Commit: 37afa965a4a1cb8053d449f72cb533a441279af2
Author: Sergey Sharybin
Date:   Mon Feb 13 12:00:10 2017 +0100
Branches: master
https://developer.blender.org/rB37afa965a4a1cb8053d449f72cb533a441279af2

Fix T50655: Pointiness is too slow to calculate

Optimize vertex de-duplication the same way as we do doe Remove Doubles.

===================================================================

M       intern/cycles/blender/blender_mesh.cpp

===================================================================

diff --git a/intern/cycles/blender/blender_mesh.cpp 
b/intern/cycles/blender/blender_mesh.cpp
index a87f1724e8..e269be6179 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -27,6 +27,7 @@
 #include "subd_patch.h"
 #include "subd_split.h"
 
+#include "util_algorithm.h"
 #include "util_foreach.h"
 #include "util_logging.h"
 #include "util_math.h"
@@ -525,6 +526,31 @@ static void attr_create_uv_map(Scene *scene,
 }
 
 /* Create vertex pointiness attributes. */
+
+/* Compare vertices by sum of their coordinates. */
+class VertexAverageComparator {
+public:
+       VertexAverageComparator(const array<float3>& verts)
+               : verts_(verts) {
+       }
+
+       bool operator()(const int& vert_idx_a, const int& vert_idx_b)
+       {
+               const float3 &vert_a = verts_[vert_idx_a];
+               const float3 &vert_b = verts_[vert_idx_b];
+               if(vert_a == vert_b) {
+                       /* Special case for doubles, so we ensure ordering. */
+                       return vert_idx_a > vert_idx_b;
+               }
+               const float x1 = vert_a.x + vert_a.y + vert_a.z;
+               const float x2 = vert_b.x + vert_b.y + vert_b.z;
+               return x1 < x2;
+       }
+
+protected:
+       const array<float3>& verts_;
+};
+
 static void attr_create_pointiness(Scene *scene,
                                    Mesh *mesh,
                                    BL::Mesh& b_mesh,
@@ -534,37 +560,59 @@ static void attr_create_pointiness(Scene *scene,
                return;
        }
        const int num_verts = b_mesh.vertices.length();
-       AttributeSet& attributes = (subdivision)? mesh->subd_attributes: 
mesh->attributes;
-       Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
-       float *data = attr->data_float();
        /* STEP 1: Find out duplicated vertices and point duplicates to a single
         *         original vertex.
         */
+       vector<int> sorted_vert_indeices(num_verts);
+       for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
+               sorted_vert_indeices[vert_index] = vert_index;
+       }
+       VertexAverageComparator compare(mesh->verts);
+       sort(sorted_vert_indeices.begin(), sorted_vert_indeices.end(), compare);
        /* This array stores index of the original vertex for the given vertex
         * index.
         */
        vector<int> vert_orig_index(num_verts);
-       for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
+       for (int sorted_vert_index = 0;
+            sorted_vert_index < num_verts;
+            ++sorted_vert_index)
+       {
+               const int vert_index = sorted_vert_indeices[sorted_vert_index];
                const float3 &vert_co = mesh->verts[vert_index];
                bool found = false;
-               int other_vert_index;
-               for(other_vert_index = 0;
-                   other_vert_index < vert_index;
-                   ++other_vert_index)
+               for(int other_sorted_vert_index = sorted_vert_index + 1;
+                   other_sorted_vert_index < num_verts;
+                   ++other_sorted_vert_index)
                {
+                       const int other_vert_index =
+                               sorted_vert_indeices[other_sorted_vert_index];
                        const float3 &other_vert_co = 
mesh->verts[other_vert_index];
+                       /* We are too far away now, we wouldn't have duplicate. 
*/
+                       if ((other_vert_co.x + other_vert_co.y + 
other_vert_co.z) -
+                           (vert_co.x + vert_co.y + vert_co.z) > 0.0f)
+                       {
+                               break;
+                       }
+                       /* Found duplicate. */
                        if(other_vert_co == vert_co) {
                                found = true;
+                               vert_orig_index[vert_index] = other_vert_index;
                                break;
                        }
                }
-               if(found) {
-                       vert_orig_index[vert_index] = other_vert_index;
-               }
-               else {
+               if(!found) {
                        vert_orig_index[vert_index] = vert_index;
                }
        }
+       /* Make sure we always points to the very first orig vertex. */
+       for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
+               int orig_index = vert_orig_index[vert_index];
+               while(orig_index != vert_orig_index[orig_index]) {
+                       orig_index = vert_orig_index[orig_index];
+               }
+               vert_orig_index[vert_index] = orig_index;
+       }
+       sorted_vert_indeices.free_memory();
        /* STEP 2: Calculate vertex normals taking into account their possible
         *         duplicates which gets "welded" together.
         */
@@ -623,6 +671,9 @@ static void attr_create_pointiness(Scene *scene,
                }
        }
        /* STEP 3: Blur vertices to approximate 2 ring neighborhood. */
+       AttributeSet& attributes = (subdivision)? mesh->subd_attributes: 
mesh->attributes;
+       Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
+       float *data = attr->data_float();
        memcpy(data, &raw_data[0], sizeof(float) * raw_data.size());
        memset(&counter[0], 0, sizeof(int) * counter.size());
        edge_index = 0;
@@ -1234,4 +1285,3 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob,
 }
 
 CCL_NAMESPACE_END
-

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