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-9d2fd5bffc1fpull/1/head
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2b1f0cbac0
commit
ec9226c5b9
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@ -51,6 +51,7 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FindInstancesProcess::FindInstancesProcess()
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: configSpeedFlag (false)
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{}
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// ------------------------------------------------------------------------------------------------
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@ -62,7 +63,17 @@ FindInstancesProcess::~FindInstancesProcess()
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// Returns whether the processing step is present in the given flag field.
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bool FindInstancesProcess::IsActive( unsigned int pFlags) const
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{
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return 0 != (pFlags & aiProcess_FindInstances);
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// FindInstances makes absolutely no sense together with PreTransformVertices
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// fixme: spawn error message somewhere else?
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return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices);
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties for the step
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void FindInstancesProcess::SetupProperties(const Importer* pImp)
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{
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// AI_CONFIG_FAVOUR_SPEED
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configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
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}
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// ------------------------------------------------------------------------------------------------
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@ -112,7 +123,7 @@ void FindInstancesProcess::Execute( aiScene* pScene)
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// the ones which are possibly equal. This step is executed early
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// in the pipeline, so we could, depending on the file format,
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// have several thousand small meshes. That's too much for a brute
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// everyone-against-everyone check involving up to 25 comparisons
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// everyone-against-everyone check involving up to 10 comparisons
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// each.
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boost::scoped_array<uint64_t> hashes (new uint64_t[pScene->mNumMeshes]);
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boost::scoped_array<unsigned int> remapping (new unsigned int[pScene->mNumMeshes]);
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@ -204,18 +215,40 @@ void FindInstancesProcess::Execute( aiScene* pScene)
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}
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}
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// It seems to be strange, but we really need to check whether the
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// bones are identical too. Although it's extremely unprobable
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// that they're not if control reaches here, but we need to deal
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// with unprobable cases, too.
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if (!CompareBones(orig,inst))
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continue;
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// These two checks are actually quite expensive and almost *never* required.
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// Almost. That's why they're still here. But there's no reason to do them
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// in speed-targeted imports.
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if (!configSpeedFlag) {
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// It seems to be strange, but we really need to check whether the
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// bones are identical too. Although it's extremely unprobable
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// that they're not if control reaches here, we need to deal
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// with unprobable cases, too. It could still be that there are
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// equal shapes which are deformed differently.
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if (!CompareBones(orig,inst))
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continue;
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// For completeness ... compare even the index buffers for equality
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// face order & winding order doesn't care. Input data is in verbose format.
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boost::scoped_array<unsigned int> ftbl_orig(new unsigned int[orig->mNumVertices]);
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boost::scoped_array<unsigned int> ftbl_inst(new unsigned int[orig->mNumVertices]);
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for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) {
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aiFace& f = orig->mFaces[tt];
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for (unsigned int nn = 0; nn < f.mNumIndices;++nn)
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ftbl_orig[f.mIndices[nn]] = tt;
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aiFace& f2 = inst->mFaces[tt];
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for (unsigned int nn = 0; nn < f2.mNumIndices;++nn)
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ftbl_inst[f2.mIndices[nn]] = tt;
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}
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if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int)))
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continue;
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}
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// FIXME: Ignore the faces for the moment ... ok!?
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// We're still here. Or in other words: 'inst' is an instance of 'orig'.
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// Place a marker in our list that we can easily update mesh indices.
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remapping[i] = a;
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remapping[i] = remapping[a];
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// Delete the instanced mesh, we don't need it anymore
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delete inst;
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@ -126,8 +126,14 @@ public:
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// Execute step on a given scene
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void Execute( aiScene* pScene);
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// -------------------------------------------------------------------
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// Setup properties prior to executing the process
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void SetupProperties(const Importer* pImp);
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private:
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bool configSpeedFlag;
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}; // ! end class FindInstancesProcess
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} // ! end namespace Assimp
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@ -188,10 +188,10 @@ struct aiColor3D
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float& operator[](unsigned int i) {return *(&r + i);}
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// Check whether a color is black
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// TODO: add epsilon?
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bool IsBlack() const
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{
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return !r && !g && !b;
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static const float epsilon = 10e-3f;
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return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
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}
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#endif // !__cplusplus
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@ -235,7 +235,8 @@ struct aiColor4D
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inline bool IsBlack() const
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{
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// The alpha component doesn't care here. black is black.
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return !r && !g && !b;
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static const float epsilon = 10e-3f;
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return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
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}
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#endif // !__cplusplus
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