JoinIdenticalVertices: Performance optimizations by Krishty („Fuck the System”). Yields a 9x speedup in first benchmarks with meshes > 2k triangles.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@780 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -120,6 +120,15 @@ public:
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void FindPositions( const aiVector3D& pPosition, float pRadius,
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std::vector<unsigned int>& poResults) const;
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// ------------------------------------------------------------------------------------
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/** Fills an array with indices of all positions indentical to the given position. In
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* opposite to FindPositions(), not an epsilon is used but a (very low) tolerance of
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* four floating-point units.
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* @param pPosition The position to look for vertices.
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* @param poResults The container to store the indices of the found positions.
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* Will be emptied by the call so it may contain anything.*/
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void FindIdenticalPositions( const aiVector3D& pPosition,
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std::vector<unsigned int>& poResults) const;
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// ------------------------------------------------------------------------------------
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/** Compute a table that maps each vertex ID referring to a spatially close
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