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/** @file  OptimizeGraph.cpp
 *  @brief Implementation of the aiProcess_OptimizGraph step
 */

#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS

#include "OptimizeGraph.h"
#include "ProcessHelper.h"
#include "ConvertToLHProcess.h"
#include <assimp/Exceptional.h>
#include <assimp/SceneCombiner.h>
#include <stdio.h>

using namespace Assimp;

#define AI_RESERVED_NODE_NAME "$Reserved_And_Evil"

/* AI_OG_USE_HASHING enables the use of hashing to speed-up std::set lookups.
 * The unhashed variant should be faster, except for *very* large data sets
 */
#ifdef AI_OG_USE_HASHING
// Use our standard hashing function to compute the hash
#define AI_OG_GETKEY(str) SuperFastHash(str.data, str.length)
#else
// Otherwise hope that std::string will utilize a static buffer
// for shorter node names. This would avoid endless heap copying.
#define AI_OG_GETKEY(str) std::string(str.data)
#endif

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
OptimizeGraphProcess::OptimizeGraphProcess() :
		mScene(),
		nodes_in(),
		nodes_out(),
		count_merged() {
	// empty
}

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

// ------------------------------------------------------------------------------------------------
// Setup properties for the post-processing step
void OptimizeGraphProcess::SetupProperties(const Importer *pImp) {
	// Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
	std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST, "");
	AddLockedNodeList(tmp);
}

// ------------------------------------------------------------------------------------------------
// Collect new children
void OptimizeGraphProcess::CollectNewChildren(aiNode *nd, std::list<aiNode *> &nodes) {
	nodes_in += nd->mNumChildren;

	// Process children
	std::list<aiNode *> child_nodes;
	for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
		CollectNewChildren(nd->mChildren[i], child_nodes);
		nd->mChildren[i] = nullptr;
	}

	// Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
	if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end()) {
		for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {

			if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
				(*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
				nodes.push_back(*it);

				it = child_nodes.erase(it);
				continue;
			}
			++it;
		}

		if (nd->mNumMeshes || !child_nodes.empty()) {
			nodes.push_back(nd);
		} else {
			delete nd; /* bye, node */
			return;
		}
	} else {

		// Retain our current position in the hierarchy
		nodes.push_back(nd);

		// Now check for possible optimizations in our list of child nodes. join as many as possible
		aiNode *join_master = nullptr;
		aiMatrix4x4 inv;

		const LockedSetType::const_iterator end = locked.end();

		std::list<aiNode *> join;
		for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
			aiNode *child = *it;
			if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {

				// There may be no instanced meshes
				unsigned int n = 0;
				for (; n < child->mNumMeshes; ++n) {
					if (meshes[child->mMeshes[n]] > 1) {
						break;
					}
				}
				if (n == child->mNumMeshes) {
					if (!join_master) {
						join_master = child;
						inv = join_master->mTransformation;
						inv.Inverse();
					} else {
						child->mTransformation = inv * child->mTransformation;

						join.push_back(child);
						it = child_nodes.erase(it);
						continue;
					}
				}
			}
			++it;
		}
		if (join_master && !join.empty()) {
            join_master->mName.length = ::ai_snprintf(join_master->mName.data, AI_MAXLEN, "$MergedNode_%u", count_merged++);

			unsigned int out_meshes = 0;
			for (std::list<aiNode *>::const_iterator it = join.cbegin(); it != join.cend(); ++it) {
				out_meshes += (*it)->mNumMeshes;
			}

			// copy all mesh references in one array
			if (out_meshes) {
				unsigned int *meshIdxs = new unsigned int[out_meshes + join_master->mNumMeshes], *tmp = meshIdxs;
				for (unsigned int n = 0; n < join_master->mNumMeshes; ++n) {
					*tmp++ = join_master->mMeshes[n];
				}

				for (const aiNode *join_node : join) {
					for (unsigned int n = 0; n < join_node->mNumMeshes; ++n) {

						*tmp = join_node->mMeshes[n];
						aiMesh *mesh = mScene->mMeshes[*tmp++];

						// Assume the transformation is affine
						// manually move the mesh into the right coordinate system

						// Check for odd negative scale (mirror)
						if (join_node->mTransformation.Determinant() < 0) {
							// Reverse the mesh face winding order
                            FlipWindingOrderProcess::ProcessMesh(mesh);
						}

                        // Update positions, normals and tangents
						const aiMatrix3x3 IT = aiMatrix3x3(join_node->mTransformation).Inverse().Transpose();
						for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {

							mesh->mVertices[a] *= join_node->mTransformation;

							if (mesh->HasNormals())
								mesh->mNormals[a] *= IT;

							if (mesh->HasTangentsAndBitangents()) {
								mesh->mTangents[a] *= IT;
								mesh->mBitangents[a] *= IT;
							}
						}
					}
					delete join_node; // bye, node
				}
				delete[] join_master->mMeshes;
				join_master->mMeshes = meshIdxs;
				join_master->mNumMeshes += out_meshes;
			}
		}
	}
	// reassign children if something changed
	if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {

		delete[] nd->mChildren;

		if (!child_nodes.empty()) {
			nd->mChildren = new aiNode *[child_nodes.size()];
		} else
			nd->mChildren = nullptr;
	}

	nd->mNumChildren = static_cast<unsigned int>(child_nodes.size());

	if (nd->mChildren) {
		aiNode **tmp = nd->mChildren;
		for (std::list<aiNode *>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
			aiNode *node = *tmp++ = *it;
			node->mParent = nd;
		}
	}

	nodes_out += static_cast<unsigned int>(child_nodes.size());
}

// ------------------------------------------------------------------------------------------------
// Execute the post-processing step on the given scene
void OptimizeGraphProcess::Execute(aiScene *pScene) {
	ASSIMP_LOG_DEBUG("OptimizeGraphProcess begin");
	nodes_in = nodes_out = count_merged = 0;
	mScene = pScene;

	meshes.resize(pScene->mNumMeshes, 0);
	FindInstancedMeshes(pScene->mRootNode);

	// build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
	locked.clear();
	for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
#ifdef AI_OG_USE_HASHING
		locked.insert(SuperFastHash((*it).c_str()));
#else
		locked.insert(*it);
#endif
	}

	for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
		for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
			aiNodeAnim *anim = pScene->mAnimations[i]->mChannels[a];
			locked.insert(AI_OG_GETKEY(anim->mNodeName));
		}
	}

	for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
		for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {

			aiBone *bone = pScene->mMeshes[i]->mBones[a];
			locked.insert(AI_OG_GETKEY(bone->mName));

			// HACK: Meshes referencing bones may not be transformed; we need to look them.
			// The easiest way to do this is to increase their reference counters ...
			meshes[i] += 2;
		}
	}

	for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
		aiCamera *cam = pScene->mCameras[i];
		locked.insert(AI_OG_GETKEY(cam->mName));
	}

	for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
		aiLight *lgh = pScene->mLights[i];
		locked.insert(AI_OG_GETKEY(lgh->mName));
	}

	// Insert a dummy master node and make it read-only
	aiNode *dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
	locked.insert(AI_OG_GETKEY(dummy_root->mName));

	const aiString prev = pScene->mRootNode->mName;
	pScene->mRootNode->mParent = dummy_root;

	dummy_root->mChildren = new aiNode *[dummy_root->mNumChildren = 1];
	dummy_root->mChildren[0] = pScene->mRootNode;

	// Do our recursive processing of scenegraph nodes. For each node collect
	// a fully new list of children and allow their children to place themselves
	// on the same hierarchy layer as their parents.
	std::list<aiNode *> nodes;
	CollectNewChildren(dummy_root, nodes);

	ai_assert(nodes.size() == 1);

	if (dummy_root->mNumChildren == 0) {
		pScene->mRootNode = nullptr;
		throw DeadlyImportError("After optimizing the scene graph, no data remains");
	}

	if (dummy_root->mNumChildren > 1) {
		pScene->mRootNode = dummy_root;

		// Keep the dummy node but assign the name of the old root node to it
		pScene->mRootNode->mName = prev;
	} else {

		// Remove the dummy root node again.
		pScene->mRootNode = dummy_root->mChildren[0];

		dummy_root->mChildren[0] = nullptr;
		delete dummy_root;
	}

	pScene->mRootNode->mParent = nullptr;
	if (!DefaultLogger::isNullLogger()) {
		if (nodes_in != nodes_out) {
			ASSIMP_LOG_INFO("OptimizeGraphProcess finished; Input nodes: ", nodes_in, ", Output nodes: ", nodes_out);
		} else {
			ASSIMP_LOG_DEBUG("OptimizeGraphProcess finished");
		}
	}
	meshes.clear();
	locked.clear();
}

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

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

#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
