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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp lib
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parent
03a348deb7
commit
d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -53,15 +53,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <stdio.h>
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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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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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JoinVerticesProcess::JoinVerticesProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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JoinVerticesProcess::~JoinVerticesProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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@ -95,7 +90,7 @@ void JoinVerticesProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("JoinVerticesProcess finished ");
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return;
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}
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// Show statistics
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ASSIMP_LOG_INFO("JoinVerticesProcess finished | Verts in: ", iNumOldVertices,
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" out: ", iNumVertices, " | ~",
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@ -105,55 +100,8 @@ void JoinVerticesProcess::Execute( aiScene* pScene) {
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namespace {
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bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex) {
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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.texcoords[0] - rhs.texcoords[0]).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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// Usually we won't have vertex colors or multiple UVs, so we can skip from here
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// Actually this increases runtime performance slightly, at least if branch
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// prediction is on our side.
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if (complex) {
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for (int i = 0; i < 8; i++) {
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if (i > 0 && (lhs.texcoords[i] - rhs.texcoords[i]).SquareLength() > squareEpsilon) {
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return false;
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}
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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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}
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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<Vertex> &uniqueVertices) {
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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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pMesh->mNumVertices = (unsigned int)uniqueVertices.size();
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@ -165,86 +113,55 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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// Position, if present (check made for aiAnimMesh)
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if (pMesh->mVertices) {
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delete [] 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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pMesh->mVertices[a] = uniqueVertices[a].position;
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}
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mVertices[a] = oldVertices[uniqueVertices[a]];
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}
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// Normals, if present
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if (pMesh->mNormals) {
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delete [] pMesh->mNormals;
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std::unique_ptr<aiVector3D[]> oldNormals(pMesh->mNormals);
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mNormals[a] = uniqueVertices[a].normal;
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}
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mNormals[a] = oldNormals[uniqueVertices[a]];
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}
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// Tangents, if present
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if (pMesh->mTangents) {
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delete [] pMesh->mTangents;
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std::unique_ptr<aiVector3D[]> oldTangents(pMesh->mTangents);
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pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mTangents[a] = uniqueVertices[a].tangent;
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}
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mTangents[a] = oldTangents[uniqueVertices[a]];
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}
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// Bitangents as well
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if (pMesh->mBitangents) {
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delete [] pMesh->mBitangents;
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std::unique_ptr<aiVector3D[]> oldBitangents(pMesh->mBitangents);
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pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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pMesh->mBitangents[a] = uniqueVertices[a].bitangent;
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}
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for (unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mBitangents[a] = oldBitangents[uniqueVertices[a]];
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}
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// Vertex colors
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for (unsigned int a = 0; pMesh->HasVertexColors(a); a++) {
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delete [] pMesh->mColors[a];
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std::unique_ptr<aiColor4D[]> oldColors(pMesh->mColors[a]);
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pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
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for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
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pMesh->mColors[a][b] = uniqueVertices[b].colors[a];
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}
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for (unsigned int b = 0; b < pMesh->mNumVertices; b++)
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pMesh->mColors[a][b] = oldColors[uniqueVertices[b]];
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}
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// Texture coords
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for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++) {
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delete [] pMesh->mTextureCoords[a];
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std::unique_ptr<aiVector3D[]> oldTextureCoords(pMesh->mTextureCoords[a]);
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pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
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for (unsigned int b = 0; b < pMesh->mNumVertices; b++) {
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pMesh->mTextureCoords[a][b] = uniqueVertices[b].texcoords[a];
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}
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for (unsigned int b = 0; b < pMesh->mNumVertices; b++)
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pMesh->mTextureCoords[a][b] = oldTextureCoords[uniqueVertices[b]];
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}
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}
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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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bool operator()(const Vertex &lhs, const Vertex &rhs) const {
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return areVerticesEqual(lhs, rhs, false);
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}
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};
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static constexpr size_t JOINED_VERTICES_MARK = 0x80000000u;
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// now start the JoinVerticesProcess
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int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8");
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@ -258,18 +175,17 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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// We should care only about used vertices, not all of them
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// (this can happen due to original file vertices buffer being used by
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// multiple meshes)
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std::unordered_set<unsigned int> usedVertexIndices;
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usedVertexIndices.reserve(pMesh->mNumVertices);
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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std::vector<bool> usedVertexIndicesMask;
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usedVertexIndicesMask.resize(pMesh->mNumVertices, false);
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for (unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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aiFace& face = pMesh->mFaces[a];
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for( unsigned int b = 0; b < face.mNumIndices; b++) {
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usedVertexIndices.insert(face.mIndices[b]);
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for (unsigned int b = 0; b < face.mNumIndices; b++) {
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usedVertexIndicesMask[face.mIndices[b]] = true;
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}
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}
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// We'll never have more vertices afterwards.
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std::vector<Vertex> uniqueVertices;
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uniqueVertices.reserve( pMesh->mNumVertices);
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std::vector<int> uniqueVertices;
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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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@ -279,52 +195,26 @@ 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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// We'll never have more vertices afterwards.
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std::vector<std::vector<Vertex>> uniqueAnimatedVertices;
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std::vector<std::vector<int>> uniqueAnimatedVertices;
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if (hasAnimMeshes) {
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uniqueAnimatedVertices.resize(pMesh->mNumAnimMeshes);
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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uniqueAnimatedVertices[animMeshIndex].reserve(pMesh->mNumVertices);
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}
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}
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// a map that maps a vertix to its new index
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std::unordered_map<Vertex,int> vertex2Index;
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// a map that maps a vertex to its new index
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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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// if the vertex is unused Do nothing
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if (usedVertexIndices.find(a) == usedVertexIndices.end()) {
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if (!usedVertexIndicesMask[a]) {
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continue;
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}
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// collect the vertex data
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@ -334,19 +224,20 @@ 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(v);
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uniqueVertices.push_back(a);
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if (hasAnimMeshes) {
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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uniqueAnimatedVertices[animMeshIndex].emplace_back(pMesh->mAnimMeshes[animMeshIndex], a);
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uniqueAnimatedVertices[animMeshIndex].emplace_back(a);
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}
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}
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} else{
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// if the vertex is already there just find the replace index that is appropriate to it
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replaceIndex[a] = it->second;
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// mark it with JOINED_VERTICES_MARK
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replaceIndex[a] = it->second | JOINED_VERTICES_MARK;
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}
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}
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@ -375,7 +266,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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aiFace& face = pMesh->mFaces[a];
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for( unsigned int b = 0; b < face.mNumIndices; b++) {
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face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000;
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face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~JOINED_VERTICES_MARK;
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}
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}
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@ -389,17 +280,8 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) {
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for ( unsigned int b = 0; b < bone->mNumWeights; b++ ) {
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const aiVertexWeight& ow = bone->mWeights[ b ];
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// if the vertex is a unique one, translate it
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if ( !( replaceIndex[ ow.mVertexId ] & 0x80000000 ) ) {
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bool weightAlreadyExists = false;
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for (std::vector<aiVertexWeight>::iterator vit = newWeights.begin(); vit != newWeights.end(); ++vit) {
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if (vit->mVertexId == replaceIndex[ow.mVertexId]) {
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weightAlreadyExists = true;
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break;
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}
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}
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if (weightAlreadyExists) {
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continue;
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}
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// filter out joined vertices by JOINED_VERTICES_MARK.
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if ( !( replaceIndex[ ow.mVertexId ] & JOINED_VERTICES_MARK ) ) {
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aiVertexWeight nw;
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nw.mVertexId = replaceIndex[ ow.mVertexId ];
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nw.mWeight = ow.mWeight;
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