Revert "use unordered_set to accelerate the vertix merging"
This reverts commit 0ffb91fbf1
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pull/4527/head
parent
0ffb91fbf1
commit
5d8b1649a4
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@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/TinyFormatter.h>
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#include <assimp/TinyFormatter.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <unordered_set>
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#include <unordered_set>
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#include <unordered_map>
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using namespace Assimp;
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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@ -258,7 +259,7 @@ return seed;
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template<>
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template<>
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struct std::equal_to<Vertex> {
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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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bool operator()(const Vertex &lhs, const Vertex &rhs) const {
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return lhs.position.Equal(rhs.position);
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return areVerticesEqual(lhs, rhs, false);
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}
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}
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};
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};
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int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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@ -333,9 +334,10 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices);
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uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices);
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}
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}
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}
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}
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std::unordered_set<Vertex> m;
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std::unordered_map<Vertex,int> vertex2Index;
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m.reserve(pMesh->mNumVertices);
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vertex2Index.reserve(pMesh->mNumVertices);
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// Now check each vertex if it brings something new to the table
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// Now check each vertex if it brings something new to the table
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int newIndex = 0;
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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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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if (usedVertexIndices.find(a) == usedVertexIndices.end()) {
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continue;
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continue;
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@ -343,16 +345,21 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// collect the vertex data
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// collect the vertex data
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Vertex v(pMesh,a);
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Vertex v(pMesh,a);
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auto it = m.find(v);
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auto it = vertex2Index.find(v);
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if (it == m.end()) {
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if (it == vertex2Index.end()) {
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m.insert(v);
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vertex2Index[v] = newIndex;
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replaceIndex[a] = newIndex++;
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uniqueVertices.push_back(v);
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uniqueVertices.push_back(v);
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if (hasAnimMeshes) {
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if (hasAnimMeshes) {
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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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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Vertex aniMeshVertex(pMesh->mAnimMeshes[animMeshIndex], a);
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uniqueAnimatedVertices[animMeshIndex].push_back(aniMeshVertex);
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uniqueAnimatedVertices[animMeshIndex].push_back(v);
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}
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}
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}
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}
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}
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else {
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replaceIndex[a] = it->second;
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}
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}
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