forked from bartvdbraak/blender
Fix T50655: Pointiness is too slow to calculate
Optimize vertex de-duplication the same way as we do doe Remove Doubles.
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@ -27,6 +27,7 @@
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#include "subd_patch.h"
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#include "subd_split.h"
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#include "util_algorithm.h"
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#include "util_foreach.h"
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#include "util_logging.h"
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#include "util_math.h"
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@ -525,6 +526,31 @@ static void attr_create_uv_map(Scene *scene,
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}
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/* Create vertex pointiness attributes. */
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/* Compare vertices by sum of their coordinates. */
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class VertexAverageComparator {
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public:
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VertexAverageComparator(const array<float3>& verts)
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: verts_(verts) {
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}
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bool operator()(const int& vert_idx_a, const int& vert_idx_b)
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{
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const float3 &vert_a = verts_[vert_idx_a];
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const float3 &vert_b = verts_[vert_idx_b];
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if(vert_a == vert_b) {
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/* Special case for doubles, so we ensure ordering. */
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return vert_idx_a > vert_idx_b;
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}
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const float x1 = vert_a.x + vert_a.y + vert_a.z;
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const float x2 = vert_b.x + vert_b.y + vert_b.z;
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return x1 < x2;
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}
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protected:
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const array<float3>& verts_;
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};
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static void attr_create_pointiness(Scene *scene,
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Mesh *mesh,
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BL::Mesh& b_mesh,
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@ -534,37 +560,59 @@ static void attr_create_pointiness(Scene *scene,
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return;
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}
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const int num_verts = b_mesh.vertices.length();
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AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
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Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
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float *data = attr->data_float();
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/* STEP 1: Find out duplicated vertices and point duplicates to a single
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* original vertex.
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*/
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vector<int> sorted_vert_indeices(num_verts);
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for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
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sorted_vert_indeices[vert_index] = vert_index;
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}
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VertexAverageComparator compare(mesh->verts);
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sort(sorted_vert_indeices.begin(), sorted_vert_indeices.end(), compare);
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/* This array stores index of the original vertex for the given vertex
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* index.
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*/
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vector<int> vert_orig_index(num_verts);
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for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
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for (int sorted_vert_index = 0;
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sorted_vert_index < num_verts;
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++sorted_vert_index)
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{
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const int vert_index = sorted_vert_indeices[sorted_vert_index];
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const float3 &vert_co = mesh->verts[vert_index];
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bool found = false;
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int other_vert_index;
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for(other_vert_index = 0;
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other_vert_index < vert_index;
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++other_vert_index)
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for(int other_sorted_vert_index = sorted_vert_index + 1;
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other_sorted_vert_index < num_verts;
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++other_sorted_vert_index)
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{
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const int other_vert_index =
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sorted_vert_indeices[other_sorted_vert_index];
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const float3 &other_vert_co = mesh->verts[other_vert_index];
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/* We are too far away now, we wouldn't have duplicate. */
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if ((other_vert_co.x + other_vert_co.y + other_vert_co.z) -
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(vert_co.x + vert_co.y + vert_co.z) > 0.0f)
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{
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break;
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}
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/* Found duplicate. */
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if(other_vert_co == vert_co) {
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found = true;
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vert_orig_index[vert_index] = other_vert_index;
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break;
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}
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}
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if(found) {
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vert_orig_index[vert_index] = other_vert_index;
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}
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else {
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if(!found) {
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vert_orig_index[vert_index] = vert_index;
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}
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}
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/* Make sure we always points to the very first orig vertex. */
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for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
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int orig_index = vert_orig_index[vert_index];
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while(orig_index != vert_orig_index[orig_index]) {
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orig_index = vert_orig_index[orig_index];
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}
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vert_orig_index[vert_index] = orig_index;
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}
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sorted_vert_indeices.free_memory();
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/* STEP 2: Calculate vertex normals taking into account their possible
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* duplicates which gets "welded" together.
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*/
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@ -623,6 +671,9 @@ static void attr_create_pointiness(Scene *scene,
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}
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}
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/* STEP 3: Blur vertices to approximate 2 ring neighborhood. */
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AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
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Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
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float *data = attr->data_float();
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memcpy(data, &raw_data[0], sizeof(float) * raw_data.size());
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memset(&counter[0], 0, sizeof(int) * counter.size());
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edge_index = 0;
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@ -1234,4 +1285,3 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob,
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}
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CCL_NAMESPACE_END
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