Merge branch 'master' into master
commit
36c6ce7431
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@ -108,6 +108,125 @@ void JoinVerticesProcess::Execute( aiScene* pScene)
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pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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}
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namespace {
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bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex)
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{
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// A little helper to find locally close vertices faster.
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// Try to reuse the lookup table from the last step.
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const static float epsilon = 1e-5f;
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// Squared because we check against squared length of the vector difference
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static const float squareEpsilon = epsilon * epsilon;
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// Square compare is useful for animeshes vertexes compare
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if ((lhs.position - rhs.position).SquareLength() > squareEpsilon) {
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return false;
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}
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// We just test the other attributes even if they're not present in the mesh.
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// In this case they're initialized to 0 so the comparison succeeds.
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// By this method the non-present attributes are effectively ignored in the comparison.
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if ((lhs.normal - rhs.normal).SquareLength() > squareEpsilon) {
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return false;
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}
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if ((lhs.texcoords[0] - rhs.texcoords[0]).SquareLength() > squareEpsilon) {
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return false;
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}
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if ((lhs.tangent - rhs.tangent).SquareLength() > squareEpsilon) {
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return false;
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}
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if ((lhs.bitangent - rhs.bitangent).SquareLength() > squareEpsilon) {
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return false;
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}
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// Usually we won't have vertex colors or multiple UVs, so we can skip from here
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// Actually this increases runtime performance slightly, at least if branch
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// prediction is on our side.
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if (complex) {
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for (int i = 0; i < 8; i++) {
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if (i > 0 && (lhs.texcoords[i] - rhs.texcoords[i]).SquareLength() > squareEpsilon) {
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return false;
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}
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if (GetColorDifference(lhs.colors[i], rhs.colors[i]) > squareEpsilon) {
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return false;
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}
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}
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}
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return true;
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}
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template<class XMesh>
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void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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// replace vertex data with the unique data sets
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pMesh->mNumVertices = (unsigned int)uniqueVertices.size();
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// ----------------------------------------------------------------------------
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// NOTE - we're *not* calling Vertex::SortBack() because it would check for
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// presence of every single vertex component once PER VERTEX. And our CPU
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// dislikes branches, even if they're easily predictable.
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// ----------------------------------------------------------------------------
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// Position, if present (check made for aiAnimMesh)
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if (pMesh->mVertices)
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{
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delete [] pMesh->mVertices;
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mVertices[a] = uniqueVertices[a].position;
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}
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}
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// Normals, if present
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if (pMesh->mNormals)
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{
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delete [] pMesh->mNormals;
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mNormals[a] = uniqueVertices[a].normal;
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}
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}
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// Tangents, if present
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if (pMesh->mTangents)
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{
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delete [] pMesh->mTangents;
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pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mTangents[a] = uniqueVertices[a].tangent;
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}
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}
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// Bitangents as well
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if (pMesh->mBitangents)
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{
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delete [] pMesh->mBitangents;
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pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mBitangents[a] = uniqueVertices[a].bitangent;
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}
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}
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// Vertex colors
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for (unsigned int a = 0; pMesh->HasVertexColors(a); a++)
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{
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delete [] pMesh->mColors[a];
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pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
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for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
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pMesh->mColors[a][b] = uniqueVertices[b].colors[a];
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}
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}
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// Texture coords
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for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++)
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{
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delete [] pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int b = 0; b < pMesh->mNumVertices; b++) {
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pMesh->mTextureCoords[a][b] = uniqueVertices[b].texcoords[a];
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}
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}
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}
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} // namespace
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// ------------------------------------------------------------------------------------------------
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// Unites identical vertices in the given mesh
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int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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@ -132,9 +251,6 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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static_assert(AI_MAX_VERTICES == 0x7fffffff, "AI_MAX_VERTICES == 0x7fffffff");
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std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff);
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// A little helper to find locally close vertices faster.
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// Try to reuse the lookup table from the last step.
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const static float epsilon = 1e-5f;
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// float posEpsilonSqr;
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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@ -156,9 +272,6 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// posEpsilonSqr = ComputePositionEpsilon(pMesh);
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}
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// Squared because we check against squared length of the vector difference
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static const float squareEpsilon = epsilon * epsilon;
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// Again, better waste some bytes than a realloc ...
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std::vector<unsigned int> verticesFound;
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verticesFound.reserve(10);
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@ -166,6 +279,16 @@ 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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std::vector<std::vector<Vertex>> uniqueAnimatedVertices;
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if (hasAnimMeshes) {
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uniqueAnimatedVertices.resize(pMesh->mNumAnimMeshes);
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices);
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}
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}
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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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@ -178,74 +301,32 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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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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// Position mismatch is impossible - the vertex finder already discarded all non-matching positions
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// We just test the other attributes even if they're not present in the mesh.
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// In this case they're initialized to 0 so the comparison succeeds.
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// By this method the non-present attributes are effectively ignored in the comparison.
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if( (uv.normal - v.normal).SquareLength() > squareEpsilon)
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continue;
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if( (uv.texcoords[0] - v.texcoords[0]).SquareLength() > squareEpsilon)
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continue;
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if( (uv.tangent - v.tangent).SquareLength() > squareEpsilon)
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continue;
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if( (uv.bitangent - v.bitangent).SquareLength() > squareEpsilon)
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if (!areVerticesEqual(v, uv, complex)) {
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continue;
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}
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// Usually we won't have vertex colors or multiple UVs, so we can skip from here
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// Actually this increases runtime performance slightly, at least if branch
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// prediction is on our side.
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if (complex){
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// manually unrolled because continue wouldn't work as desired in an inner loop,
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// also because some compilers seem to fail the task. Colors and UV coords
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// are interleaved since the higher entries are most likely to be
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// zero and thus useless. By interleaving the arrays, vertices are,
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// on average, rejected earlier.
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if( (uv.texcoords[1] - v.texcoords[1]).SquareLength() > squareEpsilon)
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continue;
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if( GetColorDifference( uv.colors[0], v.colors[0]) > squareEpsilon)
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continue;
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if( (uv.texcoords[2] - v.texcoords[2]).SquareLength() > squareEpsilon)
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continue;
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if( GetColorDifference( uv.colors[1], v.colors[1]) > squareEpsilon)
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continue;
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if( (uv.texcoords[3] - v.texcoords[3]).SquareLength() > squareEpsilon)
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continue;
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if( GetColorDifference( uv.colors[2], v.colors[2]) > squareEpsilon)
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continue;
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if( (uv.texcoords[4] - v.texcoords[4]).SquareLength() > squareEpsilon)
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continue;
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if( GetColorDifference( uv.colors[3], v.colors[3]) > squareEpsilon)
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continue;
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if( (uv.texcoords[5] - v.texcoords[5]).SquareLength() > squareEpsilon)
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continue;
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if( GetColorDifference( uv.colors[4], v.colors[4]) > squareEpsilon)
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continue;
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if( (uv.texcoords[6] - v.texcoords[6]).SquareLength() > squareEpsilon)
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continue;
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if( GetColorDifference( uv.colors[5], v.colors[5]) > squareEpsilon)
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continue;
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if( (uv.texcoords[7] - v.texcoords[7]).SquareLength() > squareEpsilon)
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continue;
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if( GetColorDifference( uv.colors[6], v.colors[6]) > squareEpsilon)
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continue;
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if( GetColorDifference( uv.colors[7], v.colors[7]) > squareEpsilon)
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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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@ -264,6 +345,12 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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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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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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@ -281,64 +368,10 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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);
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}
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// replace vertex data with the unique data sets
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pMesh->mNumVertices = (unsigned int)uniqueVertices.size();
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// ----------------------------------------------------------------------------
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// NOTE - we're *not* calling Vertex::SortBack() because it would check for
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// presence of every single vertex component once PER VERTEX. And our CPU
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// dislikes branches, even if they're easily predictable.
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// ----------------------------------------------------------------------------
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// Position
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delete [] pMesh->mVertices;
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mVertices[a] = uniqueVertices[a].position;
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// Normals, if present
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if( pMesh->mNormals)
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{
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delete [] pMesh->mNormals;
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mNormals[a] = uniqueVertices[a].normal;
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}
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}
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// Tangents, if present
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if( pMesh->mTangents)
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{
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delete [] pMesh->mTangents;
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pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mTangents[a] = uniqueVertices[a].tangent;
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}
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}
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// Bitangents as well
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if( pMesh->mBitangents)
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{
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delete [] pMesh->mBitangents;
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pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mBitangents[a] = uniqueVertices[a].bitangent;
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}
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}
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// Vertex colors
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for( unsigned int a = 0; pMesh->HasVertexColors(a); a++)
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{
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delete [] pMesh->mColors[a];
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pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
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for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
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pMesh->mColors[a][b] = uniqueVertices[b].colors[a];
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}
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}
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// Texture coords
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for( unsigned int a = 0; pMesh->HasTextureCoords(a); a++)
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{
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delete [] pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
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pMesh->mTextureCoords[a][b] = uniqueVertices[b].texcoords[a];
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updateXMeshVertices(pMesh, uniqueVertices);
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if (hasAnimMeshes) {
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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updateXMeshVertices(pMesh->mAnimMeshes[animMeshIndex], uniqueAnimatedVertices[animMeshIndex]);
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}
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}
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@ -134,6 +134,30 @@ public:
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}
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}
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// ----------------------------------------------------------------------------
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/** Extract a particular vertex from a anim mesh and interleave all components */
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explicit Vertex(const aiAnimMesh* msh, unsigned int idx) {
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ai_assert(idx < msh->mNumVertices);
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position = msh->mVertices[idx];
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if (msh->HasNormals()) {
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normal = msh->mNormals[idx];
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}
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if (msh->HasTangentsAndBitangents()) {
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tangent = msh->mTangents[idx];
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bitangent = msh->mBitangents[idx];
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}
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for (unsigned int i = 0; msh->HasTextureCoords(i); ++i) {
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texcoords[i] = msh->mTextureCoords[i][idx];
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}
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for (unsigned int i = 0; msh->HasVertexColors(i); ++i) {
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colors[i] = msh->mColors[i][idx];
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}
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}
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public:
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Vertex& operator += (const Vertex& v) {
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