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https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-26 21:57:16 +01:00
Optimized Mesh Merging
Changes from PoolVector to LocalVector and pre-reserving vectors rather than push_back.
This commit is contained in:
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a55cfb671b
commit
693c503213
@ -32,6 +32,7 @@
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#include "core/error_macros.h"
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#include "core/os/memory.h"
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#include "core/pool_vector.h"
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#include "core/sort_array.h"
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#include "core/vector.h"
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@ -239,6 +240,17 @@ public:
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return ret;
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}
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operator PoolVector<T>() const {
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PoolVector<T> pl;
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if (size()) {
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pl.resize(size());
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typename PoolVector<T>::Write w = pl.write();
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T *dest = w.ptr();
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memcpy(dest, data, sizeof(T) * count);
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}
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return pl;
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}
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Vector<uint8_t> to_byte_array() const { //useful to pass stuff to gpu or variant
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Vector<uint8_t> ret;
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ret.resize(count * sizeof(T));
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@ -254,6 +266,19 @@ public:
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data[i] = p_from.data[i];
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}
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}
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LocalVector(const Vector<T> &p_from) {
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resize(p_from.size());
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for (U i = 0; i < count; i++) {
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data[i] = p_from[i];
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}
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}
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LocalVector(const PoolVector<T> &p_from) {
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resize(p_from.size());
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typename PoolVector<T>::Read r = p_from.read();
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for (U i = 0; i < count; i++) {
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data[i] = r[i];
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}
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}
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inline LocalVector &operator=(const LocalVector &p_from) {
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resize(p_from.size());
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for (U i = 0; i < p_from.count; i++) {
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@ -268,6 +293,14 @@ public:
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}
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return *this;
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}
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inline LocalVector &operator=(const PoolVector<T> &p_from) {
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resize(p_from.size());
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typename PoolVector<T>::Read r = p_from.read();
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for (U i = 0; i < count; i++) {
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data[i] = r[i];
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}
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return *this;
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}
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_FORCE_INLINE_ ~LocalVector() {
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if (data) {
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@ -949,7 +949,7 @@ bool MeshInstance::_is_mergeable_with(const MeshInstance &p_other) const {
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return true;
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}
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void MeshInstance::_merge_into_mesh_data(const MeshInstance &p_mi, const Transform &p_dest_tr_inv, int p_surface_id, PoolVector<Vector3> &r_verts, PoolVector<Vector3> &r_norms, PoolVector<real_t> &r_tangents, PoolVector<Color> &r_colors, PoolVector<Vector2> &r_uvs, PoolVector<Vector2> &r_uv2s, PoolVector<int> &r_inds) {
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void MeshInstance::_merge_into_mesh_data(const MeshInstance &p_mi, const Transform &p_dest_tr_inv, int p_surface_id, LocalVector<Vector3> &r_verts, LocalVector<Vector3> &r_norms, LocalVector<real_t> &r_tangents, LocalVector<Color> &r_colors, LocalVector<Vector2> &r_uvs, LocalVector<Vector2> &r_uv2s, LocalVector<int> &r_inds) {
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_merge_log("\t\t\tmesh data from " + p_mi.get_name());
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// get the mesh verts in local space
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@ -961,13 +961,18 @@ void MeshInstance::_merge_into_mesh_data(const MeshInstance &p_mi, const Transfo
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Array arrays = rmesh->surface_get_arrays(p_surface_id);
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PoolVector<Vector3> verts = arrays[VS::ARRAY_VERTEX];
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PoolVector<Vector3> normals = arrays[VS::ARRAY_NORMAL];
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PoolVector<real_t> tangents = arrays[VS::ARRAY_TANGENT];
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PoolVector<Color> colors = arrays[VS::ARRAY_COLOR];
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PoolVector<Vector2> uvs = arrays[VS::ARRAY_TEX_UV];
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PoolVector<Vector2> uv2s = arrays[VS::ARRAY_TEX_UV2];
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PoolVector<int> indices = arrays[VS::ARRAY_INDEX];
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LocalVector<Vector3> verts = PoolVector<Vector3>(arrays[VS::ARRAY_VERTEX]);
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if (!verts.size()) {
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// early out if there are no vertices, no point in doing anything else
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return;
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}
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LocalVector<Vector3> normals = PoolVector<Vector3>(arrays[VS::ARRAY_NORMAL]);
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LocalVector<real_t> tangents = PoolVector<real_t>(arrays[VS::ARRAY_TANGENT]);
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LocalVector<Color> colors = PoolVector<Color>(arrays[VS::ARRAY_COLOR]);
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LocalVector<Vector2> uvs = PoolVector<Vector2>(arrays[VS::ARRAY_TEX_UV]);
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LocalVector<Vector2> uv2s = PoolVector<Vector2>(arrays[VS::ARRAY_TEX_UV2]);
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LocalVector<int> indices = PoolVector<int>(arrays[VS::ARRAY_INDEX]);
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// The attributes present must match the first mesh for the attributes
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// to remain in sync. Here we reject meshes with different attributes.
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@ -1004,7 +1009,7 @@ void MeshInstance::_merge_into_mesh_data(const MeshInstance &p_mi, const Transfo
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}
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// the first index of this mesh is offset from the verts we already have stored in the merged mesh
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int first_index = r_verts.size();
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int starting_index = r_verts.size();
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// transform verts to world space
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Transform tr = p_mi.get_global_transform();
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@ -1018,78 +1023,117 @@ void MeshInstance::_merge_into_mesh_data(const MeshInstance &p_mi, const Transfo
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Basis normal_basis = tr.basis.inverse();
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normal_basis.transpose();
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for (int n = 0; n < verts.size(); n++) {
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Vector3 pt_world = tr.xform(verts[n]);
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r_verts.push_back(pt_world);
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int num_verts = verts.size();
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if (normals.size()) {
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// verts
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DEV_ASSERT(num_verts > 0);
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int first_vert = r_verts.size();
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r_verts.resize(first_vert + num_verts);
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Vector3 *dest_verts = &r_verts[first_vert];
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for (int n = 0; n < num_verts; n++) {
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Vector3 pt_world = tr.xform(verts[n]);
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*dest_verts++ = pt_world;
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}
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// normals
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if (normals.size()) {
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int first_norm = r_norms.size();
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r_norms.resize(first_norm + num_verts);
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Vector3 *dest_norms = &r_norms[first_norm];
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for (int n = 0; n < num_verts; n++) {
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Vector3 pt_norm = normal_basis.xform(normals[n]);
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pt_norm.normalize();
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r_norms.push_back(pt_norm);
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*dest_norms++ = pt_norm;
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}
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}
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if (tangents.size()) {
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// tangents
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if (tangents.size()) {
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int first_tang = r_tangents.size();
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r_tangents.resize(first_tang + (num_verts * 4));
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real_t *dest_tangents = &r_tangents[first_tang];
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for (int n = 0; n < num_verts; n++) {
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int tstart = n * 4;
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Vector3 pt_tangent = Vector3(tangents[tstart], tangents[tstart + 1], tangents[tstart + 2]);
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real_t fourth = tangents[tstart + 3];
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pt_tangent = normal_basis.xform(pt_tangent);
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pt_tangent.normalize();
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r_tangents.push_back(pt_tangent.x);
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r_tangents.push_back(pt_tangent.y);
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r_tangents.push_back(pt_tangent.z);
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r_tangents.push_back(fourth);
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*dest_tangents++ = pt_tangent.x;
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*dest_tangents++ = pt_tangent.y;
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*dest_tangents++ = pt_tangent.z;
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*dest_tangents++ = fourth;
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}
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}
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if (colors.size()) {
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r_colors.push_back(colors[n]);
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// colors
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if (colors.size()) {
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int first_col = r_colors.size();
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r_colors.resize(first_col + num_verts);
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Color *dest_colors = &r_colors[first_col];
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for (int n = 0; n < num_verts; n++) {
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*dest_colors++ = colors[n];
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}
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}
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if (uvs.size()) {
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r_uvs.push_back(uvs[n]);
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// uvs
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if (uvs.size()) {
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int first_uv = r_uvs.size();
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r_uvs.resize(first_uv + num_verts);
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Vector2 *dest_uvs = &r_uvs[first_uv];
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for (int n = 0; n < num_verts; n++) {
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*dest_uvs++ = uvs[n];
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}
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}
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if (uv2s.size()) {
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r_uv2s.push_back(uv2s[n]);
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// uv2s
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if (uv2s.size()) {
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int first_uv2 = r_uv2s.size();
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r_uv2s.resize(first_uv2 + num_verts);
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Vector2 *dest_uv2s = &r_uv2s[first_uv2];
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for (int n = 0; n < num_verts; n++) {
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*dest_uv2s++ = uv2s[n];
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}
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}
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// indices
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for (int n = 0; n < indices.size(); n++) {
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int ind = indices[n] + first_index;
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r_inds.push_back(ind);
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if (indices.size()) {
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int first_ind = r_inds.size();
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r_inds.resize(first_ind + indices.size());
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int *dest_inds = &r_inds[first_ind];
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for (unsigned int n = 0; n < indices.size(); n++) {
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int ind = indices[n] + starting_index;
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*dest_inds++ = ind;
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}
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}
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}
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bool MeshInstance::_ensure_indices_valid(PoolVector<int> &r_indices, const PoolVector<Vector3> &p_verts) const {
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bool MeshInstance::_ensure_indices_valid(LocalVector<int> &r_indices, const PoolVector<Vector3> &p_verts) const {
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// no indices? create some
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if (!r_indices.size()) {
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_merge_log("\t\t\t\tindices are blank, creating...");
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// indices are blank!! let's create some, assuming the mesh is using triangles
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r_indices.resize(p_verts.size());
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PoolVector<int>::Write write = r_indices.write();
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int *pi = write.ptr();
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// this is assuming each triangle vertex is unique
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for (int n = 0; n < p_verts.size(); n++) {
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*pi = n;
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pi++;
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for (unsigned int n = 0; n < r_indices.size(); n++) {
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r_indices[n] = n;
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}
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}
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if (!_check_for_valid_indices(r_indices, p_verts, nullptr)) {
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LocalVector<int, int32_t> new_inds;
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LocalVector<int> new_inds;
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_check_for_valid_indices(r_indices, p_verts, &new_inds);
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// copy the new indices
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r_indices.resize(new_inds.size());
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PoolVector<int>::Write write = r_indices.write();
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int *pi = write.ptr();
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for (int n = 0; n < new_inds.size(); n++) {
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pi[n] = new_inds[n];
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}
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r_indices = new_inds;
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return false;
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}
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@ -1098,7 +1142,7 @@ bool MeshInstance::_ensure_indices_valid(PoolVector<int> &r_indices, const PoolV
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}
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// check for invalid tris, or make a list of the valid triangles, depending on whether r_inds is set
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bool MeshInstance::_check_for_valid_indices(const PoolVector<int> &p_inds, const PoolVector<Vector3> &p_verts, LocalVector<int, int32_t> *r_inds) const {
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bool MeshInstance::_check_for_valid_indices(const LocalVector<int> &p_inds, const PoolVector<Vector3> &p_verts, LocalVector<int> *r_inds) const {
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int nTris = p_inds.size();
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nTris /= 3;
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int indCount = 0;
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@ -1220,13 +1264,13 @@ bool MeshInstance::_merge_meshes(Vector<MeshInstance *> p_list, bool p_use_globa
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}
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for (int s = 0; s < first->get_mesh()->get_surface_count(); s++) {
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PoolVector<Vector3> verts;
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PoolVector<Vector3> normals;
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PoolVector<real_t> tangents;
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PoolVector<Color> colors;
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PoolVector<Vector2> uvs;
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PoolVector<Vector2> uv2s;
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PoolVector<int> inds;
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LocalVector<Vector3> verts;
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LocalVector<Vector3> normals;
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LocalVector<real_t> tangents;
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LocalVector<Color> colors;
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LocalVector<Vector2> uvs;
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LocalVector<Vector2> uv2s;
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LocalVector<int> inds;
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for (int n = 0; n < p_list.size(); n++) {
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// Ignore if the mesh is incompatible
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@ -1242,9 +1286,9 @@ bool MeshInstance::_merge_meshes(Vector<MeshInstance *> p_list, bool p_use_globa
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}
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// sanity check on the indices
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for (int n = 0; n < inds.size(); n++) {
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for (unsigned int n = 0; n < inds.size(); n++) {
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int i = inds[n];
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if (i >= verts.size()) {
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if ((unsigned int)i >= verts.size()) {
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WARN_PRINT_ONCE("Mesh index out of range, invalid mesh, aborting");
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return false;
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}
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@ -1252,23 +1296,23 @@ bool MeshInstance::_merge_meshes(Vector<MeshInstance *> p_list, bool p_use_globa
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Array arr;
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arr.resize(Mesh::ARRAY_MAX);
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arr[Mesh::ARRAY_VERTEX] = verts;
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arr[Mesh::ARRAY_VERTEX] = PoolVector<Vector3>(verts);
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if (normals.size()) {
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arr[Mesh::ARRAY_NORMAL] = normals;
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arr[Mesh::ARRAY_NORMAL] = PoolVector<Vector3>(normals);
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}
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if (tangents.size()) {
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arr[Mesh::ARRAY_TANGENT] = tangents;
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arr[Mesh::ARRAY_TANGENT] = PoolVector<real_t>(tangents);
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}
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if (colors.size()) {
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arr[Mesh::ARRAY_COLOR] = colors;
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arr[Mesh::ARRAY_COLOR] = PoolVector<Color>(colors);
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}
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if (uvs.size()) {
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arr[Mesh::ARRAY_TEX_UV] = uvs;
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arr[Mesh::ARRAY_TEX_UV] = PoolVector<Vector2>(uvs);
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}
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if (uv2s.size()) {
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arr[Mesh::ARRAY_TEX_UV2] = uv2s;
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arr[Mesh::ARRAY_TEX_UV2] = PoolVector<Vector2>(uv2s);
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}
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arr[Mesh::ARRAY_INDEX] = inds;
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arr[Mesh::ARRAY_INDEX] = PoolVector<int>(inds);
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am->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr, Array(), Mesh::ARRAY_COMPRESS_DEFAULT);
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} // for s through surfaces
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@ -100,9 +100,9 @@ private:
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// merging
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bool _merge_meshes(Vector<MeshInstance *> p_list, bool p_use_global_space, bool p_check_compatibility);
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bool _is_mergeable_with(const MeshInstance &p_other) const;
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void _merge_into_mesh_data(const MeshInstance &p_mi, const Transform &p_dest_tr_inv, int p_surface_id, PoolVector<Vector3> &r_verts, PoolVector<Vector3> &r_norms, PoolVector<real_t> &r_tangents, PoolVector<Color> &r_colors, PoolVector<Vector2> &r_uvs, PoolVector<Vector2> &r_uv2s, PoolVector<int> &r_inds);
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bool _ensure_indices_valid(PoolVector<int> &r_indices, const PoolVector<Vector3> &p_verts) const;
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bool _check_for_valid_indices(const PoolVector<int> &p_inds, const PoolVector<Vector3> &p_verts, LocalVector<int, int32_t> *r_inds) const;
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void _merge_into_mesh_data(const MeshInstance &p_mi, const Transform &p_dest_tr_inv, int p_surface_id, LocalVector<Vector3> &r_verts, LocalVector<Vector3> &r_norms, LocalVector<real_t> &r_tangents, LocalVector<Color> &r_colors, LocalVector<Vector2> &r_uvs, LocalVector<Vector2> &r_uv2s, LocalVector<int> &r_inds);
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bool _ensure_indices_valid(LocalVector<int> &r_indices, const PoolVector<Vector3> &p_verts) const;
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bool _check_for_valid_indices(const LocalVector<int> &p_inds, const PoolVector<Vector3> &p_verts, LocalVector<int> *r_inds) const;
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bool _triangle_is_degenerate(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, real_t p_epsilon) const;
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void _merge_log(String p_string) const;
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