Reduce memory consumption in JoinVerticesProcess::ProcessMesh() significantly
parent
7a26433846
commit
7a4d8ec412
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@ -145,7 +145,7 @@ bool areVerticesEqual(
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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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void updateXMeshVertices(XMesh *pMesh, std::vector<int> &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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@ -157,52 +157,52 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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// Position, if present (check made for aiAnimMesh)
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if (pMesh->mVertices) {
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delete [] pMesh->mVertices;
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aiVector3D *oldVertices = 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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for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mVertices[a] = oldVertices[uniqueVertices[a]];
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delete [] oldVertices;
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}
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// Normals, if present
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if (pMesh->mNormals) {
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delete [] pMesh->mNormals;
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aiVector3D *oldNormals = 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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for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mNormals[a] = oldNormals[uniqueVertices[a]];
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delete oldNormals;
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}
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// Tangents, if present
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if (pMesh->mTangents) {
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delete [] pMesh->mTangents;
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aiVector3D *oldTangents = 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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for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mTangents[a] = oldTangents[uniqueVertices[a]];
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delete oldTangents;
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}
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// Bitangents as well
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if (pMesh->mBitangents) {
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delete [] pMesh->mBitangents;
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aiVector3D *oldBitangents = 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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for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mBitangents[a] = oldBitangents[uniqueVertices[a]];
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delete oldBitangents;
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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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delete [] pMesh->mColors[a];
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aiColor4D *oldColors = 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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for (unsigned int b = 0; b < pMesh->mNumVertices; b++)
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pMesh->mColors[a][b] = oldColors[uniqueVertices[b]];
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delete [] oldColors;
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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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delete [] pMesh->mTextureCoords[a];
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aiVector3D *oldTextureCoords = 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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for (unsigned int b = 0; b < pMesh->mNumVertices; b++)
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pMesh->mTextureCoords[a][b] = oldTextureCoords[uniqueVertices[b]];
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delete [] oldTextureCoords;
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}
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}
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@ -270,7 +270,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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}
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// We'll never have more vertices afterwards.
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std::vector<Vertex> uniqueVertices;
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std::vector<int> uniqueVertices;
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uniqueVertices.reserve( pMesh->mNumVertices);
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// For each vertex the index of the vertex it was replaced by.
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@ -311,7 +311,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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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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std::vector<std::vector<int>> 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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@ -345,10 +345,10 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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//keep track of its index and increment 1
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replaceIndex[a] = newIndex++;
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// add the vertex to the unique vertices
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uniqueVertices.push_back(v);
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uniqueVertices.push_back(a);
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if (hasAnimMeshes) {
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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uniqueAnimatedVertices[animMeshIndex].emplace_back(pMesh->mAnimMeshes[animMeshIndex], a);
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uniqueAnimatedVertices[animMeshIndex].emplace_back(a);
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}
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}
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} else{
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