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unsigned int nodes_in,nodes_out, count_merged;
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//! Reference counters for meshes
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std::vector<unsigned int> meshes;
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};
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} // end of namespace Assimp
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#endif // AI_OPTIMIZEGRAPHPROCESS_H_INC
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