Merge pull request #4527 from motazmuhammad/master
Accelerate the Merge vertex post processing steppull/4532/head v5.2.4
commit
c8dafe0d28
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -45,41 +43,38 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* for all imported meshes
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*/
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#ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
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#include "JoinVerticesProcess.h"
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#include "ProcessHelper.h"
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#include <assimp/Vertex.h>
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#include <assimp/TinyFormatter.h>
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#include <stdio.h>
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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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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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JoinVerticesProcess::JoinVerticesProcess()
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{
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JoinVerticesProcess::JoinVerticesProcess() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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JoinVerticesProcess::~JoinVerticesProcess()
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{
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JoinVerticesProcess::~JoinVerticesProcess() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool JoinVerticesProcess::IsActive( unsigned int pFlags) const
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{
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bool JoinVerticesProcess::IsActive( unsigned int pFlags) const {
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return (pFlags & aiProcess_JoinIdenticalVertices) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void JoinVerticesProcess::Execute( aiScene* pScene)
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{
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void JoinVerticesProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("JoinVerticesProcess begin");
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// get the total number of vertices BEFORE the step is executed
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@ -92,27 +87,29 @@ void JoinVerticesProcess::Execute( aiScene* pScene)
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// execute the step
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int iNumVertices = 0;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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iNumVertices += ProcessMesh( pScene->mMeshes[a],a);
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}
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pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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// if logging is active, print detailed statistics
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if (!DefaultLogger::isNullLogger()) {
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if (iNumOldVertices == iNumVertices) {
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ASSIMP_LOG_DEBUG("JoinVerticesProcess finished ");
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} else {
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return;
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}
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// Show statistics
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ASSIMP_LOG_INFO("JoinVerticesProcess finished | Verts in: ", iNumOldVertices,
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" out: ", iNumVertices, " | ~",
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((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f );
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}
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}
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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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bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex) {
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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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@ -171,8 +168,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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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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if (pMesh->mVertices) {
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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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@ -181,8 +177,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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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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if (pMesh->mNormals) {
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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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@ -190,8 +185,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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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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if (pMesh->mTangents) {
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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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@ -199,8 +193,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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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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if (pMesh->mBitangents) {
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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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@ -208,8 +201,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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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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for (unsigned int a = 0; pMesh->HasVertexColors(a); a++) {
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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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@ -217,8 +209,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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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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for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++) {
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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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@ -226,12 +217,40 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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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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{
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// combine hashes
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inline void hash_combine(std::size_t &) {
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// empty
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}
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template <typename T, typename... Rest>
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inline void hash_combine(std::size_t& seed, const T& v, Rest... rest) {
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std::hash<T> hasher;
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seed ^= hasher(v) + 0x9e3779b9 + (seed<<6) + (seed>>2);
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hash_combine(seed, rest...);
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}
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//template specialization for std::hash for Vertex
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template<>
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struct std::hash<Vertex> {
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std::size_t operator()(Vertex const& v) const noexcept {
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size_t seed = 0;
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hash_combine(seed, v.position.x ,v.position.y,v.position.z);
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return seed;
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}
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};
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//template specialization for std::equal_to for Vertex
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template<>
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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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return areVerticesEqual(lhs, rhs, false);
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}
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};
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// now start the JoinVerticesProcess
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int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8");
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static_assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8, "AI_MAX_NUMBER_OF_TEXTURECOORDS == 8");
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@ -245,8 +264,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// multiple meshes)
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std::unordered_set<unsigned int> usedVertexIndices;
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usedVertexIndices.reserve(pMesh->mNumVertices);
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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aiFace& face = pMesh->mFaces[a];
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for( unsigned int b = 0; b < face.mNumIndices; b++) {
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usedVertexIndices.insert(face.mIndices[b]);
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@ -292,7 +310,6 @@ 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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@ -303,72 +320,38 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices);
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}
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}
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// a map that maps a vertix to its new index
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std::unordered_map<Vertex,int> vertex2Index;
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// we can not end up with more vertices than we started with
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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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int newIndex = 0;
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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// if the vertex is unused Do nothing
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if (usedVertexIndices.find(a) == usedVertexIndices.end()) {
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continue;
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}
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// collect the vertex data
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Vertex v(pMesh,a);
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// collect all vertices that are close enough to the given position
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vertexFinder->FindIdenticalPositions( v.position, verticesFound);
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unsigned int matchIndex = 0xffffffff;
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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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if (!areVerticesEqual(v, uv, complex)) {
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continue;
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}
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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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matchIndex = uidx;
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break;
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}
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// found a replacement vertex among the uniques?
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if( matchIndex != 0xffffffff)
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{
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// store where to found the matching unique vertex
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replaceIndex[a] = matchIndex | 0x80000000;
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}
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else
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{
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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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// is the vertex already in the map?
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auto it = vertex2Index.find(v);
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// if the vertex is not in the map then it is a new vertex add it.
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if (it == vertex2Index.end()) {
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// this is a new vertex give it a new index
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vertex2Index[v] = newIndex;
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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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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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uniqueAnimatedVertices[animMeshIndex].push_back(v);
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}
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}
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} else{
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// if the vertex is already there just find the replace index that is appropriate to it
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replaceIndex[a] = it->second;
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}
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}
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@ -394,8 +377,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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}
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// adjust the indices in all faces
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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aiFace& face = pMesh->mFaces[a];
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for( unsigned int b = 0; b < face.mNumIndices; b++) {
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face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000;
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