Coverage Report

Created: 2026-05-23 06:04

next uncovered line (L), next uncovered region (R), next uncovered branch (B)
/src/assimp/code/PostProcessing/OptimizeMeshes.cpp
Line
Count
Source
1
/*
2
---------------------------------------------------------------------------
3
Open Asset Import Library (assimp)
4
---------------------------------------------------------------------------
5
6
Copyright (c) 2006-2026, assimp team
7
8
9
10
All rights reserved.
11
12
Redistribution and use of this software in source and binary forms,
13
with or without modification, are permitted provided that the following
14
conditions are met:
15
16
* Redistributions of source code must retain the above
17
  copyright notice, this list of conditions and the
18
  following disclaimer.
19
20
* Redistributions in binary form must reproduce the above
21
  copyright notice, this list of conditions and the
22
  following disclaimer in the documentation and/or other
23
  materials provided with the distribution.
24
25
* Neither the name of the assimp team, nor the names of its
26
  contributors may be used to endorse or promote products
27
  derived from this software without specific prior
28
  written permission of the assimp team.
29
30
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
31
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
32
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
33
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
34
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
35
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
36
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
37
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
38
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
39
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
40
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
41
---------------------------------------------------------------------------
42
*/
43
44
/** @file  OptimizeMeshes.cpp
45
 *  @brief Implementation of the aiProcess_OptimizeMeshes step
46
 */
47
48
49
#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
50
51
52
#include "OptimizeMeshes.h"
53
#include "ProcessHelper.h"
54
#include <assimp/SceneCombiner.h>
55
#include <assimp/Exceptional.h>
56
57
using namespace Assimp;
58
59
static const unsigned int NotSet   = 0xffffffff;
60
static const unsigned int DeadBeef = 0xdeadbeef;
61
62
// ------------------------------------------------------------------------------------------------
63
// Constructor to be privately used by Importer
64
OptimizeMeshesProcess::OptimizeMeshesProcess()
65
    : mScene()
66
13.3k
    , pts(false)
67
13.3k
    , max_verts( NotSet )
68
13.3k
    , max_faces( NotSet ) {
69
    // empty
70
13.3k
}
71
72
// ------------------------------------------------------------------------------------------------
73
// Returns whether the processing step is present in the given flag field.
74
bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
75
2.01k
{
76
    // Our behaviour needs to be different if the SortByPType or SplitLargeMeshes
77
    // steps are active. Thus we need to query their flags here and store the
78
    // information, although we're breaking const-correctness.
79
    // That's a serious design flaw, consider redesign.
80
2.01k
    if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
81
0
        pts = (0 != (pFlags & aiProcess_SortByPType));
82
0
        max_verts = ( 0 != ( pFlags & aiProcess_SplitLargeMeshes ) ) ? DeadBeef : max_verts;
83
0
        return true;
84
0
    }
85
2.01k
    return false;
86
2.01k
}
87
88
// ------------------------------------------------------------------------------------------------
89
// Setup properties for the post-processing step
90
void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
91
0
{
92
0
    if( max_verts == DeadBeef /* magic hack */ ) {
93
0
        max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
94
0
        max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
95
0
    }
96
0
}
97
98
// ------------------------------------------------------------------------------------------------
99
// Execute step
100
void OptimizeMeshesProcess::Execute( aiScene* pScene)
101
0
{
102
0
    const unsigned int num_old = pScene->mNumMeshes;
103
0
    if (num_old <= 1) {
104
0
        ASSIMP_LOG_DEBUG("Skipping OptimizeMeshesProcess");
105
0
        return;
106
0
    }
107
108
0
    ASSIMP_LOG_DEBUG("OptimizeMeshesProcess begin");
109
0
    mScene = pScene;
110
111
    // need to clear persistent members from previous runs
112
0
    merge_list.resize( 0 );
113
0
    output.resize( 0 );
114
115
    // ensure we have the right sizes
116
0
    merge_list.reserve(pScene->mNumMeshes);
117
0
    output.reserve(pScene->mNumMeshes);
118
119
    // Prepare lookup tables
120
0
    meshes.resize(pScene->mNumMeshes);
121
0
    FindInstancedMeshes(pScene->mRootNode);
122
0
    if( max_verts == DeadBeef ) /* undo the magic hack */
123
0
        max_verts = NotSet;
124
125
    // ... instanced meshes are immediately processed and added to the output list
126
0
    for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
127
0
        meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);
128
129
0
        if (meshes[i].instance_cnt > 1 && meshes[i].output_id == NotSet ) {
130
0
            meshes[i].output_id = n++;
131
0
            output.push_back(mScene->mMeshes[i]);
132
0
        }
133
0
    }
134
135
    // and process all nodes in the scenegraph recursively
136
0
    ProcessNode(pScene->mRootNode);
137
0
    if (!output.size()) {
138
0
        throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
139
0
    }
140
141
0
    meshes.resize( 0 );
142
0
    ai_assert(output.size() <= num_old);
143
144
0
    mScene->mNumMeshes = static_cast<unsigned int>(output.size());
145
0
    std::copy(output.begin(),output.end(),mScene->mMeshes);
146
147
0
    if (output.size() != num_old) {
148
0
        ASSIMP_LOG_DEBUG("OptimizeMeshesProcess finished. Input meshes: ", num_old, ", Output meshes: ", pScene->mNumMeshes);
149
0
    } else {
150
0
        ASSIMP_LOG_DEBUG( "OptimizeMeshesProcess finished" );
151
0
    }
152
0
}
153
154
// ------------------------------------------------------------------------------------------------
155
// Process meshes for a single node
156
void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
157
0
{
158
0
    for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
159
0
        unsigned int& im = pNode->mMeshes[i];
160
161
0
        if (meshes[im].instance_cnt > 1) {
162
0
            im = meshes[im].output_id;
163
0
        }
164
0
        else  {
165
0
            merge_list.resize( 0 );
166
0
            unsigned int verts = 0, faces = 0;
167
168
            // Find meshes to merge with us
169
0
            for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
170
0
                unsigned int am = pNode->mMeshes[a];
171
0
                if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) {
172
173
0
                    merge_list.push_back(mScene->mMeshes[am]);
174
0
                    verts += mScene->mMeshes[am]->mNumVertices;
175
0
                    faces += mScene->mMeshes[am]->mNumFaces;
176
177
0
                    pNode->mMeshes[a] = pNode->mMeshes[pNode->mNumMeshes - 1];
178
0
                    --pNode->mNumMeshes;
179
0
                    --a;
180
0
                }
181
0
            }
182
183
            // and merge all meshes which we found, replace the old ones
184
0
            if (!merge_list.empty()) {
185
0
                merge_list.push_back(mScene->mMeshes[im]);
186
187
0
                aiMesh* out;
188
0
                SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
189
0
                output.push_back(out);
190
0
            } else {
191
0
                output.push_back(mScene->mMeshes[im]);
192
0
            }
193
0
            im = static_cast<unsigned int>(output.size()-1);
194
0
        }
195
0
    }
196
197
198
0
    for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
199
0
        ProcessNode( pNode->mChildren[ i ] );
200
0
    }
201
0
}
202
203
// ------------------------------------------------------------------------------------------------
204
// Check whether two meshes can be joined
205
bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces )
206
0
{
207
0
    if (meshes[a].vertex_format != meshes[b].vertex_format)
208
0
        return false;
209
210
0
    aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
211
212
0
    if ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) ||
213
0
        (NotSet != max_faces && faces+mb->mNumFaces    > max_faces)) {
214
0
        return false;
215
0
    }
216
217
    // Never merge unskinned meshes with skinned meshes
218
0
    if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones())
219
0
        return false;
220
221
    // Never merge meshes with different kinds of primitives if SortByPType did already
222
    // do its work. We would destroy everything again ...
223
0
    if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes)
224
0
        return false;
225
226
    // If both meshes are skinned, check whether we have many bones defined in both meshes.
227
    // If yes, we can join them.
228
0
    if (ma->HasBones()) {
229
        // TODO
230
0
        return false;
231
0
    }
232
0
    return true;
233
0
}
234
235
// ------------------------------------------------------------------------------------------------
236
// Build a LUT of all instanced meshes
237
void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode)
238
0
{
239
0
    for( unsigned int i = 0; i < pNode->mNumMeshes; ++i ) {
240
0
        ++meshes[ pNode->mMeshes[ i ] ].instance_cnt;
241
0
    }
242
243
0
    for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
244
0
        FindInstancedMeshes( pNode->mChildren[ i ] );
245
0
    }
246
0
}
247
248
// ------------------------------------------------------------------------------------------------
249
250
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS