Optimize model data access during models importing

This commit is contained in:
Wojciech Figat
2021-12-13 17:31:13 +01:00
parent 25c7909e30
commit b88ac45b53
2 changed files with 18 additions and 20 deletions

View File

@@ -491,7 +491,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
mesh.Positions.Resize(vertexCount, false); mesh.Positions.Resize(vertexCount, false);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ {
mesh.Positions[i] = ToVector3(vertices[i + firstVertexOffset]); mesh.Positions.Get()[i] = ToVector3(vertices[i + firstVertexOffset]);
} }
// Indices (dummy index buffer) // Indices (dummy index buffer)
@@ -503,7 +503,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
mesh.Indices.Resize(vertexCount, false); mesh.Indices.Resize(vertexCount, false);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ {
mesh.Indices[i] = i; mesh.Indices.Get()[i] = i;
} }
// Texture coordinates // Texture coordinates
@@ -512,7 +512,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
mesh.UVs.Resize(vertexCount, false); mesh.UVs.Resize(vertexCount, false);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ {
mesh.UVs[i] = ToVector2(uvs[i + firstVertexOffset]); mesh.UVs.Get()[i] = ToVector2(uvs[i + firstVertexOffset]);
} }
if (data.ConvertRH) if (data.ConvertRH)
{ {
@@ -537,14 +537,14 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
mesh.Normals.Resize(vertexCount, false); mesh.Normals.Resize(vertexCount, false);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ {
mesh.Normals[i] = ToVector3(normals[i + firstVertexOffset]); mesh.Normals.Get()[i] = ToVector3(normals[i + firstVertexOffset]);
} }
if (data.ConvertRH) if (data.ConvertRH)
{ {
// Mirror normals along the Z axis // Mirror normals along the Z axis
for (int32 i = 0; i < vertexCount; i++) for (int32 i = 0; i < vertexCount; i++)
{ {
mesh.Normals[i].Z *= -1.0f; mesh.Normals.Get()[i].Z *= -1.0f;
} }
} }
} }
@@ -559,14 +559,14 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
mesh.Tangents.Resize(vertexCount, false); mesh.Tangents.Resize(vertexCount, false);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ {
mesh.Tangents[i] = ToVector3(tangents[i + firstVertexOffset]); mesh.Tangents.Get()[i] = ToVector3(tangents[i + firstVertexOffset]);
} }
if (data.ConvertRH) if (data.ConvertRH)
{ {
// Mirror tangents along the Z axis // Mirror tangents along the Z axis
for (int32 i = 0; i < vertexCount; i++) for (int32 i = 0; i < vertexCount; i++)
{ {
mesh.Tangents[i].Z *= -1.0f; mesh.Tangents.Get()[i].Z *= -1.0f;
} }
} }
} }
@@ -614,7 +614,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
mesh.LightmapUVs.Resize(vertexCount, false); mesh.LightmapUVs.Resize(vertexCount, false);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ {
mesh.LightmapUVs[i] = ToVector2(lightmapUVs[i + firstVertexOffset]); mesh.LightmapUVs.Get()[i] = ToVector2(lightmapUVs[i + firstVertexOffset]);
} }
if (data.ConvertRH) if (data.ConvertRH)
{ {
@@ -636,7 +636,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
mesh.Colors.Resize(vertexCount, false); mesh.Colors.Resize(vertexCount, false);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ {
mesh.Colors[i] = ToColor(colors[i + firstVertexOffset]); mesh.Colors.Get()[i] = ToColor(colors[i + firstVertexOffset]);
} }
} }
@@ -732,13 +732,13 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
blendShapeData.Vertices.Resize(shape->getVertexCount()); blendShapeData.Vertices.Resize(shape->getVertexCount());
for (int32 i = 0; i < blendShapeData.Vertices.Count(); i++) for (int32 i = 0; i < blendShapeData.Vertices.Count(); i++)
blendShapeData.Vertices[i].VertexIndex = i; blendShapeData.Vertices.Get()[i].VertexIndex = i;
auto shapeVertices = shape->getVertices(); auto shapeVertices = shape->getVertices();
for (int32 i = 0; i < blendShapeData.Vertices.Count(); i++) for (int32 i = 0; i < blendShapeData.Vertices.Count(); i++)
{ {
auto delta = ToVector3(shapeVertices[i]) - mesh.Positions[i]; auto delta = ToVector3(shapeVertices[i]) - mesh.Positions.Get()[i];
blendShapeData.Vertices[i].PositionDelta = delta; blendShapeData.Vertices.Get()[i].PositionDelta = delta;
} }
auto shapeNormals = shape->getNormals(); auto shapeNormals = shape->getNormals();
@@ -749,7 +749,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
if (length > ZeroTolerance) if (length > ZeroTolerance)
delta /= length;*/ delta /= length;*/
auto delta = Vector3::Zero; // TODO: blend shape normals deltas fix when importing from fbx auto delta = Vector3::Zero; // TODO: blend shape normals deltas fix when importing from fbx
blendShapeData.Vertices[i].NormalDelta = delta; blendShapeData.Vertices.Get()[i].NormalDelta = delta;
} }
} }
} }

View File

@@ -718,7 +718,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
// Remove blend shape vertices with empty deltas // Remove blend shape vertices with empty deltas
for (int32 i = blendShape.Vertices.Count() - 1; i >= 0; i--) for (int32 i = blendShape.Vertices.Count() - 1; i >= 0; i--)
{ {
auto& v = blendShape.Vertices[i]; auto& v = blendShape.Vertices.Get()[i];
if (v.PositionDelta.IsZero() && v.NormalDelta.IsZero()) if (v.PositionDelta.IsZero() && v.NormalDelta.IsZero())
{ {
blendShape.Vertices.RemoveAt(i); blendShape.Vertices.RemoveAt(i);
@@ -739,7 +739,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
int32 rootIndex = -1; int32 rootIndex = -1;
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++) for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
{ {
const auto idx = data.Skeleton.Nodes[i].ParentIndex; const auto idx = data.Skeleton.Nodes.Get()[i].ParentIndex;
if (idx == -1 && rootIndex == -1) if (idx == -1 && rootIndex == -1)
{ {
// Found root // Found root
@@ -767,7 +767,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
Swap(data.Skeleton.Nodes[rootIndex], data.Skeleton.Nodes[prevRootIndex]); Swap(data.Skeleton.Nodes[rootIndex], data.Skeleton.Nodes[prevRootIndex]);
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++) for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
{ {
auto& node = data.Skeleton.Nodes[i]; auto& node = data.Skeleton.Nodes.Get()[i];
if (node.ParentIndex == prevRootIndex) if (node.ParentIndex == prevRootIndex)
node.ParentIndex = rootIndex; node.ParentIndex = rootIndex;
else if (node.ParentIndex == rootIndex) else if (node.ParentIndex == rootIndex)
@@ -775,7 +775,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
} }
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++) for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
{ {
auto& bone = data.Skeleton.Bones[i]; auto& bone = data.Skeleton.Bones.Get()[i];
if (bone.NodeIndex == prevRootIndex) if (bone.NodeIndex == prevRootIndex)
bone.NodeIndex = rootIndex; bone.NodeIndex = rootIndex;
else if (bone.NodeIndex == rootIndex) else if (bone.NodeIndex == rootIndex)
@@ -845,7 +845,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
// Apply import transform on root bones // Apply import transform on root bones
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++) for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
{ {
auto& bone = data.Skeleton.Bones[i]; auto& bone = data.Skeleton.Bones.Get()[i];
if (bone.ParentIndex == -1) if (bone.ParentIndex == -1)
{ {
bone.LocalTransform = importTransform.LocalToWorld(bone.LocalTransform); bone.LocalTransform = importTransform.LocalToWorld(bone.LocalTransform);
@@ -921,8 +921,6 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
} }
reorder_nodes_and_test_it_out! reorder_nodes_and_test_it_out!
#endif #endif
// TODO: remove nodes that don't have bone attached and all child nodes don' have any bones
} }
else if (options.Type == ModelType::Animation) else if (options.Type == ModelType::Animation)
{ {