Merge pull request #2391 from mlavik1/issue_2390

FBX: Fix for loading taking a very long time on models with duplicate names
pull/2378/head^2
Kim Kulling 2019-04-06 09:34:43 +02:00 committed by GitHub
commit 03bd8905f5
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2 changed files with 34 additions and 15 deletions

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@ -78,6 +78,16 @@ namespace Assimp {
FBXConverter::FBXConverter(aiScene* out, const Document& doc)
: defaultMaterialIndex()
, lights()
, cameras()
, textures()
, materials_converted()
, textures_converted()
, meshes_converted()
, node_anim_chain_bits()
, mNodeNameInstances()
, mNodeNames()
, anim_fps()
, out(out)
, doc(doc) {
// animations need to be converted first since this will
@ -410,19 +420,24 @@ namespace Assimp {
void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueName)
{
int i = 0;
uniqueName = name;
while (mNodeNames.find(uniqueName) != mNodeNames.end())
int i = 0;
auto it = mNodeNameInstances.find(name); // duplicate node name instance count
if (it != mNodeNameInstances.end())
{
++i;
std::stringstream ext;
ext << name << std::setfill('0') << std::setw(3) << i;
uniqueName = ext.str();
i = it->second;
while (mNodeNames.find(uniqueName) != mNodeNames.end())
{
i++;
std::stringstream ext;
ext << name << std::setfill('0') << std::setw(3) << i;
uniqueName = ext.str();
}
}
mNodeNameInstances[name] = i;
mNodeNames.insert(uniqueName);
}
const char* FBXConverter::NameTransformationComp(TransformationComp comp) {
switch (comp) {
case TransformationComp_Translation:

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@ -58,6 +58,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/texture.h>
#include <assimp/camera.h>
#include <assimp/StringComparison.h>
#include <unordered_map>
#include <unordered_set>
struct aiScene;
struct aiNode;
@ -74,8 +76,6 @@ namespace FBX {
class Document;
using NodeNameCache = std::set<std::string>;
/**
* Convert a FBX #Document to #aiScene
* @param out Empty scene to be populated
@ -419,7 +419,6 @@ private:
void TransferDataToScene();
private:
// 0: not assigned yet, others: index is value - 1
unsigned int defaultMaterialIndex;
@ -430,21 +429,26 @@ private:
std::vector<aiCamera*> cameras;
std::vector<aiTexture*> textures;
typedef std::map<const Material*, unsigned int> MaterialMap;
using MaterialMap = std::map<const Material*, unsigned int>;
MaterialMap materials_converted;
typedef std::map<const Video*, unsigned int> VideoMap;
using VideoMap = std::map<const Video*, unsigned int>;
VideoMap textures_converted;
typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
using MeshMap = std::map<const Geometry*, std::vector<unsigned int> >;
MeshMap meshes_converted;
// fixed node name -> which trafo chain components have animations?
typedef std::map<std::string, unsigned int> NodeAnimBitMap;
using NodeAnimBitMap = std::map<std::string, unsigned int> ;
NodeAnimBitMap node_anim_chain_bits;
// number of nodes with the same name
using NodeAnimNameMap = std::unordered_map<std::string, unsigned int>;
NodeAnimNameMap mNodeNameInstances;
using NodeNameCache = std::unordered_set<std::string>;
NodeNameCache mNodeNames;
double anim_fps;
aiScene* const out;