diff --git a/code/PostProcessing/JoinVerticesProcess.cpp b/code/PostProcessing/JoinVerticesProcess.cpp index 184e8d745..7d170e2bb 100644 --- a/code/PostProcessing/JoinVerticesProcess.cpp +++ b/code/PostProcessing/JoinVerticesProcess.cpp @@ -230,6 +230,37 @@ void updateXMeshVertices(XMesh *pMesh, std::vector &uniqueVertices) { // ------------------------------------------------------------------------------------------------ // Unites identical vertices in the given mesh +inline void hash_combine(std::size_t &seed) { + seed; +} + +template +inline void hash_combine(std::size_t& seed, const T& v, Rest... rest) { + std::hash hasher; + seed ^= hasher(v) + 0x9e3779b9 + (seed<<6) + (seed>>2); + hash_combine(seed, rest...); +} +//template specialization for std::equal_to +template<> +struct std::hash +{ +std::size_t operator()(Vertex const& v) const noexcept +{ + +size_t seed = 0; +hash_combine(seed, v.position.x ,v.position.y,v.position.z); +//hash_combine(seed, v.position.y ); +//hash_combine(seed, v.position.z ); +return seed; +} +}; +//template specialization for std::equal_to +template<> +struct std::equal_to { + bool operator()(const Vertex &lhs, const Vertex &rhs) const { + return lhs.position.Equal(rhs.position); + } +}; int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) { static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8"); @@ -292,7 +323,6 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) // Run an optimized code path if we don't have multiple UVs or vertex colors. // This should yield false in more than 99% of all imports ... - const bool complex = ( pMesh->GetNumColorChannels() > 0 || pMesh->GetNumUVChannels() > 1); const bool hasAnimMeshes = pMesh->mNumAnimMeshes > 0; // We'll never have more vertices afterwards. @@ -303,7 +333,8 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices); } } - + std::unordered_set m; + m.reserve(pMesh->mNumVertices); // Now check each vertex if it brings something new to the table for( unsigned int a = 0; a < pMesh->mNumVertices; a++) { if (usedVertexIndices.find(a) == usedVertexIndices.end()) { @@ -312,64 +343,19 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) // collect the vertex data Vertex v(pMesh,a); - - // collect all vertices that are close enough to the given position - vertexFinder->FindIdenticalPositions( v.position, verticesFound); - unsigned int matchIndex = 0xffffffff; - - // check all unique vertices close to the position if this vertex is already present among them - for( unsigned int b = 0; b < verticesFound.size(); b++) { - const unsigned int vidx = verticesFound[b]; - const unsigned int uidx = replaceIndex[ vidx]; - if( uidx & 0x80000000) - continue; - - const Vertex& uv = uniqueVertices[ uidx]; - - if (!areVerticesEqual(v, uv, complex)) { - continue; - } - - if (hasAnimMeshes) { - // If given vertex is animated, then it has to be preserver 1 to 1 (base mesh and animated mesh require same topology) - // NOTE: not doing this totaly breaks anim meshes as they don't have their own faces (they use pMesh->mFaces) - bool breaksAnimMesh = false; - for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { - const Vertex& animatedUV = uniqueAnimatedVertices[animMeshIndex][ uidx]; - Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a); - if (!areVerticesEqual(aniMeshVertex, animatedUV, complex)) { - breaksAnimMesh = true; - break; - } - } - if (breaksAnimMesh) { - continue; - } - } - - // we're still here -> this vertex perfectly matches our given vertex - matchIndex = uidx; - break; - } - - // found a replacement vertex among the uniques? - if( matchIndex != 0xffffffff) - { - // store where to found the matching unique vertex - replaceIndex[a] = matchIndex | 0x80000000; - } - else - { - // no unique vertex matches it up to now -> so add it - replaceIndex[a] = (unsigned int)uniqueVertices.size(); - uniqueVertices.push_back( v); + auto it = m.find(v); + if (it == m.end()) { + m.insert(v); + uniqueVertices.push_back(v); if (hasAnimMeshes) { for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) { Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a); uniqueAnimatedVertices[animMeshIndex].push_back(aniMeshVertex); } } - } + } + + } if (!DefaultLogger::isNullLogger() && DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {