Merge branch 'master' into fix-build-with-m3d-import-only
commit
e9f95e5ab6
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@ -105,7 +105,11 @@ void JoinVerticesProcess::Execute( aiScene* pScene) {
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namespace {
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bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex) {
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bool areVerticesEqual(
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const Vertex &lhs,
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const Vertex &rhs,
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unsigned numUVChannels,
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unsigned numColorChannels) {
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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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@ -124,10 +128,6 @@ bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex) {
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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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@ -136,19 +136,18 @@ bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex) {
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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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for (unsigned i = 0; i < numUVChannels; i++) {
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if ((lhs.texcoords[i] - rhs.texcoords[i]).SquareLength() > squareEpsilon) {
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return false;
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}
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}
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for (unsigned i = 0; i < numColorChannels; i++) {
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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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return true;
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}
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@ -241,9 +240,16 @@ struct std::hash<Vertex> {
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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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equal_to(unsigned numUVChannels, unsigned numColorChannels) :
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mNumUVChannels(numUVChannels),
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mNumColorChannels(numColorChannels) {}
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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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return areVerticesEqual(lhs, rhs, mNumUVChannels, mNumColorChannels);
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}
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private:
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unsigned mNumUVChannels;
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unsigned mNumColorChannels;
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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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@ -316,8 +322,13 @@ 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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// a map that maps a vertex to its new index
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const auto numBuckets = pMesh->mNumVertices;
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const auto hasher = std::hash<Vertex>();
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const auto comparator = std::equal_to<Vertex>(
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pMesh->GetNumUVChannels(),
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pMesh->GetNumColorChannels());
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std::unordered_map<Vertex, int> vertex2Index(numBuckets, hasher, comparator);
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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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