dark-hammer / 3rdparty / assimp / src / FindDegenerates.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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Copyright (c) 2006-2012, assimp team

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/** @file  FindDegenerates.cpp
 *  @brief Implementation of the FindDegenerates post-process step.
*/

#include "AssimpPCH.h"

// internal headers
#include "ProcessHelper.h"
#include "FindDegenerates.h"

using namespace Assimp;

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
FindDegeneratesProcess::FindDegeneratesProcess()
: configRemoveDegenerates (false)
{}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
FindDegeneratesProcess::~FindDegeneratesProcess()
{
	// nothing to do here
}

// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const
{
	return 0 != (pFlags & aiProcess_FindDegenerates);
}

// ------------------------------------------------------------------------------------------------
// Setup import configuration
void FindDegeneratesProcess::SetupProperties(const Importer* pImp)
{
	// Get the current value of AI_CONFIG_PP_FD_REMOVE
	configRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE,0));
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FindDegeneratesProcess::Execute( aiScene* pScene)
{
	DefaultLogger::get()->debug("FindDegeneratesProcess begin");
	for (unsigned int i = 0; i < pScene->mNumMeshes;++i){
		ExecuteOnMesh( pScene->mMeshes[i]);
	}
	DefaultLogger::get()->debug("FindDegeneratesProcess finished");
}

// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported mesh
void FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh)
{
	mesh->mPrimitiveTypes = 0;

	std::vector<bool> remove_me; 
	if (configRemoveDegenerates)
		remove_me.resize(mesh->mNumFaces,false);

	unsigned int deg = 0, limit;
	for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
	{
		aiFace& face = mesh->mFaces[a];
		bool first = true;

		// check whether the face contains degenerated entries
		for (register unsigned int i = 0; i < face.mNumIndices; ++i)
		{
			// Polygons with more than 4 points are allowed to have double points, that is
			// simulating polygons with holes just with concave polygons. However,
			// double points may not come directly after another.
			limit = face.mNumIndices;
			if (face.mNumIndices > 4)
				limit = std::min(limit,i+2);

			for (register unsigned int t = i+1; t < limit; ++t)
			{
				if (mesh->mVertices[face.mIndices[i]] == mesh->mVertices[face.mIndices[t]])
				{
					// we have found a matching vertex position
					// remove the corresponding index from the array
					--face.mNumIndices;--limit;
					for (unsigned int m = t; m < face.mNumIndices; ++m)
					{
						face.mIndices[m] = face.mIndices[m+1];
					}
					--t; 

					// NOTE: we set the removed vertex index to an unique value
					// to make sure the developer gets notified when his
					// application attemps to access this data.
					face.mIndices[face.mNumIndices] = 0xdeadbeef;

					if(first)
					{
						++deg;
						first = false;
					}

					if (configRemoveDegenerates) {
						remove_me[a] = true;
						goto evil_jump_outside; // hrhrhrh ... yeah, this rocks baby!
					}
				}
			}
		}

		// We need to update the primitive flags array of the mesh.
		switch (face.mNumIndices)
		{
		case 1u:
			mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
			break;
		case 2u:
			mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
			break;
		case 3u:
			mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
			break;
		default:
			mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
			break;
		};
evil_jump_outside:
		continue;
	}

	// If AI_CONFIG_PP_FD_REMOVE is true, remove degenerated faces from the import
	if (configRemoveDegenerates && deg) {
		unsigned int n = 0;
		for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
		{
			aiFace& face_src = mesh->mFaces[a];
			if (!remove_me[a]) {
				aiFace& face_dest = mesh->mFaces[n++];

				// Do a manual copy, keep the index array
				face_dest.mNumIndices = face_src.mNumIndices;
				face_dest.mIndices    = face_src.mIndices;

				if (&face_src != &face_dest) {
					// clear source
					face_src.mNumIndices = 0;
					face_src.mIndices = NULL;
				}
			}
			else {
				// Otherwise delete it if we don't need this face
				delete[] face_src.mIndices;
				face_src.mIndices = NULL;
				face_src.mNumIndices = 0;
			}
		}
		// Just leave the rest of the array unreferenced, we don't care for now
		mesh->mNumFaces = n;
		if (!mesh->mNumFaces) {
			// WTF!? 
			// OK ... for completeness and because I'm not yet tired,
			// let's write code that willl hopefully never be called
			// (famous last words)

			// OK ... bad idea.
			throw DeadlyImportError("Mesh is empty after removal of degenerated primitives ... WTF!?");
		}
	}

	if (deg && !DefaultLogger::isNullLogger())
	{
		char s[64];
		ASSIMP_itoa10(s,deg); 
		DefaultLogger::get()->warn(std::string("Found ") + s + " degenerated primitives");
	}
}
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