use unordered_set to accelerate the vertix merging

pull/4527/head
motazmuhammad 2022-05-13 18:14:49 +01:00
parent 02f070667a
commit 0ffb91fbf1
1 changed files with 40 additions and 54 deletions

View File

@ -230,6 +230,37 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
// ------------------------------------------------------------------------------------------------
// Unites identical vertices in the given mesh
inline void hash_combine(std::size_t &seed) {
seed;
}
template <typename T, typename... Rest>
inline void hash_combine(std::size_t& seed, const T& v, Rest... rest) {
std::hash<T> hasher;
seed ^= hasher(v) + 0x9e3779b9 + (seed<<6) + (seed>>2);
hash_combine(seed, rest...);
}
//template specialization for std::equal_to
template<>
struct std::hash<Vertex>
{
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<Vertex> {
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<Vertex> 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) {