use unordered_set to accelerate the vertix merging
parent
02f070667a
commit
0ffb91fbf1
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@ -230,6 +230,37 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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// ------------------------------------------------------------------------------------------------
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// Unites identical vertices in the given mesh
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inline void hash_combine(std::size_t &seed) {
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seed;
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}
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template <typename T, typename... Rest>
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inline void hash_combine(std::size_t& seed, const T& v, Rest... rest) {
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std::hash<T> hasher;
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seed ^= hasher(v) + 0x9e3779b9 + (seed<<6) + (seed>>2);
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hash_combine(seed, rest...);
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}
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//template specialization for std::equal_to
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template<>
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struct std::hash<Vertex>
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{
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std::size_t operator()(Vertex const& v) const noexcept
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{
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size_t seed = 0;
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hash_combine(seed, v.position.x ,v.position.y,v.position.z);
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//hash_combine(seed, v.position.y );
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//hash_combine(seed, v.position.z );
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return seed;
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}
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};
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//template specialization for std::equal_to
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template<>
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struct std::equal_to<Vertex> {
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bool operator()(const Vertex &lhs, const Vertex &rhs) const {
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return lhs.position.Equal(rhs.position);
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}
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};
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int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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{
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static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8");
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@ -292,7 +323,6 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// Run an optimized code path if we don't have multiple UVs or vertex colors.
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// This should yield false in more than 99% of all imports ...
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const bool complex = ( pMesh->GetNumColorChannels() > 0 || pMesh->GetNumUVChannels() > 1);
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const bool hasAnimMeshes = pMesh->mNumAnimMeshes > 0;
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// We'll never have more vertices afterwards.
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@ -303,7 +333,8 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices);
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}
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}
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std::unordered_set<Vertex> m;
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m.reserve(pMesh->mNumVertices);
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// Now check each vertex if it brings something new to the table
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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if (usedVertexIndices.find(a) == usedVertexIndices.end()) {
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@ -312,64 +343,19 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// collect the vertex data
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Vertex v(pMesh,a);
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// collect all vertices that are close enough to the given position
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vertexFinder->FindIdenticalPositions( v.position, verticesFound);
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unsigned int matchIndex = 0xffffffff;
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// check all unique vertices close to the position if this vertex is already present among them
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for( unsigned int b = 0; b < verticesFound.size(); b++) {
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const unsigned int vidx = verticesFound[b];
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const unsigned int uidx = replaceIndex[ vidx];
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if( uidx & 0x80000000)
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continue;
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const Vertex& uv = uniqueVertices[ uidx];
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if (!areVerticesEqual(v, uv, complex)) {
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continue;
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}
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if (hasAnimMeshes) {
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// If given vertex is animated, then it has to be preserver 1 to 1 (base mesh and animated mesh require same topology)
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// NOTE: not doing this totaly breaks anim meshes as they don't have their own faces (they use pMesh->mFaces)
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bool breaksAnimMesh = false;
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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const Vertex& animatedUV = uniqueAnimatedVertices[animMeshIndex][ uidx];
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Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a);
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if (!areVerticesEqual(aniMeshVertex, animatedUV, complex)) {
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breaksAnimMesh = true;
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break;
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}
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}
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if (breaksAnimMesh) {
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continue;
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}
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}
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// we're still here -> this vertex perfectly matches our given vertex
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matchIndex = uidx;
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break;
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}
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// found a replacement vertex among the uniques?
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if( matchIndex != 0xffffffff)
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{
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// store where to found the matching unique vertex
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replaceIndex[a] = matchIndex | 0x80000000;
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}
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else
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{
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// no unique vertex matches it up to now -> so add it
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replaceIndex[a] = (unsigned int)uniqueVertices.size();
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uniqueVertices.push_back( v);
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auto it = m.find(v);
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if (it == m.end()) {
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m.insert(v);
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uniqueVertices.push_back(v);
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if (hasAnimMeshes) {
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a);
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uniqueAnimatedVertices[animMeshIndex].push_back(aniMeshVertex);
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}
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}
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}
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}
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}
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if (!DefaultLogger::isNullLogger() && DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
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