Optimized GenVertexNormal-Step.
Added SharedPostProcessInfo-class to allow pp-steps to interact with each other. Used this new feature for some cross-optimization between the steps: SpatialSort is now solely computed once, not up to three times. 3DS bugfix - orientation was wrong. ASE normal vectors - although they are normally wrong and not orthonormal they are working now. Fix in fast_atof.h - 1.45E45 (major 'E') is handlded correctly now. Improvements on jAssimp, still WIP and not working. Some LightWave bugfixes, still WIP. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@164 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -44,13 +44,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <vector>
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#include "JoinVerticesProcess.h"
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#include "SpatialSort.h"
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#include "../include/DefaultLogger.h"
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#include "../include/aiPostProcess.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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// internal headers
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#include "JoinVerticesProcess.h"
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#include "ProcessHelper.h"
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using namespace Assimp;
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#if _MSC_VER >= 1400
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@@ -141,25 +144,32 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// for each vertex whether it was replaced by an existing unique vertex (true) or a new vertex was created for it (false)
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std::vector<bool> isVertexUnique( pMesh->mNumVertices, false);
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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// a little helper to find locally close vertices faster
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// FIX: check whether we can reuse the SpatialSort of a previous step
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const float epsilon = 1e-5f;
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float posEpsilon;
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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if (shared)
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{
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minVec.x = std::min( minVec.x, pMesh->mVertices[a].x);
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minVec.y = std::min( minVec.y, pMesh->mVertices[a].y);
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minVec.z = std::min( minVec.z, pMesh->mVertices[a].z);
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maxVec.x = std::max( maxVec.x, pMesh->mVertices[a].x);
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maxVec.y = std::max( maxVec.y, pMesh->mVertices[a].y);
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maxVec.z = std::max( maxVec.z, pMesh->mVertices[a].z);
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std::vector<std::pair<SpatialSort,float> >* avf;
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shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
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if (avf)
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{
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std::pair<SpatialSort,float>& blubb = avf->operator [] (meshIndex);
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vertexFinder = &blubb.first;
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posEpsilon = blubb.second;
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}
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}
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if (!vertexFinder)
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{
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_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
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vertexFinder = &_vertexFinder;
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posEpsilon = ComputePositionEpsilon(pMesh);
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}
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// squared because we check against squared length of the vector difference
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const float epsilon = 1e-5f;
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const float posEpsilon = (maxVec - minVec).Length() * epsilon;
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// squared because we check against squared length of the vector difference
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const float squareEpsilon = epsilon * epsilon;
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// a little helper to find locally close vertices faster
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SpatialSort vertexFinder( pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
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std::vector<unsigned int> verticesFound;
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// now check each vertex if it brings something new to the table
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@@ -177,7 +187,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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v.mTexCoords[b] = (pMesh->mTextureCoords[b] != NULL) ? pMesh->mTextureCoords[b][a] : aiVector3D( 0, 0, 0);
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// collect all vertices that are close enough to the given position
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vertexFinder.FindPositions( v.mPosition, posEpsilon, verticesFound);
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vertexFinder->FindPositions( v.mPosition, posEpsilon, verticesFound);
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unsigned int matchIndex = 0xffffffff;
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// check all unique vertices close to the position if this vertex is already present among them
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@@ -233,7 +243,8 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// store where to found the matching unique vertex
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replaceIndex[a] = matchIndex;
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isVertexUnique[a] = false;
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} else
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}
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else
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{
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// no unique vertex matches it upto now -> so add it
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replaceIndex[a] = (unsigned int)uniqueVertices.size();
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