Fix typos
This commit is contained in:
@@ -15,12 +15,12 @@
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#define USE_MIKKTSPACE 1
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#define USE_MIKKTSPACE 1
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#include "ThirdParty/MikkTSpace/mikktspace.h"
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#include "ThirdParty/MikkTSpace/mikktspace.h"
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#if USE_ASSIMP
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#if USE_ASSIMP
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#define USE_SPARIAL_SORT 1
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#define USE_SPATIAL_SORT 1
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#define ASSIMP_BUILD_NO_EXPORT
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#define ASSIMP_BUILD_NO_EXPORT
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#include "Engine/Tools/ModelTool/SpatialSort.h"
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#include "Engine/Tools/ModelTool/SpatialSort.h"
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//#include <ThirdParty/assimp/SpatialSort.h>
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//#include <ThirdParty/assimp/SpatialSort.h>
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#else
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#else
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#define USE_SPARIAL_SORT 0
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#define USE_SPATIAL_SORT 0
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#endif
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#endif
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#include <stack>
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#include <stack>
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@@ -155,18 +155,18 @@ bool MeshData::GenerateLightmapUVs()
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}
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}
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int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int32 searchRange, const Array<int32>& mapping
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int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int32 searchRange, const Array<int32>& mapping
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#if USE_SPARIAL_SORT
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#if USE_SPATIAL_SORT
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, const Assimp::SpatialSort& spatialSort
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, const Assimp::SpatialSort& spatialSort
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, std::vector<unsigned int>& sparialSortCache
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, std::vector<unsigned int>& spatialSortCache
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#endif
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#endif
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)
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)
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{
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{
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const float uvEpsSqr = (1.0f / 250.0f) * (1.0f / 250.0f);
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const float uvEpsSqr = (1.0f / 250.0f) * (1.0f / 250.0f);
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#if USE_SPARIAL_SORT
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#if USE_SPATIAL_SORT
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const Float3 vPosition = mesh.Positions[vertexIndex];
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const Float3 vPosition = mesh.Positions[vertexIndex];
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spatialSort.FindPositions(*(aiVector3D*)&vPosition, 1e-4f, sparialSortCache);
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spatialSort.FindPositions(*(aiVector3D*)&vPosition, 1e-4f, spatialSortCache);
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if (sparialSortCache.empty())
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if (spatialSortCache.empty())
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return INVALID_INDEX;
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return INVALID_INDEX;
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const Float2 vUV = mesh.UVs.HasItems() ? mesh.UVs[vertexIndex] : Float2::Zero;
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const Float2 vUV = mesh.UVs.HasItems() ? mesh.UVs[vertexIndex] : Float2::Zero;
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@@ -177,9 +177,9 @@ int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int3
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const int32 end = startIndex + searchRange;
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const int32 end = startIndex + searchRange;
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for (size_t i = 0; i < sparialSortCache.size(); i++)
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for (size_t i = 0; i < spatialSortCache.size(); i++)
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{
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{
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const int32 v = sparialSortCache[i];
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const int32 v = spatialSortCache[i];
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if (v < startIndex || v >= end)
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if (v < startIndex || v >= end)
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continue;
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continue;
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#else
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#else
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@@ -247,11 +247,11 @@ void MeshData::BuildIndexBuffer()
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mapping.Resize(vertexCount);
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mapping.Resize(vertexCount);
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int32 newVertexCounter = 0;
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int32 newVertexCounter = 0;
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#if USE_SPARIAL_SORT
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#if USE_SPATIAL_SORT
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// Set up a SpatialSort to quickly find all vertices close to a given position
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// Set up a SpatialSort to quickly find all vertices close to a given position
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Assimp::SpatialSort vertexFinder;
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Assimp::SpatialSort vertexFinder;
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vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3));
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vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3));
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std::vector<unsigned int> sparialSortCache;
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std::vector<unsigned int> spatialSortCache;
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#endif
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#endif
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// Build index buffer
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// Build index buffer
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@@ -259,8 +259,8 @@ void MeshData::BuildIndexBuffer()
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{
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{
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// Find duplicated vertex before the current one
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// Find duplicated vertex before the current one
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const int32 reuseVertexIndex = FindVertex(*this, vertexIndex, 0, vertexIndex, mapping
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const int32 reuseVertexIndex = FindVertex(*this, vertexIndex, 0, vertexIndex, mapping
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#if USE_SPARIAL_SORT
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#if USE_SPATIAL_SORT
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, vertexFinder, sparialSortCache
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, vertexFinder, spatialSortCache
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#endif
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#endif
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);
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);
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if (reuseVertexIndex == INVALID_INDEX)
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if (reuseVertexIndex == INVALID_INDEX)
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@@ -376,7 +376,7 @@ bool MeshData::GenerateNormals(float smoothingAngle)
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Float3::Max(max, v3, max);
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Float3::Max(max, v3, max);
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}
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}
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#if USE_SPARIAL_SORT
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#if USE_SPATIAL_SORT
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// Set up a SpatialSort to quickly find all vertices close to a given position
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// Set up a SpatialSort to quickly find all vertices close to a given position
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Assimp::SpatialSort vertexFinder;
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Assimp::SpatialSort vertexFinder;
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vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3));
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vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3));
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@@ -399,7 +399,7 @@ bool MeshData::GenerateNormals(float smoothingAngle)
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continue;
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continue;
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// Get all vertices that share this one
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// Get all vertices that share this one
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#if USE_SPARIAL_SORT
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#if USE_SPATIAL_SORT
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vertexFinder.FindPositions(*(aiVector3D*)&Positions[i], posEpsilon, verticesFound);
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vertexFinder.FindPositions(*(aiVector3D*)&Positions[i], posEpsilon, verticesFound);
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const int32 verticesFoundCount = (int32)verticesFound.size();
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const int32 verticesFoundCount = (int32)verticesFound.size();
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#else
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#else
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@@ -429,7 +429,7 @@ bool MeshData::GenerateNormals(float smoothingAngle)
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for (int32 i = 0; i < vertexCount; i++)
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for (int32 i = 0; i < vertexCount; i++)
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{
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{
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// Get all vertices that share this one
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// Get all vertices that share this one
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#if USE_SPARIAL_SORT
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#if USE_SPATIAL_SORT
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vertexFinder.FindPositions(*(aiVector3D*)&Positions[i], posEpsilon, verticesFound);
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vertexFinder.FindPositions(*(aiVector3D*)&Positions[i], posEpsilon, verticesFound);
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const int32 verticesFoundCount = (int32)verticesFound.size();
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const int32 verticesFoundCount = (int32)verticesFound.size();
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#else
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#else
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@@ -623,7 +623,7 @@ bool MeshData::GenerateTangents(float smoothingAngle)
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}
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}
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}
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}
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#if USE_SPARIAL_SORT
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#if USE_SPATIAL_SORT
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// Set up a SpatialSort to quickly find all vertices close to a given position
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// Set up a SpatialSort to quickly find all vertices close to a given position
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Assimp::SpatialSort vertexFinder;
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Assimp::SpatialSort vertexFinder;
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vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3));
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vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3));
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@@ -648,7 +648,7 @@ bool MeshData::GenerateTangents(float smoothingAngle)
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closeVertices.Clear();
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closeVertices.Clear();
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// Find all vertices close to that position
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// Find all vertices close to that position
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#if USE_SPARIAL_SORT
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#if USE_SPATIAL_SORT
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vertexFinder.FindPositions(*(aiVector3D*)&origPos, posEpsilon, verticesFound);
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vertexFinder.FindPositions(*(aiVector3D*)&origPos, posEpsilon, verticesFound);
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const int32 verticesFoundCount = (int32)verticesFound.size();
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const int32 verticesFoundCount = (int32)verticesFound.size();
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#else
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#else
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