Merge pull request #2391 from mlavik1/issue_2390
FBX: Fix for loading taking a very long time on models with duplicate namespull/2378/head^2
commit
03bd8905f5
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@ -78,6 +78,16 @@ namespace Assimp {
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FBXConverter::FBXConverter(aiScene* out, const Document& doc)
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: defaultMaterialIndex()
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, lights()
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, cameras()
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, textures()
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, materials_converted()
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, textures_converted()
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, meshes_converted()
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, node_anim_chain_bits()
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, mNodeNameInstances()
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, mNodeNames()
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, anim_fps()
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, out(out)
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, doc(doc) {
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// animations need to be converted first since this will
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@ -410,19 +420,24 @@ namespace Assimp {
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void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueName)
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{
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int i = 0;
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uniqueName = name;
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while (mNodeNames.find(uniqueName) != mNodeNames.end())
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int i = 0;
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auto it = mNodeNameInstances.find(name); // duplicate node name instance count
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if (it != mNodeNameInstances.end())
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{
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++i;
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std::stringstream ext;
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ext << name << std::setfill('0') << std::setw(3) << i;
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uniqueName = ext.str();
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i = it->second;
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while (mNodeNames.find(uniqueName) != mNodeNames.end())
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{
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i++;
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std::stringstream ext;
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ext << name << std::setfill('0') << std::setw(3) << i;
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uniqueName = ext.str();
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}
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}
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mNodeNameInstances[name] = i;
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mNodeNames.insert(uniqueName);
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}
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const char* FBXConverter::NameTransformationComp(TransformationComp comp) {
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switch (comp) {
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case TransformationComp_Translation:
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@ -58,6 +58,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/texture.h>
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#include <assimp/camera.h>
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#include <assimp/StringComparison.h>
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#include <unordered_map>
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#include <unordered_set>
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struct aiScene;
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struct aiNode;
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@ -74,8 +76,6 @@ namespace FBX {
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class Document;
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using NodeNameCache = std::set<std::string>;
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/**
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* Convert a FBX #Document to #aiScene
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* @param out Empty scene to be populated
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@ -419,7 +419,6 @@ private:
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void TransferDataToScene();
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private:
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// 0: not assigned yet, others: index is value - 1
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unsigned int defaultMaterialIndex;
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@ -429,22 +428,27 @@ private:
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std::vector<aiLight*> lights;
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std::vector<aiCamera*> cameras;
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std::vector<aiTexture*> textures;
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typedef std::map<const Material*, unsigned int> MaterialMap;
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using MaterialMap = std::map<const Material*, unsigned int>;
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MaterialMap materials_converted;
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typedef std::map<const Video*, unsigned int> VideoMap;
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using VideoMap = std::map<const Video*, unsigned int>;
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VideoMap textures_converted;
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typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
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using MeshMap = std::map<const Geometry*, std::vector<unsigned int> >;
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MeshMap meshes_converted;
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// fixed node name -> which trafo chain components have animations?
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typedef std::map<std::string, unsigned int> NodeAnimBitMap;
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using NodeAnimBitMap = std::map<std::string, unsigned int> ;
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NodeAnimBitMap node_anim_chain_bits;
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// number of nodes with the same name
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using NodeAnimNameMap = std::unordered_map<std::string, unsigned int>;
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NodeAnimNameMap mNodeNameInstances;
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using NodeNameCache = std::unordered_set<std::string>;
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NodeNameCache mNodeNames;
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double anim_fps;
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aiScene* const out;
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