Simplify JoinVerticesProcess (#5895)
Previously JoinVertices had a lot of extra complexity, simplify it greatly. Co-authored-by: Julian Knodt <julianknodt@Julians-Air-2.attlocal.net> Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
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@@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <unordered_set>
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#include <unordered_map>
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#include <memory>
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#include <map>
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using namespace Assimp;
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@@ -99,52 +100,6 @@ void JoinVerticesProcess::Execute( aiScene* pScene) {
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namespace {
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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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// Squared because we check against squared length of the vector difference
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static const float squareEpsilon = epsilon * epsilon;
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// Square compare is useful for animeshes vertices compare
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if ((lhs.position - rhs.position).SquareLength() > squareEpsilon) {
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return false;
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}
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// We just test the other attributes even if they're not present in the mesh.
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// In this case they're initialized to 0 so the comparison succeeds.
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// By this method the non-present attributes are effectively ignored in the comparison.
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if ((lhs.normal - rhs.normal).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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if ((lhs.bitangent - rhs.bitangent).SquareLength() > 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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template<class XMesh>
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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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@@ -157,7 +112,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<int> &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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if (pMesh->mVertices) {
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std::unique_ptr<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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@@ -204,41 +159,6 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<int> &uniqueVertices) {
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} // namespace
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// ------------------------------------------------------------------------------------------------
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// Unites identical vertices in the given mesh
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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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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, 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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static constexpr size_t JOINED_VERTICES_MARK = 0x80000000u;
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@@ -266,7 +186,6 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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// We'll never have more vertices afterwards.
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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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// Since the maximal number of vertices is 2^31-1, the most significand bit can be used to mark
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@@ -276,31 +195,6 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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static_assert(AI_MAX_VERTICES == 0x7fffffff, "AI_MAX_VERTICES == 0x7fffffff");
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std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff);
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// float posEpsilonSqr;
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SpatialSort *vertexFinder = nullptr;
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SpatialSort _vertexFinder;
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typedef std::pair<SpatialSort,float> SpatPair;
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if (shared) {
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std::vector<SpatPair >* avf;
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shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
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if (avf) {
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SpatPair& blubb = (*avf)[meshIndex];
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vertexFinder = &blubb.first;
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// posEpsilonSqr = blubb.second;
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}
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}
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if (!vertexFinder) {
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// bad, need to compute it.
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_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
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vertexFinder = &_vertexFinder;
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// posEpsilonSqr = ComputePositionEpsilon(pMesh);
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}
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// Again, better waste some bytes than a realloc ...
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std::vector<unsigned int> verticesFound;
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verticesFound.reserve(10);
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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 hasAnimMeshes = pMesh->mNumAnimMeshes > 0;
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@@ -314,14 +208,8 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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}
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}
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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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std::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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@@ -336,8 +224,8 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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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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vertex2Index.emplace(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(a);
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