Fixed nasty bug in FindInstancesProcess.cpp.

Added a small epsilon to some functions in the API.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@331 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-02-05 16:16:04 +00:00
parent 2b1f0cbac0
commit ec9226c5b9
3 changed files with 54 additions and 14 deletions

View File

@ -51,6 +51,7 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
FindInstancesProcess::FindInstancesProcess()
: configSpeedFlag (false)
{}
// ------------------------------------------------------------------------------------------------
@ -62,7 +63,17 @@ FindInstancesProcess::~FindInstancesProcess()
// Returns whether the processing step is present in the given flag field.
bool FindInstancesProcess::IsActive( unsigned int pFlags) const
{
return 0 != (pFlags & aiProcess_FindInstances);
// FindInstances makes absolutely no sense together with PreTransformVertices
// fixme: spawn error message somewhere else?
return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices);
}
// ------------------------------------------------------------------------------------------------
// Setup properties for the step
void FindInstancesProcess::SetupProperties(const Importer* pImp)
{
// AI_CONFIG_FAVOUR_SPEED
configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
}
// ------------------------------------------------------------------------------------------------
@ -112,7 +123,7 @@ void FindInstancesProcess::Execute( aiScene* pScene)
// the ones which are possibly equal. This step is executed early
// in the pipeline, so we could, depending on the file format,
// have several thousand small meshes. That's too much for a brute
// everyone-against-everyone check involving up to 25 comparisons
// everyone-against-everyone check involving up to 10 comparisons
// each.
boost::scoped_array<uint64_t> hashes (new uint64_t[pScene->mNumMeshes]);
boost::scoped_array<unsigned int> remapping (new unsigned int[pScene->mNumMeshes]);
@ -204,18 +215,40 @@ void FindInstancesProcess::Execute( aiScene* pScene)
}
}
// It seems to be strange, but we really need to check whether the
// bones are identical too. Although it's extremely unprobable
// that they're not if control reaches here, but we need to deal
// with unprobable cases, too.
if (!CompareBones(orig,inst))
continue;
// These two checks are actually quite expensive and almost *never* required.
// Almost. That's why they're still here. But there's no reason to do them
// in speed-targeted imports.
if (!configSpeedFlag) {
// It seems to be strange, but we really need to check whether the
// bones are identical too. Although it's extremely unprobable
// that they're not if control reaches here, we need to deal
// with unprobable cases, too. It could still be that there are
// equal shapes which are deformed differently.
if (!CompareBones(orig,inst))
continue;
// For completeness ... compare even the index buffers for equality
// face order & winding order doesn't care. Input data is in verbose format.
boost::scoped_array<unsigned int> ftbl_orig(new unsigned int[orig->mNumVertices]);
boost::scoped_array<unsigned int> ftbl_inst(new unsigned int[orig->mNumVertices]);
for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) {
aiFace& f = orig->mFaces[tt];
for (unsigned int nn = 0; nn < f.mNumIndices;++nn)
ftbl_orig[f.mIndices[nn]] = tt;
aiFace& f2 = inst->mFaces[tt];
for (unsigned int nn = 0; nn < f2.mNumIndices;++nn)
ftbl_inst[f2.mIndices[nn]] = tt;
}
if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int)))
continue;
}
// FIXME: Ignore the faces for the moment ... ok!?
// We're still here. Or in other words: 'inst' is an instance of 'orig'.
// Place a marker in our list that we can easily update mesh indices.
remapping[i] = a;
remapping[i] = remapping[a];
// Delete the instanced mesh, we don't need it anymore
delete inst;

View File

@ -126,8 +126,14 @@ public:
// Execute step on a given scene
void Execute( aiScene* pScene);
// -------------------------------------------------------------------
// Setup properties prior to executing the process
void SetupProperties(const Importer* pImp);
private:
bool configSpeedFlag;
}; // ! end class FindInstancesProcess
} // ! end namespace Assimp

View File

@ -188,10 +188,10 @@ struct aiColor3D
float& operator[](unsigned int i) {return *(&r + i);}
// Check whether a color is black
// TODO: add epsilon?
bool IsBlack() const
{
return !r && !g && !b;
static const float epsilon = 10e-3f;
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
}
#endif // !__cplusplus
@ -235,7 +235,8 @@ struct aiColor4D
inline bool IsBlack() const
{
// The alpha component doesn't care here. black is black.
return !r && !g && !b;
static const float epsilon = 10e-3f;
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
}
#endif // !__cplusplus