Optimize FindDegenerates so it doesn't explode

pull/3484/head
Malcolm Tyrrell 2020-11-02 14:43:35 +00:00
parent de610b8ce9
commit 3deae8760c
2 changed files with 94 additions and 34 deletions

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@ -52,12 +52,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FindDegenerates.h" #include "FindDegenerates.h"
#include <assimp/Exceptional.h> #include <assimp/Exceptional.h>
#include <unordered_map>
using namespace Assimp; using namespace Assimp;
//remove mesh at position 'index' from the scene
static void removeMesh(aiScene* pScene, unsigned const index);
//correct node indices to meshes and remove references to deleted mesh //correct node indices to meshes and remove references to deleted mesh
static void updateSceneGraph(aiNode* pNode, unsigned const index); static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap);
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer // Constructor to be privately used by Importer
@ -91,50 +91,51 @@ void FindDegeneratesProcess::SetupProperties(const Importer* pImp) {
// Executes the post processing step on the given imported data. // Executes the post processing step on the given imported data.
void FindDegeneratesProcess::Execute( aiScene* pScene) { void FindDegeneratesProcess::Execute( aiScene* pScene) {
ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin"); ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin");
std::unordered_map<unsigned int, unsigned int> meshMap;
meshMap.reserve(pScene->mNumMeshes);
const unsigned int originalNumMeshes = pScene->mNumMeshes;
unsigned int targetIndex = 0;
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
{ {
//Do not process point cloud, ExecuteOnMesh works only with faces data // Do not process point cloud, ExecuteOnMesh works only with faces data
if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) { if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) {
removeMesh(pScene, i); delete pScene->mMeshes[i];
--i; //the current i is removed, do not skip the next one // Not strictly required, but clean:
pScene->mMeshes[i] = nullptr;
}
else {
meshMap[i] = targetIndex;
pScene->mMeshes[targetIndex] = pScene->mMeshes[i];
++targetIndex;
} }
} }
pScene->mNumMeshes = targetIndex;
if (meshMap.size() < originalNumMeshes)
{
updateSceneGraph(pScene->mRootNode, meshMap);
}
ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished"); ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished");
} }
static void removeMesh(aiScene* pScene, unsigned const index) { static void updateSceneGraph(aiNode* pNode, const std::unordered_map<unsigned int, unsigned int>& meshMap) {
//we start at index and copy the pointers one position forward unsigned int targetIndex = 0;
//save the mesh pointer to delete it later
auto delete_me = pScene->mMeshes[index];
for (unsigned i = index; i < pScene->mNumMeshes - 1; ++i) {
pScene->mMeshes[i] = pScene->mMeshes[i+1];
}
pScene->mMeshes[pScene->mNumMeshes - 1] = nullptr;
--(pScene->mNumMeshes);
delete delete_me;
//removing a mesh also requires updating all references to it in the scene graph
updateSceneGraph(pScene->mRootNode, index);
}
static void updateSceneGraph(aiNode* pNode, unsigned const index) {
for (unsigned i = 0; i < pNode->mNumMeshes; ++i) { for (unsigned i = 0; i < pNode->mNumMeshes; ++i) {
if (pNode->mMeshes[i] > index) { const unsigned int sourceMeshIndex = pNode->mMeshes[i];
--(pNode->mMeshes[i]); auto it = meshMap.find(sourceMeshIndex);
continue; if (it != meshMap.end())
} {
if (pNode->mMeshes[i] == index) { pNode->mMeshes[targetIndex] = it->second;
for (unsigned j = i; j < pNode->mNumMeshes -1; ++j) { ++targetIndex;
pNode->mMeshes[j] = pNode->mMeshes[j+1];
}
--(pNode->mNumMeshes);
--i;
continue;
} }
} }
pNode->mNumMeshes = targetIndex;
//recurse to all children //recurse to all children
for (unsigned i = 0; i < pNode->mNumChildren; ++i) { for (unsigned i = 0; i < pNode->mNumChildren; ++i) {
updateSceneGraph(pNode->mChildren[i], index); updateSceneGraph(pNode->mChildren[i], meshMap);
} }
} }

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@ -40,6 +40,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/ */
#include "UnitTestPCH.h" #include "UnitTestPCH.h"
#include "../../include/assimp/scene.h"
#include "PostProcessing/FindDegenerates.h" #include "PostProcessing/FindDegenerates.h"
using namespace std; using namespace std;
@ -147,3 +148,61 @@ TEST_F(FindDegeneratesProcessTest, testDegeneratesRemovalWithAreaCheck) {
EXPECT_EQ(mMesh->mNumUVComponents[1] - 100, mMesh->mNumFaces); EXPECT_EQ(mMesh->mNumUVComponents[1] - 100, mMesh->mNumFaces);
} }
namespace
{
std::unique_ptr<aiMesh> getDegenerateMesh()
{
std::unique_ptr<aiMesh> mesh = std::make_unique<aiMesh>();
mesh->mNumVertices = 2;
mesh->mVertices = new aiVector3D[2];
mesh->mVertices[0] = aiVector3D{ 0.0f, 0.0f, 0.0f };
mesh->mVertices[1] = aiVector3D{ 1.0f, 0.0f, 0.0f };
mesh->mNumFaces = 1;
mesh->mFaces = new aiFace[1];
mesh->mFaces[0].mNumIndices = 3;
mesh->mFaces[0].mIndices = new unsigned int[3];
mesh->mFaces[0].mIndices[0] = 0;
mesh->mFaces[0].mIndices[1] = 1;
mesh->mFaces[0].mIndices[2] = 0;
return mesh;
}
}
TEST_F(FindDegeneratesProcessTest, meshRemoval) {
mProcess->EnableAreaCheck(true);
mProcess->EnableInstantRemoval(true);
mProcess->ExecuteOnMesh(mMesh);
std::unique_ptr<aiScene> scene = std::make_unique<aiScene>();
scene->mNumMeshes = 5;
scene->mMeshes = new aiMesh*[5];
/// Use the mesh which doesn't get completely stripped of faces from the main test.
aiMesh* meshWhichSurvives = mMesh;
mMesh = nullptr;
scene->mMeshes[0] = getDegenerateMesh().release();
scene->mMeshes[1] = getDegenerateMesh().release();
scene->mMeshes[2] = meshWhichSurvives;
scene->mMeshes[3] = getDegenerateMesh().release();
scene->mMeshes[4] = getDegenerateMesh().release();
scene->mRootNode = new aiNode;
scene->mRootNode->mNumMeshes = 5;
scene->mRootNode->mMeshes = new unsigned int[5];
scene->mRootNode->mMeshes[0] = 0;
scene->mRootNode->mMeshes[1] = 1;
scene->mRootNode->mMeshes[2] = 2;
scene->mRootNode->mMeshes[3] = 3;
scene->mRootNode->mMeshes[4] = 4;
mProcess->Execute(scene.get());
EXPECT_EQ(scene->mNumMeshes, 1);
EXPECT_EQ(scene->mMeshes[0], meshWhichSurvives);
EXPECT_EQ(scene->mRootNode->mNumMeshes, 1);
EXPECT_EQ(scene->mRootNode->mMeshes[0], 0);
EXPECT_EQ(mMesh->mNumUVComponents[1] - 100, mMesh->mNumFaces);
}