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/** @file  OptimizeMeshes.cpp
 *  @brief Implementation of the aiProcess_OptimizeMeshes step
 */


#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS


#include "OptimizeMeshes.h"
#include "ProcessHelper.h"
#include <assimp/SceneCombiner.h>
#include <assimp/Exceptional.h>

using namespace Assimp;

static const unsigned int NotSet   = 0xffffffff;
static const unsigned int DeadBeef = 0xdeadbeef;

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
OptimizeMeshesProcess::OptimizeMeshesProcess()
    : mScene()
    , pts(false)
    , max_verts( NotSet )
    , max_faces( NotSet ) {
    // empty
}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
OptimizeMeshesProcess::~OptimizeMeshesProcess() {
    // empty
}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
{
    // Our behaviour needs to be different if the SortByPType or SplitLargeMeshes
    // steps are active. Thus we need to query their flags here and store the
    // information, although we're breaking const-correctness.
    // That's a serious design flaw, consider redesign.
    if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
        pts = (0 != (pFlags & aiProcess_SortByPType));
        max_verts = ( 0 != ( pFlags & aiProcess_SplitLargeMeshes ) ) ? DeadBeef : max_verts;
        return true;
    }
    return false;
}

// ------------------------------------------------------------------------------------------------
// Setup properties for the post-processing step
void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
{
    if( max_verts == DeadBeef /* magic hack */ ) {
        max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
        max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
    }
}

// ------------------------------------------------------------------------------------------------
// Execute step
void OptimizeMeshesProcess::Execute( aiScene* pScene)
{
    const unsigned int num_old = pScene->mNumMeshes;
    if (num_old <= 1) {
        ASSIMP_LOG_DEBUG("Skipping OptimizeMeshesProcess");
        return;
    }

    ASSIMP_LOG_DEBUG("OptimizeMeshesProcess begin");
    mScene = pScene;

    // need to clear persistent members from previous runs
    merge_list.resize( 0 );
    output.resize( 0 );

    // ensure we have the right sizes
    merge_list.reserve(pScene->mNumMeshes);
    output.reserve(pScene->mNumMeshes);

    // Prepare lookup tables
    meshes.resize(pScene->mNumMeshes);
    FindInstancedMeshes(pScene->mRootNode);
    if( max_verts == DeadBeef ) /* undo the magic hack */
        max_verts = NotSet;

    // ... instanced meshes are immediately processed and added to the output list
    for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
        meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);

        if (meshes[i].instance_cnt > 1 && meshes[i].output_id == NotSet ) {
            meshes[i].output_id = n++;
            output.push_back(mScene->mMeshes[i]);
        }
    }

    // and process all nodes in the scenegraph recursively
    ProcessNode(pScene->mRootNode);
    if (!output.size()) {
        throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
    }

    meshes.resize( 0 );
    ai_assert(output.size() <= num_old);

    mScene->mNumMeshes = static_cast<unsigned int>(output.size());
    std::copy(output.begin(),output.end(),mScene->mMeshes);

    if (output.size() != num_old) {
        ASSIMP_LOG_DEBUG_F("OptimizeMeshesProcess finished. Input meshes: ", num_old, ", Output meshes: ", pScene->mNumMeshes);
    } else {
        ASSIMP_LOG_DEBUG( "OptimizeMeshesProcess finished" );
    }
}

// ------------------------------------------------------------------------------------------------
// Process meshes for a single node
void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
{
    for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
        unsigned int& im = pNode->mMeshes[i];

        if (meshes[im].instance_cnt > 1) {
            im = meshes[im].output_id;
        }
        else  {
            merge_list.resize( 0 );
            unsigned int verts = 0, faces = 0;

            // Find meshes to merge with us
            for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
                unsigned int am = pNode->mMeshes[a];
                if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) {

                    merge_list.push_back(mScene->mMeshes[am]);
                    verts += mScene->mMeshes[am]->mNumVertices;
                    faces += mScene->mMeshes[am]->mNumFaces;

                    pNode->mMeshes[a] = pNode->mMeshes[pNode->mNumMeshes - 1];
                    --pNode->mNumMeshes;
                    --a;
                }
            }

            // and merge all meshes which we found, replace the old ones
            if (!merge_list.empty()) {
                merge_list.push_back(mScene->mMeshes[im]);

                aiMesh* out;
                SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
                output.push_back(out);
            } else {
                output.push_back(mScene->mMeshes[im]);
            }
            im = static_cast<unsigned int>(output.size()-1);
        }
    }


    for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
        ProcessNode( pNode->mChildren[ i ] );
    }
}

// ------------------------------------------------------------------------------------------------
// Check whether two meshes can be joined
bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces )
{
    if (meshes[a].vertex_format != meshes[b].vertex_format)
        return false;

    aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];

    if ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) ||
        (NotSet != max_faces && faces+mb->mNumFaces    > max_faces)) {
        return false;
    }

    // Never merge unskinned meshes with skinned meshes
    if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones())
        return false;

    // Never merge meshes with different kinds of primitives if SortByPType did already
    // do its work. We would destroy everything again ...
    if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes)
        return false;

    // If both meshes are skinned, check whether we have many bones defined in both meshes.
    // If yes, we can join them.
    if (ma->HasBones()) {
        // TODO
        return false;
    }
    return true;
}

// ------------------------------------------------------------------------------------------------
// Build a LUT of all instanced meshes
void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode)
{
    for( unsigned int i = 0; i < pNode->mNumMeshes; ++i ) {
        ++meshes[ pNode->mMeshes[ i ] ].instance_cnt;
    }

    for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
        FindInstancedMeshes( pNode->mChildren[ i ] );
    }
}

// ------------------------------------------------------------------------------------------------

#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
