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@@ -231,6 +231,7 @@ void updateXMeshVertices(XMesh *pMesh, std::vector<Vertex> &uniqueVertices) {
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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 &seed) {
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seed;
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}
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@@ -241,31 +242,29 @@ inline void hash_combine(std::size_t& seed, const T& v, Rest... rest) {
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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::equal_to
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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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{
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std::size_t operator()(Vertex const& v) const noexcept
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{
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-
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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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-//hash_combine(seed, v.position.y );
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-//hash_combine(seed, 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
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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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+// now start the JoinVerticesProcess
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int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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{
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static_assert( AI_MAX_NUMBER_OF_COLOR_SETS == 8, "AI_MAX_NUMBER_OF_COLOR_SETS == 8");
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- static_assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8, "AI_MAX_NUMBER_OF_TEXTURECOORDS == 8");
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+ static_assert( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8, "AI_MAX_NUMBER_OF_TEXTURECOORDS == 8");
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// Return early if we don't have any positions
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if (!pMesh->HasPositions() || !pMesh->HasFaces()) {
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@@ -334,21 +333,28 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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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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+ // 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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continue;
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}
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-
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// collect the vertex data
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Vertex v(pMesh,a);
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+ // is the vertex already in the map?
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auto it = vertex2Index.find(v);
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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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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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if (hasAnimMeshes) {
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for (unsigned int animMeshIndex = 0; animMeshIndex < pMesh->mNumAnimMeshes; animMeshIndex++) {
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@@ -356,9 +362,9 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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uniqueAnimatedVertices[animMeshIndex].push_back(v);
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}
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}
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-
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}
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- else {
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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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}
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