- CHANGE vertex count and texture channel count limits to 8. Adapt all parts of the code which depended on both of them being set to 4. Test suite passes.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@900 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2011-02-03 14:14:09 +00:00
parent 58ce3ee879
commit 2b9ad081e0
3 changed files with 56 additions and 48 deletions

View File

@@ -115,8 +115,8 @@ void JoinVerticesProcess::Execute( aiScene* pScene)
// Unites identical vertices in the given mesh
int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
{
BOOST_STATIC_ASSERT( AI_MAX_NUMBER_OF_COLOR_SETS == 4);
BOOST_STATIC_ASSERT( AI_MAX_NUMBER_OF_TEXTURECOORDS == 4);
BOOST_STATIC_ASSERT( AI_MAX_NUMBER_OF_COLOR_SETS == 8);
BOOST_STATIC_ASSERT( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8);
// Return early if we don't have any positions
if (!pMesh->HasPositions() || !pMesh->HasFaces()) {
@@ -168,14 +168,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
// Run an optimized code path if we don't have multiple UVs or vertex colors.
// This should yield false in more than 99% of all imports ...
const bool complex = (
pMesh->mTextureCoords[1] ||
pMesh->mTextureCoords[2] ||
pMesh->mTextureCoords[3] ||
pMesh->mColors[0] ||
pMesh->mColors[1] ||
pMesh->mColors[2] ||
pMesh->mColors[3] );
const bool complex = ( pMesh->GetNumColorChannels() > 0 || pMesh->GetNumUVChannels() > 1);
// Now check each vertex if it brings something new to the table
for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
@@ -213,22 +206,48 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
// Actually this increases runtime performance slightly, at least if branch
// prediction is on our side.
if (complex){
// manually unrolled because continue wouldn't work as desired in an inner loop
// manually unrolled because continue wouldn't work as desired in an inner loop,
// also because some compilers seem to fail the task. Colors and UV coords
// are interleaved since the higher entries are most likely to be
// zero and thus useless. By interleaving the arrays, vertices are,
// on average, rejected earlier.
if( (uv.texcoords[1] - v.texcoords[1]).SquareLength() > squareEpsilon)
continue;
if( GetColorDifference( uv.colors[0], v.colors[0]) > squareEpsilon)
continue;
if( (uv.texcoords[2] - v.texcoords[2]).SquareLength() > squareEpsilon)
continue;
if( GetColorDifference( uv.colors[1], v.colors[1]) > squareEpsilon)
continue;
if( (uv.texcoords[3] - v.texcoords[3]).SquareLength() > squareEpsilon)
continue;
if( GetColorDifference( uv.colors[2], v.colors[2]) > squareEpsilon)
continue;
if( (uv.texcoords[4] - v.texcoords[4]).SquareLength() > squareEpsilon)
continue;
if( GetColorDifference( uv.colors[3], v.colors[3]) > squareEpsilon)
continue;
// texture coord matching manually unrolled as well
if( (uv.texcoords[1] - v.texcoords[1]).SquareLength() > squareEpsilon)
if( (uv.texcoords[5] - v.texcoords[5]).SquareLength() > squareEpsilon)
continue;
if( (uv.texcoords[2] - v.texcoords[2]).SquareLength() > squareEpsilon)
if( GetColorDifference( uv.colors[4], v.colors[4]) > squareEpsilon)
continue;
if( (uv.texcoords[3] - v.texcoords[3]).SquareLength() > squareEpsilon)
if( (uv.texcoords[6] - v.texcoords[6]).SquareLength() > squareEpsilon)
continue;
if( GetColorDifference( uv.colors[5], v.colors[5]) > squareEpsilon)
continue;
if( (uv.texcoords[7] - v.texcoords[7]).SquareLength() > squareEpsilon)
continue;
if( GetColorDifference( uv.colors[6], v.colors[6]) > squareEpsilon)
continue;
if( GetColorDifference( uv.colors[7], v.colors[7]) > squareEpsilon)
continue;
}